this doesn't support editing the rear side of a sign, since the 1.12 format doesn't allow us to represent the rear text, and it would necessitate API breaks to support anyway.
However, we can quite trivially support APIs for the sign GUI, which plugins can use to enable editing signs. PocketMine-MP doesn't currently permit this, since it's currently an experimental feature in 1.20, but plugins can simply use Player->openSignEditor() to mimic it.
This is, however, a byproduct of the fact that APIs needed to be added in order to facilitate the use of OpenSignPacket in 1.19.80.
this uses the same dodgy hack used by CraftingTransaction, which assumes that getResultsFor() does not care about the crafting inputs.
While this is currently OK, since none of the currently-implemented recipes care about inputs anyway, it will become a problem when we implement shulker box recipes, so this needs to be addressed.
However, it can't be addressed without BC breaks, so this will have to be dealt with in PM5.
closes#5715
this is usually because of an uncaught exception interacting with a try...finally block.
This will normally result in a crash anyway, and we don't want to obscure the real error.
While event handlers should not throw exceptions, we need to make sure the timings get stopped in the correct order, because the parent Event timer will be stopped due to using a finally block.
If this happens while the handler timing is still running, a second exception will occur, obscuring the real error.
on multi version servers, the same packet may have different IDs, or different packets might use the same ID. In these cases, we don't want the timings to get split up or erroneously reused.
the second time the slot is synced, there is no prediction, so the slot update isn't associated with a request anymore. This causes subsequent requests in the same packet to fail, since the dependency request ID isn't associated with the slot anymore.
This change fixes the problem by only allowing the backing inventory to trigger a call to DelegateInventory->on*Change(). While we could have removed and re-added the listener instead, this way is safer since it doesn't assume that the backing inventory won't modify the given item in setItem().
closes#5692
This API is much more flexible than the old, allowing any arbitrary set of chunks to be ticked.
These changes also improve the performance of random chunk ticking by almost entirely eliminating the cost of chunk selection. Ticking chunks are now reevaluated when a player moves, instead of every tick.
The system also does not attempt to check the same chunks twice, leading to further improvements.
Overall, the overhead of random chunk selection is reduced anywhere from 80-96%. In practice, this can offer a 5-10% performance gain for servers with sparsely distributed players.