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Performance Optimization for MITE

This is a dual-side MITE optimization mod. The same JAR can be installed on clients and servers, while the optimization logic runs only on the logical server. Dedicated servers, single-player integrated servers, and LAN hosts all use the optimizations. It keeps player-near chunks on vanilla cadence while reducing optional work for distant chunks, including weather checks, precipitation-height scans, relight attempts, pending-update lookup, and cold player-view chunk loading. Heap-pressure handling only reduces optional background work; it never calls System.gc() and does not alter terrain generation or nearby gameplay.

Player-view loading is fair across concurrent explorers. The current player's nearby 3x3 chunk area is loaded synchronously; colder view chunks use a shared distance-prioritized queue with round-robin service between players. The queue budget scales from 4 to at most 16 chunks per tick as players are added, while the 8 ms server-thread budget remains in force. Under high heap pressure it falls back to one cold chunk per tick so memory pressure cannot permanently starve a player, but fast travel may still show a short distant-horizon delay.

这是一个面向 MITE 服务端的性能优化模组。玩家附近区块保持原版频率,远处区块降低 天气检查、降水高度扫描、光照重算、待处理更新查询以及玩家视距冷区块加载等可选工作。 内存压力保护只会减少可选后台任务,不会调用 System.gc(),也不会改变地形生成或玩家 附近的正常游戏行为。

Portal transition handling keeps vanilla teleport rules and fallback behavior. Before the expensive search, already-loaded chunks within a small radius are checked and matching portals are written into the vanilla cache. Runegate destination preparation synchronously loads only the destination column's chunk; surrounding chunks continue through normal player-view loading.

Experience-orb stacking is server-side and limited to nearby orbs. Orbs merge only when their world, player-death owner, and bottle-of-enchanting origin match. The merged value is capped at MITE's normal XP split limit so legacy network packets remain valid. Experience orbs and dropped-item entities use separate merge paths and can never be merged with each other.

Dropped-item stacking follows the same conservative rules used by modern Minecraft: identical item data is required, full stacks are partially merged up to the destination limit, and pickup delay/age are preserved. Entities in lava or fire, expired entities, infinite-pickup-delay entities, and items with different MITE player-drop provenance never merge.

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