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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@ -29,14 +29,14 @@ public static class MapUO
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AssistantProtocol.Register(0x01, true, &QueryGuildMemberLocations);
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}
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public static void QueryGuildMemberLocations(NetState state, CircularBufferReader reader, int packetLength)
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public static void QueryGuildMemberLocations(NetState state, SpanReader reader, int packetLength)
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{
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Mobile from = state.Mobile;
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state.SendGuildMemberLocations(from, from.Guild as Guild, reader.ReadBoolean());
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}
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public static void QueryPartyMemberLocations(NetState state, CircularBufferReader reader, int packetLength)
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public static void QueryPartyMemberLocations(NetState state, SpanReader reader, int packetLength)
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{
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Mobile from = state.Mobile;
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var party = Party.Get(from);
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