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Roughly this is what I want to do:

 

clientTick(TickEvent.ClientTickEvent event)

    start worker threads, each thread scanning (READING) the area around the player

    join the worker threads and collect results

    iterate the results and do mundane things

endClientTick

 

A key point in all this is that the worker threads will be READING the world state, not doing any updates or firing events.  I expect the reads to be a bunch of getBlockState() calls.

 

So before I go down a rathole is this something that is possible?  (I have done multi-threaded applications for half my career so I am familiar with the frameworks.  What I don't know too well is how static the underlying data and structures are during the client tick while my mod has execution "control".)

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