If the player dies, then they are removed from the world and
as a result are not present in the world entity map.
To guarantee that the player entity scheduler is ticked, we can
tick all schedulers for players in the server player list, and
then skip all players we find in the world entity map.
This problem is not present on Folia since Folia must guarantee
that the player remains in the world.
This option should probably be removed as its a descendant of an option that allows "old tnt cannon" behavior before ~1.9 But this improves the fix so properly update the velocity/position rather than the questionable way it was doing it before.
This more properly implement spigot's fix for teleportation area effect clouds, now however supporting many other entity types specified in this bug report.
Currently, this is not an issue for (all) hanging blocks since they have a fix identical to this inside of setPos. Note however the client does not nicely support moving these entities anyways.
Replaced the Boolean-based visual fire system with TriState for improved clarity and flexibility, enabling three distinct states: TRUE, FALSE, and NOT_SET. Deprecated older methods in favor of new ones and updated internal handling to reflect these changes. Adjusted serialization and deserialization logic to accommodate the new TriState implementation.
Mojangs EQUIPMENT_SLOT_MAPPING uses an Int2ObjectArrayMap and hence
technically does provide iteration stability, however it is filled from
a MapN, which destroys the well order of the entries.
To iterate from smallest to largest inventory index correctly, this
commit introduces a sorted array based on the EQUIPMENT_SLOT_MAPPING.
This method was used pre 1.17 era where an Entity was explicitly
tied to a (then called) Chunk's entity slices. If an entity
was not inside a Chunk, then it was considered invalid as
it was not possible to save the entity.
In 1.17+, entities are now tied to a separately tracked entity
section management system. This system is far more reliable now
as it no longer requires a full chunk load to properly track
entities for saving. As a result, an Entity if inside the world
is always attached to some entity chunk section (except in rare
cases in Vanilla which are fixed in Moonrise).
As a result, whether the chunk the entity is in is loaded is no
longer an indication of whether they are tracked in the world
and we can reliably infer that the entity is correctly in the
world through the valid field alone.
Additionally drop the isInWorld() check, as valid=true implies
isInWorld=true. More importantly, the isInWorld() check invokes
getHandle which may trip a thread check on Folia. This will fix
World#getEntities() and friends exploding on Folia.
However, World#getEntities() on Folia still cannot reliably return
all entities in the world as actions such as cross-region
(not cross-world) teleporting will remove entities from the world.