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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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| ServerMain.cpp | ||