the theoretical limit for transactions in this case is 64x9 (inputs) + 64x9 (output on crafting grid) + 64 (outputs to main slot) + 64 CraftingEventPackets = 1280.
This is an extreme case which assumes that a recipe could generate up to 64x10 (640) output items per iteration, filling every slot of the output grid, which should never occur in any reasonable circumstances.
this allows localizing disconnection screens (at least, once #4512 has been addressed) and the disconnect reasons shown on the console.
We already had disconnect messages implicitly localized in a few places, so this is just formalizing it.
This does break BC with any code that previously passed translation keys as the disconnect screen message, because they'll no longer be translated (only Translatables will be translatated now).
I'm not quite sure this is the best way to enable such functionality, but it's already used for some other stuff, so I'm not too worried for now.
This allows the following commands to have their usage limited to self or others:
- /effect
- /enchant
- /gamemode
- /give
- /spawnpoint
- /teleport
- /title
I envision this being useful for creative mode servers, and test servers such as test.pmmp.io.
This reverts commit aebcfc516ff97492c58ee478a3944915a777a75e.
this has edge cases in the handling of adjacent chunk locks which I
didn't consider at the time. Once accounting for those edge cases, it
became significantly more complex to the point that I realized this
needed more planning.
the target chunk may no longer be loaded if it was unloaded during a previous chunk's tick (e.g. during BlockGrowEvent).
Since the parent function iterates over a pre-selected array of chunks, the chunk will still be present in the list even if it's no longer loaded by the time it's reached.
this is just wasting CPU time, since the effects aren't noticeable on such a small timescale anyway.
This reduces the CPU impact of chunk selection by 95%. However, this is the lesser part of chunk ticking, and the lion's share of the performance impact still comes from actually ticking the chunks.