Previously any random error could occur during an AsyncTask preparing a chunk, and the Level would never know about it and thus never send the chunk.
I don't know how many invisible-chunk bug cases this fixes, but I expect it's quite a lot.
This reverts commit 0081e30a896a730f9598353353f6ee258803850e.
The logic introduced by this commit is correct in MC JAVA 1.9+. Unfortunately, nobody likes 1.9+ for combat.
Some testing in MCPE vanilla made it apparent that this logic isn't correct for MCPE. The old logic is correct for pre-1.9 knockback.
it's possible to walk off a tower while flying without moving vertically, and this code previously wouldn't detect that, leaving a gaping hole in the anti-cheat.
this was an interesting bug.
This was discovered by making a projectile's drag 0, making its gravity a factor of its throw force (such that force / gravity = integer value), and then throwing it directly up. At the apex, an error would occur due to trying to do a ray trace with a zero vector.
This also led me to realize that there's an edge case in the current movement system - if an entity's motion reaches 0, it will stop getting movement updates. This can be undesirable when things such as gravity cause motion to become zero when throwing a projectile directly upwards. This will need to be fixed separately.
I don't care if this matches PC behaviour or not. bugs.mojang.com is full of bug reports about this. Just search for "minecraft spawn protection not working" and you'll see what I mean.
If you want to disable spawn protection, actually disable it. This behaviour is something that most users are not aware of and find astonishing when they discover it.
This behaviour was copied from Minecraft PC, and it's nearly as unexpected there as it is here.
This commit reverses the stupidity done in eb0525e892219508d0c0e4602e835d5ddbacaf45.
fixes#2295
There is still an issue in that the spawn point will not be offset if the chunk is not generated, but this is better than the spawn point being down at y=0. The other issue is a job for another time.
This is quite an interesting bug. If you have
```php
class A{
public function onMove(PlayerMoveEvent $event){} //shouldn't be a handler because this class isn't a Listener
}
class B extends A implements Listener{}
```
then
```php
registerEvents(new B, $plugin);
```
then `A::onMove()` will be registered as an event handler even though `A` is not an instanceof `Listener`.
This was observed by noting that plugins which do something like `extends PluginBase implements Listener` causes `registerEvents()` to try and register `PluginBase` methods as event handlers, which could lead to astonishing behaviour.
then A::onMove() will be registered as an event handler even though A is not an instanceof Listener.
This was observed by noting that plugins which do something like "extends PluginBase implements Listener" causes registerEvents() to try and register PluginBase methods as event handlers, which could lead to astonishing behaviour.
this fixes a potential exploit where clients could append JWTs signed with their own keys to the end of the chain containing fake XUID/UUID/username which would then overwrite the legitimate ones in earlier links.
This stems from the fact that the final link of the vanilla chain contains the client's own pubkey, so the client is able to append its own data to the end of the chain.