This reverts commit ab984a0711.
The block damage is null *and has been* null in cases where the block
has already been cleared. Consumers are supposed to use the
getDamagerBlockState instead.
Always passes the respective block to a damage source when passing a
block state. While we could technically use the damageSourcePosition
here by, we'd have to translate it back to a block position by
subtracting .5 from all its components.
Such behaviour however relies on the caller logic's mutation of the
damageSourcePosition and will break once this position is not the centre
of the block.
Passing in the block at the specific callsite is a lot more future
proof.
While the running server will still be using the recently introduced
copy-mechanic for vanilla command namespacing, the data converter logic
relies on the fact that namespaced aliases were redirects as well.
To not break the converted, the commands type now takes a modern flag
only set by the running server.
While the paper command system no longer uses redirects for namespaced
registration, vanilla still does. This means that removal of vanilla
redirecting target nodes still causes issues, e.g. the removal of the
vanilla 'msg' node in favour of a command alias one.
Redirecting nodes like tell, minecraft:msg and minecraft:tell are broken
by this and need to by flattened before sending them to the client.
* Mention missing impl
* Clean the implementation out of years old code
* Change the jd comment
* Move to default method
---------
Co-authored-by: Bjarne Koll <lynxplay101@gmail.com>
Player info packets carry chat state to other clients since the
introduction of chat signatures. Queuing these packets while force
pushing chat packets allows for potentially inverted packet order, which
may cause chain corruption on clients.
If the player is not affected by movement through blocks, then
storing the movement would eventually invoke logic to apply effects
caused by moving through such blocks. For example, moving through
a portal in spectator mode and then later switching to creative mode
would portal the player.
This allows plugins to access chunks slightly outside of the
max world border (such as ones which may be loaded naturally
by players) without tripping any logs.