the checks removed here should never be hit under normal circumstances. If they were hit, they'd just conceal bugs which would cause a crash to happen later anyway.
This has been a pain point for a long time due to the misleading nature of the name "level". It's also confusing when trying to do things like getting the XP level of the player or such, and also does not translate well to other languages.
This transition was already executed on the UI some time ago (language strings) and now it's time for the same change to occur on the API.
This will burn a lot of plugins, but they'll acclimatize. Despite the scary size of this PR, there isn't actually so many changes to make. Most of this came from renaming `Position->getLevel()` to `Position->getWorld()`, or cosmetic changes like changing variable names or doc comments.
These methods are commonly mixed up when we talk about thread-local storage. What these things actually do is store persistent data on the worker thread.
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.
Since 3.2 there have been some runtime performance issues related to garbage collection and dynamic AsyncWorker booting. This is partly because of GC being dumb about shutting down what it thinks are "unused" workers. A worker which has been idle for a single tick is considered the same as a worker which has been idle for hours. The result of this is that on active servers, workers would get shut down and then immediately restarted because of something like chunk sending. Since booting an async worker is frightfully expensive, this causes lag spikes, which is obviously bad.
This commit changes the GC mechanism to only shutdown workers which have not been used for the last 5 minutes.
this is perfectly fine to use, and preferable to getting a cyclic ref to the scheduler. TaskScheduler->cancelTask() does pretty much the exact same thing, and the scheduler internals are designed to deal with this anyway.
This greatly improves GC performance by being more intelligent about how it collects garbage tasks. It knows that if X task in the queue is not finished, none of the tasks behind it can be finished either, so there's no point checking them.
This also presents the opportunity to cleanup a lot of async pool internals, so I've taken it and torched a lot of garbage.
This is now self-maintaining and doesn't rely on the async pool to wipe its ass on task completion. Instead, the garbage collector will cause thread-local data to be automatically released when the async task is garbage-collected on the main thread.
This brings two plugin-breaking changes: AsyncTask->onCompletion() and AsyncTask->onProgressUpdate() no longer accept Server parameters.
This now allows for the functionality of AsyncPool and AsyncTask to be tested outside of a Server.