TreeType really belongs in the generator package. Not all types of tree may have their own boat type (e.g. azalea).
We can't use WoodType for this either, because some types of wood also don't have associated boat types (crimson, warped).
this was achieved by storing binary representations of the blockstates, rather than the original BlockStateData.
Due to the insane object:data ratio of Tag objects (40:1 for ByteTag for example), modestly sized NBT can explode in memory footprint. This has been previously seen with the absurd 25 MB footprint on file load.
Previously, I attempted to mitigate this by deduplicating tag objects, but this was mitigating a symptom rather than addressing the cause.
We don't actually need to keep the NBT around in memory, since we don't actually use it for anything other than matching blockstates. In this case, we can allow the code to be possibly a little slower, since the lookup is anyway slow and the result will be cached.
In fact, using encoded ordered states as hash keys significantly improves the speed of lookups for stuff like walls, which have many thousands of states.
We keep around generateStateData(), since it's still possible we may need the BlockStateData associated, and it can be easily reconstructed from the binary-encoded representation in BlockStateDictionaryEntry.
since this is contextless (there's no way to know the version of the client requesting the MOTD), we can safely assume that this is not going to vary between protocol versions.
we can use SubChunkExplorerStatus to decide whether or not to update the local light array reference.
We also dereference some properties into local variables, because dereferencing properties is slow. Indirect property dereferences add an extra performance penalty for every layer.
often, protocol updates are done without consideration for the current world format version. We don't want to require the world support to be updated at the same time, since this might delay updates.
this significantly reduces the size of schemas when state remaps are used (see pmmp/BedrockBlockUpgradeSchema@85b83b360e).
in addition, this will likely offer a substantial performance and memory saving when walls get flattened, which will eventually happen.
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.