This allows better compensation for floating point errors introduced by the subtraction of the 1.62 height offset.
For example, if the player is at y=7 exactly, their Y coordinate will be reported as 8.62, which, because of floating point errors, will be something like `8.619999999`. Subtracting `1.62` from this (really something like `1.62000000000005...`) leads to the calculated Y coordinate being slightly below 7.
Rounding after subtracting this offset allows this to be rounded to 7 sharp. Similar errors appear in various other coordinates.
there's a bunch of places we can't reach with this right now:
- particles
- sounds
- tile NBT
- entity metadata
- crafting data cache
- chunk encoding
- world block update encoding
this is a work in progress, but ultimately we want to get rid of these singletons entirely.
this doesn't support editing the rear side of a sign, since the 1.12 format doesn't allow us to represent the rear text, and it would necessitate API breaks to support anyway.
However, we can quite trivially support APIs for the sign GUI, which plugins can use to enable editing signs. PocketMine-MP doesn't currently permit this, since it's currently an experimental feature in 1.20, but plugins can simply use Player->openSignEditor() to mimic it.
This is, however, a byproduct of the fact that APIs needed to be added in order to facilitate the use of OpenSignPacket in 1.19.80.
due to implementation quirks + some unforeseen ways these actions can behave, there can be as many as 53 actions in a single crafting request. This is an edge case, but it has to be catered for.
for some reason book edits generate a transaction in addition to BookEditPacket. PM has never used the transaction, and it doesn't pass anyway because CreateItemAction can't be used in survival mode.
However, since the strict validation introduced since ItemStackRequest, this dud transaction now causes the player to get kicked without these changes.
instead, we can verify that the held items match by comparing the received ItemStack with the one cached in InventoryManager, which is more cost effective and closes off internal item deserializers to external attacks.