Migrated to SyncedRegistry instead of clientObj.registries
So I’ve make a SyncedRegistry class and had it do all the wonderful things client.generateAndSendRegistryData would create for them, I then removed the client.registries and make all references to it use Registry.getSyncedRegistry() and if they needed to get the all the entries and not just one specific one, they can call .getEntries() on that synced register
This change will improve load times & syncability between players. All players will have the same registry data so I can save the chunk packet bytes for that. (it also means i can generate chunk packet bytes w/o needing a reference player and STILL get the biome data correct)
The world on init preloads all the required registries needed and that improves join time.
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I need to do the same for the tags data because that is the one that takes up the most time, and caching that would be so great.
Also i want to resolve more PLAY packets so my server can be more feature complete, but rn it looks very good and I might ship it and use it for my minigame server soon
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