we can use SubChunkExplorerStatus to decide whether or not to update the local light array reference.
We also dereference some properties into local variables, because dereferencing properties is slow. Indirect property dereferences add an extra performance penalty for every layer.
often, protocol updates are done without consideration for the current world format version. We don't want to require the world support to be updated at the same time, since this might delay updates.
Since light population is required to make a chunk tickable, a chunk may not be tickable for some time if the async workers get backlogged.
The previous version of this system only cached the eligibility result if the result was a "yes", but we can also track it when it's a "no", rather than rechecking it every tick.
This change should improve performance in factions and similar gamemodes, which involve large maps with sparsely distributed players, where each player likely has an independent, non-overlapping ticking chunk circle.
We also ditch TickingChunkEntry in favour of multiple arrays to track the eligibility states. This allows us to avoid rechecking the (even cached) readiness of potentially thousands of chunks. If there are no ticking chunks to recheck, this reduces the cost of the selection process to zero.
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.
I decided to scrap the max schema ID stuff, since it just adds extra places to forget updating. Instead, it's better to use minor version locks and version metadata, as we do for BedrockData and BedrockProtocol.
BlockPlaceEvent no longer extends BlockEvent, since it's now a multi-block event
getBlockReplaced() is removed
getTransaction() is added
to be honest, BlockPlaceEvent should be something like PlayerBlockPlaceEvent...
this simplifies usages of safe spawns, since the caller doesn't need to know which chunks will be needed for the spawn to be selected.
We'll need this in the future, because safe spawns may also get diverted horizontally as well as vertically, which might require loading adjacent chunks as well as the chunk the position is actually in.