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perf: process 16 chunks/player/tick on dedicated server, revert async save
Chunk loading now batches up to 16 nearest-first requests per player per tick on dedicated server (client stays at 1), improving tick recovery time after player join. Reverts the async save system -- the background thread snapshot/compress path added complexity without measurable benefit. Autosave on Windows64 server now uses the standard synchronous flush like client, in preparation for a proper async implementation from upstream.
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@@ -16,7 +16,6 @@
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#include "..\Security\IdentityTokenManager.h"
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#include "..\WorldManager.h"
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#include "..\Console\ServerCli.h"
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#include "..\..\Minecraft.World\ConsoleSaveFileOriginal.h"
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#include "Tesselator.h"
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#include "Windows64/4JLibs/inc/4J_Render.h"
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#include "Windows64/GameConfig/Minecraft.spa.h"
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@@ -331,7 +330,6 @@ static void TickCoreSystems()
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g_NetworkManager.DoWork();
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ProfileManager.Tick();
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StorageManager.Tick();
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ConsoleSaveFileOriginal::CommitPendingAsyncSave();
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}
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/**
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