- 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
killAllLoops() only cancelled the next scheduled tick without waiting for
in-flight dimension ticks to finish. The main thread then ran saveAllChunks
concurrently with worker threads (level.tick -> processUnloads) mutating the
non-thread-safe ChunkMap.toDrop, corrupting the fastutil map and hanging the
save forever.
Add ServerManager.stopLoopsAndWaitIdle() that kills all loops and spins until
each loop isTicking()==false (30s watchdog), and call it first in
MinecraftServerDimMixin.stopServer before killAllLoops(), so dimension ticks
fully finish before the main thread starts saving.