Finish updating chunk system patch
Add in locking changes from folia, plus fix some diffs. I'm sure it'll be error-free.
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@@ -127,6 +127,7 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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- if (!this.player.noPhysics && !this.player.isSleeping() && (flag2 && worldserver.noCollision(this.player, axisalignedbb) || this.isPlayerCollidingWithAnythingNew(worldserver, axisalignedbb, d0, d1, d2))) {
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+ // Paper start - optimise out extra getCubes
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+ this.player.absMoveTo(d0, d1, d2, f, f1); // prevent desync by tping to the set position, dropped for unknown reasons by mojang
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+ // Original for reference:
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+ // boolean teleportBack = flag2 && worldserver.getCubes(this.player, axisalignedbb) || (didCollide && this.a((IWorldReader) worldserver, axisalignedbb));
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+ boolean teleportBack = flag2; // violating this is always a fail
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@@ -49,7 +49,6 @@ index 0000000000000000000000000000000000000000..00000000000000000000000000000000
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// Paper start - distance maps
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private final com.destroystokyo.paper.util.misc.PooledLinkedHashSets<ServerPlayer> pooledLinkedPlayerHashSets = new com.destroystokyo.paper.util.misc.PooledLinkedHashSets<>();
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+ public final io.papermc.paper.chunk.PlayerChunkLoader playerChunkManager = new io.papermc.paper.chunk.PlayerChunkLoader(this, this.pooledLinkedPlayerHashSets); // Paper - replace chunk loader
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+ // Paper start - optimise ChunkMap#anyPlayerCloseEnoughForSpawning
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+ // A note about the naming used here:
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+ // Previously, mojang used a "spawn range" of 8 for controlling both ticking and
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