## 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
41 lines
1.7 KiB
C#
41 lines
1.7 KiB
C#
/*************************************************************************
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* ModernUO *
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* Copyright 2019-2023 - ModernUO Development Team *
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* Email: hi@modernuo.com *
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* File: PacketHandler.cs *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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*************************************************************************/
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using System.Buffers;
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namespace Server.Network;
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public unsafe class PacketHandler
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{
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private readonly int _length;
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public PacketHandler(int packetID, int length, bool ingame, delegate*<NetState, SpanReader, int, void> onReceive)
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{
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_length = length;
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PacketID = packetID;
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Ingame = ingame;
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OnReceive = onReceive;
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}
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public int PacketID { get; }
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public virtual int GetLength(NetState ns) => _length;
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public delegate*<NetState, SpanReader, int, void> OnReceive { get; }
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public delegate*<int, NetState, out bool, bool> ThrottleCallback { get; set; }
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public bool Ingame { get; }
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}
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