## BREAKING CHANGE
**Publishing for linux will no longer include runtimes**
## Major Changes
* Adds .NET 7 support.
* Adds ARM64 support (experimental).
* Changes linux support to be open-ended against anything .NET 7 supports.
* Fixes native library resolutions. (Make sure to install `dev` versions of the libraries)
* Updates README
* Adds Ubuntu 22, CentOS 8/9 Stream to CI/CD.
## TODOs:
* Update modernuo.com docs
Closes#1173Closes#1159
**Only one functional change**
* Fixes a bug in LogFactory where `Warning` is being logged as `Information`
Non-functional changes:
* Updates/Fixes copyright headers
* Removes namespace scopes for core files.
View with [whitespace off](https://github.com/modernuo/ModernUO/pull/1187/files?w=1).
Fixes bit array serialization. This may cause objects that were serialized by bit array to fail to deserialize. I am sorry, please accept my condolences. It is probably easiest to just delete those objects. If it becomes a major problem, contact me and I'll help with a hacky per-case solution.
## Added Feature
Adds a single threaded array pool that works exactly the same as `ArrayPool<T>.Shared`.
The `STArrayPool<T>.Shared` can only be used on a single thread, the main game thread of the server.
Note: Unlike the built-in array pool, there is no hook into the _GC Gen 2_. This means to relieve potentially high memory pressure, `ArrayPool<T>.Shared.Trim()` must be called. The pool will only release arrays _after two successive calls within 10 seconds or longer_. If the server is at less than 70% total memory usage, or the server is not going to use this pool for something egregious, then don't bother ever calling Trim().
## Changes
- [X] Fixes ArrayPool calls that should be cleared due to references.
- [X] Benchmarks against ArrayPool with 4+ rented arrays deep of the same length.
- [x] Unit tests
- [X] Removes several `ToList()` uses with `PooledRefQueue`
- [X] Adds a `PeekRandom` to PooledRefQueue
- [X] Updates EV/BS so they dispel each other in a more efficient manner.
- [X] Fixes Firebomb so it works like a normal firefield.
- [X] Fixes field spells so they aren't unnecessarily using a Point3D ref more than necessary.
- [X] Removes extra allocation in campfire by using reverse loop.
- [X] Removes other LINQ calls that aren't needed.
* Adds a custom BitArray class with the following added features:
* ctor for creating BitArray against read only span
* ctor for creating BitArray against BinaryReader
* CopyTo to copy a BitArray to a Span
* Adds BitArray to UO Primitive serialization so it can be codegenned.
* Fixes pooled timer leaking
* Fixes `[dumptimers` command so it outputs properly, adds spacing, and stacktraces
* Adds `[Tidy]` for serializing Lists. This will remove deleted entities during world save before serializing the list.
* Adds helpers for managing Lists/Sets/Dictionaries
### New API
```cs
// Creates the list if it is null, then adds
Utility.Add(ref list, value);
Utility.Add(ref set, value);
Utility.Add(ref dict, key, value);
// Nulls the variable if the count is zero
Utility.Remove(ref list, value);
Utility.Remove(ref set, value);
Utility.Remove(ref dict, key);
// Marks entity as dirty in addition to doing the action
entity.Add(list, value);
// Marks entity as dirty, and will create list if it doesn't exist
entity.Add(ref list, value);
// Marks entity as dirty in addition to doing the action
entity.Remove(list, value);
// Marks entity as dirty, and will null the list count is zero
entity.Remove(ref list, value);
```
### Updates to [dumptimers
<img width="825" alt="Screen Shot 2021-08-14 at 2 55 10 AM" src="https://user-images.githubusercontent.com/3953314/129442449-ccf7fe14-29d6-4f3f-9366-c8eb7b9828a7.png">
* Optimizes OrderedHashSet using the learnings here: https://github.com/dotnet/runtime/issues/10050
* Removes ValueCollection since it was a relic from the conversion of the OrderedDictionary
* Centralizes throw strings.
* Adds pooled ordered hash set (but doesn't use it)
Closes#448
- [X] Fixes some issues with the type caching
- [X] Changes type check default to ignore case
- [X] Splits out type caching of insensitive and sensitive lists. This means less stuff to iterate through when checking a type against the string.
- [X] Adds an ArrayEnumerator, mostly for reference purposes (copy/paste as needed)
- [X] Converts boat packets
- [X] Makes a packet container builder for packet 0xF7
- [X] Generalizes world item packet so it works for mobiles too
Notes:
- This PR doesn't address proper smooth movement for boats.