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performance: only calculate light for chunks inside ticking areas
this produces a major performance improvement for large render distances, and reduces the impact of lighting calculation to zero on servers which have random blockupdates turned off.
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@ -59,7 +59,7 @@ final class FastChunkSerializer{
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* TODO: tiles and entities
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*/
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public static function serialize(Chunk $chunk, bool $includeLight = true) : string{
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$includeLight = $includeLight && $chunk->isLightPopulated();
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$includeLight = $includeLight && $chunk->isLightPopulated() === true;
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$stream = new BinaryStream();
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$stream->putInt($chunk->getX());
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