This enables us a fast reference to the entities current chunk instead
of having to look it up by hashmap lookups.
We also store counts by type to further enable other performance optimizations in later patches.
Adds an event to fire before an Entity is created, so that plugins that need to cancel
CreatureSpawnEvent can do so from this event instead.
Cancelling CreatureSpawnEvent rapidly causes a lot of garbage collection and CPU waste
as it's done after the Entity object has been fully created.
Mob Limiting plugins and blanket "ban this type of monster" plugins should use this event
instead and save a lot of server resources.
See: https://github.com/PaperMC/Paper/issues/917
Improves performance by keying every chunk thats part of a structure to a hashmap
instead of only the first one.
This allows us to avoid iterating the entire structures value set to see
if a block position is inside of a structure.
This should have pretty decent performance improvement to any standard world
that has been around for a whilewith lots of structures due to ineffeciencies
in how MC stores structures (even unloaded chunks has structured data loaded)
Provides an API to control the loot table for an object.
Also provides a feature that any Lootable Inventory (Chests in Structures)
can automatically replenish after a given time.
This feature is good for long term worlds so that newer players
do not suffer with "Every chest has been looted"
API and Event added to control the Auto Replenish feature for players.
If a plugin hacks into NMS and triggers entity removal, it could
result in an entity being attempted to remove from the chunk twice.
The 2nd pass will return false, as it did not find the entity in the list.
We should not touch entity counts if the entity was not removed, to avoid
going negative.
Should only happen for blocks on the edge that uses neighbors light level
(certain blocks). In that case, there will be 3-4 other neighbors to get a light level from.