the timeout was entirely useless, because:
- when shorter than 25.6 seconds (512 ticks) it would cause caches to be needlessly destroyed and regenerated
- when longer than 25.6 seconds, just made outdated caches persist for longer, even after the query info was regenerated.
This now uses a mark-dirty model to deal with caches, which means that plugin modifications to the query data will be reflected immediately, regardless of when they are made. Previously, modifying the result of Server->getQueryInformation() would have inconsistent results.
For many years, this has been the cause of many users (particularly plugin devs) confusion. The reality is that /reload has little to no practical value. It does not reload plugin source code (contrary to popular belief).
getOfflinePlayerData() will now return NULL if there is no stored data for a given player. The responsibility of checking the spawn point is now delegated to the Player, after it registers a chunk loader on its spawn chunk.
This prevents plugins sending wrong packets at the compiler level (or would, if we had a compiler). It's more robust than a getter for client/server and throwing an exception since a static analysis tool can detect faults created by sending wrong packets from the server. This is also used to deny service to dodgy clients which send wrong packets to the server to attack it.
this is in preparation for clientbound/serverbound packet separation. I did this already on another branch, but the changeset was dependent on a massive refactor to split apart packets and binarystream which i'm still not fully happy with.
This is a bolt-on feature that can't be disabled and causes serious grief for Unix server users, because it prevents ctrl+c aborting the server the normal way.
Instead, we prefer introducing a plugin to implement this functionality, so that users can opt-in or opt-out.
future enhancements:
- make gamemode an object containing information about abilities that players have in this gamemode (gamemodes are just predefined ability sets)
- get the magic numbers out of the API
This contains all of the static stuff that was previously embedded in the Entity static root. This solves a bunch of problems like circular dependencies between parent and child classes, encapsulating logic and reducing the size of the enormous Entity.php.
it's much less expensive to just calculate the modulo of the current tick and 20, and overwrite past entries. The effect is the same. The only difference is that the arrays won't be ordered by time, but that doesn't matter anyway.