setPopulated() sets dirty flags on the chunk, causing the autosave sweep
to think they've been changed when they haven't. We now pass
terrainPopulated to the constructor to avoid this ambiguity recurring in
the future.
making this nullable was based on the invalid assumption that global sounds have no position, but it turns out they _do_ still use the position to make the sound come from the correct direction.
in PM4, all blockupdates are buffered, so the old 7x performance penalty that used to be incurred by doing this is no longer a problem.
Also, this actually reduces the overhead of explosions themselves by moving the onNearbyBlockChange() burden off explodeB() and into the main world ticking function.
isChunkGenerated() merely checks if the chunk can be loaded from disk, if it's not in the runtime cache already.
This is pointless in all of these cases, because the check is prefaced by an isChunkLoaded() check, which already limits the possibility anyway. If the chunk is not generated, it'll also be considered not loaded.
this raises false-positives during shutdown if players were online.
The fact that the player entity leans on the World to clean up after it is slightly problematic, but I'm not sure what else to do about it for now.
this allows entities to exist outside of generated chunks, with one caveat: they won't be saved in such cases.
Obviously, for player entities, this doesn't matter.
fixes#3947
this fixes 2 problems:
1) Blocks which set themselves to something else during onNearbyBlockChange() would not receive any block update
2) A memory leak when blocks in unloaded chunks were scheduled for an update.
I'm a little uneasy about this change, because there must have been some reason why I put this at the end of the block and not at the start, but whatever it is, I can't reason about it, and there's reasons not to put it at the end too.
the only reason to use getCollidingEntities() instead of getNearbyEntities() is if you have an entity that may or may not be collidable depending on certain conditions.
Really, I don't think this logic belongs in World at all, but for now it has to stay, because some other stuff depends on it.
these two methods are very misleadingly named, but they do almost exactly the same thing - the only difference is that getCollidingEntities() does a couple of additional checks.
instead, just ungate this and allow the provider to decide what to do.
Any chunk that contains entities or tiles is already always considered dirty, so the only thing the flags are good for is flagging chunks that previously had tiles and/or entities but no longer do.
In those cases, it's just removing keys from LevelDB anyway, so it's already very cheap.
Avoiding these redundant deletions is not worth the extra complexity and fragility of relying on flags to track this stuff.