since this is an internal method, it doesn't make sense to force a single parameter that requires potentially constructing a separate object just for the parameters, so we pass primitives instead, which are also easier to typehint against.
this attribute is not visible on the client and is only used for controlling saturation depletion. It's extremely spammy and as such really shouldn't be sent over network. This has also been causing some minor client-side performance issues in survival.
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 supersedes addChunkPacket() in most cases, and has a more clear name. It broadcasts the given packet to every player who has the target position within their chunk load radius.
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.
this parameter was previously used to send blocks with a different set of flags, immediately, to players. However, the flags have been demonstrated useless and the direct sending is pointless now since packets are buffered now per session, so we might as well take advantage of the batched block update sending.