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 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 makes translation usage much more statically analysable.
The only places this isn't used are:
- places that prefix translations with colours (those are still a problem)
- places where server/client translations don't match (e.g. gameMode.changed accepts different parameters in vanilla than in PM)
this is necessary to get rid of the broadcast permission callbacks, which retain references to the Player itself, forming a cycle which would prevent PermissibleBase->__destruct() from cleaning up.
the following things are changed:
- Player->getSpawn() no longer returns a safe spawn by default. Instead, if the player doesn't have a spawn set, it returns the world's stored spawn directly. This allows consistent behaviour of locating safe respawn positions without double calculation of safe spawn position, and also fixes crash issues during the login sequence if the player's spawn position referred to ungenerated terrain.
- Player->respawn() is now asynchronous, using the promise returned by orderChunkPopulation() to complete respawn after the terrain is generated. This allows consistently selecting a safe respawn position and fixes crashes when respawning if the spawn location was in ungenerated terrain.
There remains a problem that ragequit respawns are still only handled right after PlayerJoinEvent, which leads to the original spawn terrain being sent to the player, which is obviously very wasteful. However, that's a problem for a later commit.
the commit I reverted put the preconditions in the completion handler,
which is executed AFTER THE CHUNK IS SENT.
Revert "NetworkSession: allow Player to handle its own business in chunk sending"
This reverts commit a223d1cbf3.
because of the shitty way that the chunk resending is handled, it causes all kinds of problems with the async system because of potential reversions of the state during the process.