preset is now supported as its own key, and it's less confusing to present it separately, since that's how it's displayed in the server.properties also.
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.
when a chunk population is ordered, its only chunk loader is the one that the World installed to keep the chunk loaded while it was generated. So, when the resolver removes its chunk loader from the chunk, it triggers the chunk unloading mechanism, which causes the promise to directly be rejected.
previously, these were forced to extend BaseInventory because of the amount of crap in Inventory's interface.
This meant that these inventories had their own slots storage, which would be _mostly_ unused because these inventories aren't real inventories, but rather just delegates.
This lead to a variety of bugs in the past, such as certain API methods on BaseInventory not working correctly for DoubleChestInventory in particular.
Now, BaseInventory just implements the functional part of the inventory implementation, leaving the storage system up to the implementation.
A SimpleInventory class is provided with a simple SplFixedArray storage backing, which is used by most inventories.
EnderChestInventory and DoubleChestInventory now extend BaseInventory directly, and implement custom methods for dealing with their delegates.
closes#3461
literally every other particle/sound has the subject first, followed by the (optional) verb, and finally Particle (or Sound).
In addition, we refer to breaking blocks as 'break' everywhere except here, where we refer to it as 'destroy'.