now, EnderChestInventory is just a temporary window, much like anvil/enchanting windows. It provides a gateway to the player's PlayerEnderInventory.
This removes one of the remaining obstacles to disallowing null World in Position constructor.
* Allow plugins to use PSR-4 namespace mapping
this is a reduced implementation which serves the 99% use case without being horribly breakable.
Plugins may now specify a `src-namespace-prefix`, which should be set to the namespace of the classes in `src`.
If the old system is used, `src-namespace-prefix` can be omitted, or set to an empty string.
Examples:
- If `src-namespace-prefix` is `dktapps\test`, `dktapps\test\Main` will be searched for in `src/Main.php`, instead of `src/dktapps/test/Main.php`.
* Migrate TesterPlugin to PSR-4
This reverts commit cb06be615aa3780d4c83a947520fa55c0d908618.
we can't push this to stable because it would break plugins without any
way to know (no protocol or API change).
At most, this should have been wrapped into a protocol change.
originally I introduced this to make it easier to implement the various APIs addPattern removePattern etc, but those were later removed in favour of simple getPatterns() and setPatterns(), allowing plugin developers to use ext-ds APIs to manipulate patterns.
However, ds poses a number of headaches because of mutability combined with by-ref semantics, which make it a pain to use these on the APIs because we can't guarantee that they won't be modified.
As much as arrays suck, they have two significant advantages over ext-ds: 1) they have copy-on-write semantics, and 2) they support PHP 8.0 without any extra work from me.
a non-generated chunk is now always represented by NULL. This forces the case of ungenerated chunks to be handled by all code, which is necessary because ungenerated chunks cannot be interacted with or modified in any meaningful way.
regardless of how long an async task takes to run, it will take a multiple of 50ms to get the result processed. This delay causes issues in some cases for stuff like generation, which causes locking of adjacent chunks, and async packet compression, which experiences elevated latency because of this problem.
This is not an ideal solution for packet compression since it will cause the sleeper handler to get hammered, but since it's already getting hammered by every packet from RakLib, I don't think that's a big problem.