Improve Async Login so pending connections dont get exposed
We still keep vanilla process of waiting for existing session to be removed before logging in by storing a separate map of pending. also fire the callback using executor incase further recursion causes any trouble
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@@ -9,7 +9,7 @@ from triggering monster spawns on a server.
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Also a highly more effecient way to blanket block spawns in a world
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diff --git a/src/main/java/net/minecraft/server/ChunkProviderServer.java b/src/main/java/net/minecraft/server/ChunkProviderServer.java
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index 554013a9..05534126 100644
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index 3d4d0d57c5..1d5245ab5b 100644
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--- a/src/main/java/net/minecraft/server/ChunkProviderServer.java
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+++ b/src/main/java/net/minecraft/server/ChunkProviderServer.java
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@@ -0,0 +0,0 @@ public class ChunkProviderServer extends IChunkProvider {
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@@ -29,7 +29,7 @@ index 554013a9..05534126 100644
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Optional<Chunk> optional = ((Either) playerchunk.b().getNow(PlayerChunk.UNLOADED_CHUNK)).left();
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diff --git a/src/main/java/net/minecraft/server/EntityPlayer.java b/src/main/java/net/minecraft/server/EntityPlayer.java
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index 95e09e35..d8721ab2 100644
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index 95e09e3519..d8721ab2f8 100644
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--- a/src/main/java/net/minecraft/server/EntityPlayer.java
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+++ b/src/main/java/net/minecraft/server/EntityPlayer.java
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@@ -0,0 +0,0 @@
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@@ -48,7 +48,7 @@ index 95e09e35..d8721ab2 100644
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public final com.destroystokyo.paper.util.misc.PooledLinkedHashSets.PooledObjectLinkedOpenHashSet<EntityPlayer> cachedSingleHashSet; // Paper
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diff --git a/src/main/java/net/minecraft/server/PlayerChunkMap.java b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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index 936fc4f6..fcf229ad 100644
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index 936fc4f6b9..fcf229ad5d 100644
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--- a/src/main/java/net/minecraft/server/PlayerChunkMap.java
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+++ b/src/main/java/net/minecraft/server/PlayerChunkMap.java
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@@ -0,0 +0,0 @@ public class PlayerChunkMap extends IChunkLoader implements PlayerChunk.d {
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