a couple of usages of properties that no longer exist couldn't be migrated.
in addition, this revealed a couple of dead properties in the default file.
this is not an ideal solution (I'd much rather model the configs using classes and map them) but in the absence of a good and reliable library to do that, this is the next best thing.
while I could implement server-side ability to disable entity movement, I don't think that's particularly useful. However, the intended function of this (disabling client sided AI) is useful, so it makes more sense to rename it to match its functionality, rather than changing its functionality to match the name.
closes#3130
we rely on phpstan for validation of this internally, and plugins shouldn't be calling these methods anyway.
this significantly reduces the overhead of CompressBatchPromise.
moral of the story: do not trust that mojang things do what they say they do - the spectator ability layer always applies, regardless of whether the player is actually in spectator mode or not ...
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.
fixes#5722
I'm not very clear why this works. PM doesn't use real spectator mode yet (we're still using the faux spectator mode PM has had for years, because I haven't yet assessed how real spectator mode will affect stuff like block interactions), so this ability layer shouldn't have any effect.
thank you @Alemiz112
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.
this particular optimisation became possible thanks to changes in 4.19.
I observed that the allocation of Event objects and calling ->call() was costing us a significant percentage of the time taken in PlayerAuthInputPacket handlers. This change produces a measurable 2 microsecond reduction in overhead for PlayerAuthInputPacket handling when players are not moving (10.7 -> 8.7 microseconds). On a server with 200 players, this translates into a 1% reduction in CPU load for PlayerAuthInputPacket alone. It will also benefit other packets, but not to the extent that PlayerAuthInputPacket benefits.
closes#5554
This is called just before the packet is decoded, allowing the event to be used to drop packets from clients without wasting CPU time decoding them. This can be particularly useful for mitigating denial-of-service attacks.
we want it to be included in receive timings, but not handler timings. Handler timings should reflect the time spent in the actual session PacketHandler, not in the event.