This allows to save the language without rewriting pocketmine.yml. Since this is a "standard" config option (something that the user might want to directly modify) it's reasonable to put it in server.properties. pocketmine.yml is generally reserved for more advanced configuration options.
this technically involves non-breaking API changes which should happen on a patch release, but I can't be bothered with the dust cleanup, so we'll just blow it away now. It doesn't hurt anyone anyway.
This was the cause of a bug with regeneration which caused players taking fatal damage under regeneration not to die correctly. On the server side they would die and immediately regenerate some health, which would cause the next attribute sync to not report the health drop to zero, which made the client unaware that it was dead.
Perhaps attributes should be forcibly synced in some circumstances, but nonetheless regeneration shouldn't apply post-death.
This is an incremental improvement over 4a6841a5a465c791b512517394241f0ac0b38739. This change works better because it also reduces disk spam of crashdumps.
This will now sleep if the server uptime was less than 120 seconds before crashing. If unattended, this will clamp down on automated crashdump spam. If attended, the user can simply press CTRL+C to abort the process and skip the delay.
calculating dynamic states in some cases requires getting properties from neighbouring blocks, but getting these blocks also causes their dynamic states to be calculated, leading to a bouncing recursion.
This change allows retrieving blocks without calculating dynamic state information, if the call was generated by calculating dynamic state information.
Since these blocks are incomplete, they should not be cached and are only used to allow another adjacent block to complete its state. It is therefore not possible for a block's dynamic states to depend on another block's dynamic states.
This recursion bug was observable by running /gc and walking into a door, which would cause the server to freeze and crash.
This was the cause of many inconsistency and broken world bugs. In the future (once we switch to paletted chunks) this won't be possible anyway. For now, some temporary API is provided to allow modifying chunkdata directly, but it is required that **both** must be provided.
This takes advantage of two key behaviours of PHP:
1. Assigning a string does not copy the string
2. Changing an offset in a string causes the string to be copied.
These two factors combined, along with the fact that blocklight and skylight arrays are usually all-zeros, allow us to produce a significant memory usage reduction of loaded chunks.
A freshly generated PM world with 3,332 chunks loaded drops from 310MB to 200MB memory usage with these changes applied.