## 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
26 lines
732 B
C#
26 lines
732 B
C#
using System;
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using Server;
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using Server.Engines.VeteranRewards;
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using Server.Network;
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using Server.Tests;
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using Server.Tests.Network;
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using Xunit;
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namespace UOContent.Tests
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{
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public class CharacterStatuePacketTests
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{
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[Theory]
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[InlineData(0x1024u, 1, 100, 200)]
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public void TestSendStatueAnimation(uint s, int status, int anim, int frame)
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{
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var expected = new UpdateStatueAnimation((Serial)s, status, anim, frame).Compile();
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var ns = PacketTestUtilities.CreateTestNetState();
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ns.SendStatueAnimation((Serial)s, status, anim, frame);
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var result = ns.SendPipe.Reader.AvailableToRead();
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AssertThat.Equal(result, expected);
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}
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}
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}
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