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.
This commit is contained in:
itsRevela
2026-04-05 15:56:39 -05:00
parent be17d4028f
commit 207d90de28
5 changed files with 36 additions and 192 deletions

View File

@@ -16,7 +16,6 @@
#include "..\Security\IdentityTokenManager.h"
#include "..\WorldManager.h"
#include "..\Console\ServerCli.h"
#include "..\..\Minecraft.World\ConsoleSaveFileOriginal.h"
#include "Tesselator.h"
#include "Windows64/4JLibs/inc/4J_Render.h"
#include "Windows64/GameConfig/Minecraft.spa.h"
@@ -331,7 +330,6 @@ static void TickCoreSystems()
g_NetworkManager.DoWork();
ProfileManager.Tick();
StorageManager.Tick();
ConsoleSaveFileOriginal::CommitPendingAsyncSave();
}
/**