Bound and phase remaining loaded-world maintenance work #18
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Current behavior
The July 2026 code/performance audit found several loaded-world loops whose expensive setup can still run before or outside their intended budget:
Expected behavior
Loaded-world simulation should use cached scans, bounded per-tick queues/cursors, and phased settlement work so one tick cannot absorb an unbounded area or settlement count.
Files involved
src/main/java/com/ronhelwig/livevillages/sim/SettlementConstruction.javasrc/main/java/com/ronhelwig/livevillages/sim/SettlementDefense.javasrc/main/java/com/ronhelwig/livevillages/sim/SettlementForesterWork.javasrc/main/java/com/ronhelwig/livevillages/sim/Already addressed
The audit stopped background village discovery from loading chunks, bounded loaded villager queries/caches, and extended/capped the expensive Roadwright internal-POI cache. Roadwright-specific path work remains tracked in #5.
Migrated from https://github.com/rhelwig/LiveVillages/issues/18
Original author:
rhelwigOriginal labels: none