if users want these, they can broadcast them themselves using Server::broadcastMessage(), which will also record the message in the server log like chat
closes#5669
since we don't have a hard date for this, and I've already made one wrong educated guess, I'd rather not have another massive outage.
A security update will have to be made to remove the old key as soon as the new one is rolled. This is not ideal, but it's the least disruptive option.
fixes#5810
probably fixes#4986#5810 was caused by the workaround for #4394, which broke in 1.20 for reasons I'm still unclear on.
As FLAG_TELEPORT does not work at all for non-player entities, and causes bugs with player entities, sending the teleport movement without the flag is the least buggy way to solve all of these issues. Having the client interpolate teleport movements is not ideal, but there doesn't seem to be a way to reliably prevent it without causing even more bugs, so this will have to do.
due to the extremely large performance cost of instantiating AsyncTasks, it's usually not worth bothering with async compression except for very large packets.
While this large overhead can be significantly reduced by using specialized threads, it's early days in the testing stages for such improvements, and for now, we still have this to deal with.
Since async compression is always used prior to player spawn, this change may slightly improve the performance of the pre-join stage of the game.
we rely on phpstan for validation of this internally, and plugins shouldn't be calling these methods anyway.
this significantly reduces the overhead of CompressBatchPromise.
moral of the story: do not trust that mojang things do what they say they do - the spectator ability layer always applies, regardless of whether the player is actually in spectator mode or not ...