The lighting queue spreads out the processing of light updates across
multiple ticks based on how much free time the server has left at the end
of the tick.
should be fully working now as I pretty much fell back to existing
methods so anything touching the unloadQueue set should behave correctly.
And maintained NMS Reflection safe change too
While the previous logic was logically correct, some CB API's before
would request a chunk without removing it from the unload queue.
While this is logically wrong, some plugins seem to be causing unload issues.
This change will make anything using that one API that use to not remove from
queue, no longer remove from queue.
Hopefully other activities on the server will touch the chunk if it REALLY is in use.
Removing chunks from the unload queue when performing chunk lookups is a costly activity.
It drastically slows down server performance as many methods call getChunkAt, resulting in a bandaid
to skip removing chunks from the unload queue.
This patch optimizes the unload queue to instead use a boolean on the Chunk object itself to mark
if the chunk is active, and then insert into a LinkedList queue.
The benefits here is that all chunk unload queue actions are now O(1) constant time.
A LinkedList will never need to resize, and can be removed from in constant time when
used in a queue like method.
We mark the chunk as active in many places that notify it is still being used, so that
when the chunk unload queue reaches that chunk, and sees the chunk became active again,
it will skip it and move to next.