feat: Adds a memory mirrored ring buffer for networking. (#1533)
## Breaking Changes
Incoming packet registration signature has changed to:
```cs
delegate* void OnReceiveCallback(NetState state, SpanReader reader, int packetLength);
IncomingPackets.Register(int packetID, int length, bool ingame, OnReceiveCallback onReceive);
```
For example, an incoming packet handler signature would now look like this:
```cs
public static void SomeIncomingPacket(NetState state, SpanReader reader, int packetLength)
{
// Parse the data
}
```
## Summary
Updates the network Pipe class to use a mirrored memory technique. This technique involves mapping the same physical memory to two contiguous virtual memory spaces so the byte buffer appears duplicated. This allows writing to a double-sized array to wrap around without the need for the `CircularBuffer` classes.
In practice this allows us to use `Span<byte>` as if the buffer was a regular array.
### Bug Fixes
- [X] Fixes bad fixed length string parsing
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83 changed files with 958 additions and 2432 deletions
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@ -1,3 +1,4 @@
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using System.Buffers;
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using Server.Network;
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namespace Server.Engines.UltimaStore
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@ -9,7 +10,7 @@ namespace Server.Engines.UltimaStore
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IncomingPackets.Register(0xFA, 1, true, &UltimaStoreOpenRequest);
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}
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public static void UltimaStoreOpenRequest(NetState state, CircularBufferReader reader, int packetLength)
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public static void UltimaStoreOpenRequest(NetState state, SpanReader reader, int packetLength)
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{
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state.Mobile.SendMessage("Ultima Store is not currently available.");
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}
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