perf: process 16 chunks/player/tick on dedicated server, revert async save
Chunk loading now batches up to 16 nearest-first requests per player per tick on dedicated server (client stays at 1), improving tick recovery time after player join. Reverts the async save system -- the background thread snapshot/compress path added complexity without measurable benefit. Autosave on Windows64 server now uses the standard synchronous flush like client, in preparation for a proper async implementation from upstream.
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@@ -77,11 +77,6 @@ public:
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virtual void LockSaveAccess();
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virtual void ReleaseSaveAccess();
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#ifdef _WINDOWS64
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// Called from the main thread to commit a completed async save to StorageManager.
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static void CommitPendingAsyncSave();
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#endif
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virtual ESavePlatform getSavePlatform();
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virtual bool isSaveEndianDifferent();
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virtual void setLocalPlatform();
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