Since the addition of resetLastMovements(), this code is useless.
Additionally, it doesn't make sense to ignore the first movement, because the first movement still _moves the player_ from point A to point B.
This just causes it to attempt to spam chunk orders prior to the player spawning. It won't succeed, because the render distance is zero.
The other time this could occur is when teleporting into an unloaded chunk, but it's not necessary to continually spam chunk orders in that case, especially since chunk orders are done on teleport anyway.
This prevents unexplained segfaults on accidental event call recursion by limiting the max depth of event call stack to 50. If another event attempts to be called, an exception will be thrown.
* Event handlers always handle subclass events. public static $handlerList no longer required.
* Removed $handlerList declarations
* HandlerList cleanup: Removed HandlerList->handlers and related bake methods
* Removed obsolete Event->getHandlers()
* EventPriority: Added fromString()
* PluginManager: throw exceptions on registering handlers with invalid priorities
This allows specifying a handler of `EntityDamageEvent` which will handle any instanceof it (as per current behaviour), AND also now allows specifying a handler specifically for `EntityDamageByEntityEvent`, which only handles `EntityDamageEvent`.
This was not previously possible due to limitations in the way handlers were registered.
Abstract events may not be handled unless they declare the `@allowHandle` PhpDoc tag.
This is a bad fix for an issue found in one specific use-case. This is redundant because the only places this is used are places where it's guaranteed to be valid, or places where it is checked to be valid anyway.
The Level leak originally noted that led to the creation of this class is something I consider to be a non-issue, because all the heavy things will be cleaned up anyway.
This happened when a block was set into the world with a direct update, when an entry for that block was already present in the changedBlocks map. This fixes the bug by removing the entry from the changedBlocks map to avoid sending outdated block updates in batches.
closes#2106
For some strange reason, using aliases overwrites the original command name instead of coexisting with it. This is rather astonishing behaviour, and probably a bug in the client. However, this workaround is the same thing vanilla does (see /tp in vanilla).
Chunks were used by tiles for a couple of things:
- 1. for coordinates - which can be gotten using bitshifts
- 2. setChanged() - which is unnecessary as seen in the previous commit
Removing this circular dependency was actually remarkably easy to do.
This allows the removal of lots of ugly code, and also exposes lots of similarities with how this update type was handled. This can be further improved in the future to more generically handle cases.
I realized in the process of changing this, that it might actually be simpler to treat to treat scheduled updates and neighbour updates as one and the same. They use the same mechanism for being saved on chunks (TileTicks),
and doing that would make updating only require one queue instead of two.
RedstoneOre: use onActivate() to trigger glowing
this is not technically correct behaviour, but this preserves the current behaviour.