Shuffle around wall IDs, change wall check
Previously, walls were all numbered at 21000+. This is bad because our blockmap is an array, so this caused our blockmap to take up 80 MiB of RAM in each worker process. This commit changes the wall numbering, and exploits some bitmasking to have the wall check run in constant time no matter how many walls there are. This is done with a simple mask and xor to check the prefix. RAM usage for the blockmap thus drops to like 44 MiB. This is in preparation for adding more walls for 1.16.
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@@ -814,21 +814,20 @@ class RegionSet(object):
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'minecraft:campfire': (11506, 0),
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'minecraft:bell': (11507, 0),
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# adding a gap in the numbering of walls to keep them all
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# in one numbering block starting at 21000
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'minecraft:andesite_wall': (21000, 0),
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'minecraft:brick_wall': (21001, 0),
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'minecraft:cobblestone_wall': (21002, 0),
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'minecraft:diorite_wall': (21003, 0),
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'minecraft:end_stone_brick_wall': (21004, 0),
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'minecraft:granite_wall': (21005, 0),
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'minecraft:mossy_cobblestone_wall': (21006, 0),
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'minecraft:mossy_stone_brick_wall': (21007, 0),
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'minecraft:nether_brick_wall': (21008, 0),
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'minecraft:prismarine_wall': (21009, 0),
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'minecraft:red_nether_brick_wall': (21010, 0),
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'minecraft:red_sandstone_wall': (21011, 0),
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'minecraft:sandstone_wall': (21012, 0),
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'minecraft:stone_brick_wall': (21013, 0),
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'minecraft:andesite_wall': (1792, 0),
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'minecraft:brick_wall': (1793, 0),
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'minecraft:cobblestone_wall': (1794, 0),
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'minecraft:diorite_wall': (1795, 0),
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'minecraft:end_stone_brick_wall': (1796, 0),
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'minecraft:granite_wall': (1797, 0),
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'minecraft:mossy_cobblestone_wall': (1798, 0),
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'minecraft:mossy_stone_brick_wall': (1799, 0),
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'minecraft:nether_brick_wall': (1800, 0),
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'minecraft:prismarine_wall': (1801, 0),
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'minecraft:red_nether_brick_wall': (1802, 0),
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'minecraft:red_sandstone_wall': (1803, 0),
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'minecraft:sandstone_wall': (1804, 0),
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'minecraft:stone_brick_wall': (1805, 0),
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}
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colors = [ 'white', 'orange', 'magenta', 'light_blue',
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