+ A cPlayer, once created, has a strong pointer to the cClientHandle. The player ticks the clienthandle. If he finds the handle destroyed, he destroys himself in turn. Nothing else can kill the player.
* The client handle has a pointer to the player. Once a player is created, the client handle never outlasts the player, nor does it manage the player's lifetime. The pointer is always safe to use after FinishAuthenticate, which is also the point where cProtocol is put into the Game state that allows player manipulation.
+ Entities are once again never lost by constructing a chunk when they try to move into one that doesn't exist.
* Fixed a forgotten Super invocation in cPlayer::OnRemoveFromWorld.
* Fix SaveToDisk usage in destructor by only saving things cPlayer owns, instead of accessing cWorld.
* Turn off global-constructors warning. These are needed to implement cRoot signal handler functionality
* Add Clang flags based on version lookup instead of a compile test. The CMake config process is single threaded and slow enough already
* Reduced GetStackValue verbosity
+ Clarify EnchantmentLevel, StayCount, AlwaysTicked, ViewDistance signedness
+ Give SettingsRepositoryInterface a move constructor to simplify main.cpp code
- Remove do {} while (false) construction in redstone handler
* Avoid inefficient AString -> c_str() -> AString round trip
* Avoid redundant string init expressions
* Avoid unnecessary return, continue, etc.
* Add .clang-format to help with clang-tidy fix-its
* Avoid unnecessary passing by value
* Avoid unnecessary local copying
* Avoid copying in range-for loops
* Avoid over-complicated boolean expressions
* Some violations missed by my local clang-tidy
* Allow unnecessary continue statements
* Add brackets
* Another expression missed locally
* Move BindingsProcessor call into clang-tidy.sh and add space
* Fix pushd not found error
* Different grouping of CheckBlockInteractionRate