This is better for performance because these then don't need to be reevaluated every time they are called.
When encountering an unqualified function or constant reference, PHP will first try to locate a symbol in the current namespace by that name, and then fall back to the global namespace.
This short-circuits the check, which has substantial performance effects in some cases - in particular, ord(), chr() and strlen() show ~1500x faster calls when they are fully qualified.
However, this doesn't mean that PM is getting a massive amount faster. In real world terms, this translates to about 10-15% performance improvement.
But before anyone gets excited, you should know that the CodeOptimizer in the PreProcessor repo has been applying fully-qualified symbol optimizations to Jenkins builds for years, which is one of the reasons why Jenkins builds have better performance than home-built or source installations.
We're choosing to do this for the sake of future SafePHP integration and also to be able to get rid of the buggy CodeOptimizer, so that phar and source are more consistent.
long overdue... this isn't quite as extensible as the original api3/blocks system was, but this is primarily intended to replace Item->useOn(). If plugins want to use it it can be extended later on.
This is necessary because the stupid client constantly spams right-click actions if you carry on trying to eat/throw/whatever the item when cooldown is in effect. Therefore ender pearls would be fired like machine guns without these checks server side.
This allows retrieving the name of an item without the custom name being plastered over the top. This will also allow weird things to have special functions for their names.
It's only now used in the Durable class, so it does not make sense to keep it in Item anymore. This is a leftover from the days where Durable did not exist.
The remaining methods, constants and fields in the NBT class now pertain to generic NBT functionality (except for the matchList()/matchTree() methods, but that's a job for another time). All NBT I/O specific logic has now been moved to NBTStream and its descendents.
* Removed broken EntityEatEvents - these don't fit the pattern since they only apply to Human entities anyway. PlayerItemConsumeEvent and PlayerInteractEvent can be used for cancellation purposes, and plugins can do custom stuff without mess.
* Restrict item consuming to Living entities only
* Added FoodSource->requiresHunger()
* Only items implementing the Consumable interface can now be consumed.
* The effects from consuming items are now generic-ized by way of the Living->consume() function. This is overridden in Human to allow applying food and hunger.
* Fixed the hardcoded mess for buckets
* Enchantment: Split enchantment type data from instance data
This commit splits enchantments into (effectively) enchantment TYPES vs enchantment INSTANCES.
When applying an enchantment to an item, it only needs to know 2 things:
1. the enchantment ID (identifier) which is used to identify the TYPE
2. the enchantment LEVEL which is used to modify the enchantment's power IN THIS INSTANCE.
Therefore, the LEVEL is not an immutable property. However, all other properties of the currently-named "Enchantment" class are immutable type properties.
Currently, when applying an enchantment to an item, a copy of the enchantment object is created from the registry, and returned. This copies all of the properties contained by the type, which is obviously sub optimal.