This is better for performance because these then don't need to be reevaluated every time they are called.
When encountering an unqualified function or constant reference, PHP will first try to locate a symbol in the current namespace by that name, and then fall back to the global namespace.
This short-circuits the check, which has substantial performance effects in some cases - in particular, ord(), chr() and strlen() show ~1500x faster calls when they are fully qualified.
However, this doesn't mean that PM is getting a massive amount faster. In real world terms, this translates to about 10-15% performance improvement.
But before anyone gets excited, you should know that the CodeOptimizer in the PreProcessor repo has been applying fully-qualified symbol optimizations to Jenkins builds for years, which is one of the reasons why Jenkins builds have better performance than home-built or source installations.
We're choosing to do this for the sake of future SafePHP integration and also to be able to get rid of the buggy CodeOptimizer, so that phar and source are more consistent.
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 has the triple bonus effect of a) making a lot of code easier to read, b) reducing Server::getInstance() usages, and c) removing a whole bunch of Server dependencies.
The network and block namespaces are untouched by this commit due to potential for merge conflicts. These should be dealt with separately on master.
it's no longer necessary to force-write these, since the NBT is now ephemeral. Any tag type mismatches should be dealt with on read, after which the original tag will be discarded anyway.
I considered renaming sendDataPacket() to dataPacket() to reduce the BC breaks, but the parameter set has changed, which might cause astonishing behaviour, so it's better to break it in a loud way. Also, this has a clearer name.
This reverts commit 0081e30a89.
The logic introduced by this commit is correct in MC JAVA 1.9+. Unfortunately, nobody likes 1.9+ for combat.
Some testing in MCPE vanilla made it apparent that this logic isn't correct for MCPE. The old logic is correct for pre-1.9 knockback.
onGround doesn't necessarily reflect 0 motion, because something else could change the motion prior to the onGround flag getting updated - for example 2 knockbacks in a row.
this has already been seen to cause duplication bugs when thorns is used. Anything else that modifies inventory during applyPostDamageEffects() when the mob is possibly dead will also cause duplication issues.
* Implemented InventoryEventProcessor, fixes#1986
Event processors can now be registered and unregistered at will. Entity inventory/armor change events are now handled by event processors instead of the inventories themselves, which allows enabling/disabling the calling of these events at will.
This now avoids stupid things happening when initializing inventory contents, since the callers for those events are now registered _after_ the contents are initialized.
The general purpose of this is to split up base damage from modifiers.
- Added methods getBaseDamage(), setBaseDamage(), getOriginalBaseDamage(), getModifiers(), getOriginalModifiers()
- setDamage() renamed to setModifier() and type is now mandatory
- getDamage() renamed to getModifier() and type is now mandatory
- getOriginalDamage() renamed to getOriginalModifier() and type is now mandatory
- Removed MODIFIER_BASE constant
- Constructors now accept: float baseDamage, float[] modifiers instead of just float[] modifiers
ArrayOutOfBoundsException is not thrown by SPL anymore since the exception handler throwing it was removed by @shoghicp. Regardless, it seems cleaner to to check it properly.