this should produce some reduction in spam at the source.
This could also be used to control the rate at which constantly-crashing servers restart to stop them spamming the disk as well, but the main concern here is eliminating crash archive involuntary DDoS by crashy servers.
This can happen when a light source is removed and later encountering another light source to fill the gap. A higher light level may get set and then not propagated. This bug is difficult to explain, but fairly easy to reproduce.
Grass can cause issues here by requesting blocks randomly offset away from itself, which can cause silent chunk loading on chunk ticking. It also causes crashes if chunk autoloading is taken away, which is obviously undesired.
It was also noticed that player chunkloaders cause chunks to start getting ticked as soon as they load their first chunk, which is before the entity is visible to everyone else on the server. This is probably undesired behaviour.
this can happen when eval() is used, and then we get a big blank mess with nothing on it. eval() is a special case that should be handled separately, but for now this is just fixing a bug.
while we can't deal with this information, it's needed for the sake of unit testing so we don't shit on every bit of incoming data of these packet types.
Use of this by plugins will produce a lot of undefined behaviour, such as event handlers not being unregistered, scheduled tasks not being removed, and registered permissions causing memory leaks.
this dates back to the days where PM used to kill threads to stop them. Today we're more civilized and ask it to stop nicely, so this isn't necessary anymore.
This assumes that the region is properly garbage-collected and packed, but if the file contains uncollected garbage this may not be the case, resulting in a region larger than a gigabyte.
readline on Windows causes issues with console output corruption. Additionally, PM readline impl is extremely buggy and probably ought to be removed. However, have a hotfix for now.