Add entity sharding (ShardGate) and POI lock optimization
- ShardGate: shard entity ticking into per-shard CAS gates so slow shards skip a tick instead of blocking the whole barrier - EntityTickParallel: collect entities by stable id into shards, submit via ShardGate, count missed shards - FineGrainScheduler: add submitShard path with gate release and barrier counting - SectionStorageMixin: replace global exclusive synchronized map with ConcurrentLong2ObjectMap to remove the POI read lock bottleneck (~19k villagers: TPS 9 -> 20) - MasterCommand: add 'fine sharded on|off' toggle and status display - Add environment setup/launch scripts
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# Gradle 构建产物
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# Gradle / 构建产物
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.gradle/
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build/
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out/
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# Minecraft 运行时
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run/
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runs/
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logs/
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# 已废弃的流式 Demo(仅剩运行时残壳,不纳入仓库)
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streamdemo/
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# IDE
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.idea/
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.vscode/
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*.iml
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bin/
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# 运行时数据
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runs/
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logs/
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# 参考/分析目录(MCMT、Tessellate、folia、原版源码等,体量大不进仓库)
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_mcmt_analysis/
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_mcmt*
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_chlorophyll_analysis/
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_dimthreads_ref/
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_tessellate_analysis/
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_src_tmp/
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_srcpkg/
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_tmp_inspect/
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_tmpclass/
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folia-1.21.1-src/
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vanilla-1.21.1-src/
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craftengine-demo/
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# 调试诊断残留
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*.log
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*_dump*.txt
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threaddump*.txt
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thread_dump*.txt
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jstack*.txt
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deadlock*.txt
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runcheck*.txt
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runclient_log.txt
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runclient_launch.log
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game_deadlock.txt
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worldcreate_stuck.txt
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capture_walk.ps1
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# 系统文件
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# 历史打包产物
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modzuozhi-*.jar
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# 系统
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.DS_Store
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Thumbs.db
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Thumbs.db
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