Dev#119
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Avoid rebuilding equivalent interaction snapshots and proxy-region maps while preserving action and ownership changes.
perf(render): skip unchanged ray lifecycle work
Avoid rebuilding sorted viewer signatures and exclusion lists when a table's subject, viewer sequence, and seats are unchanged.
…p-cache perf(render): reuse stable viewer membership plans
Reuse stable hand coordinates, compute dead-wall geometry once, and retain private immutable list backing storage to lower per-refresh layout cost.
…-hotspot perf(render): reduce layout precompute churn
perf(live): make Paper plugin scenario reproducible
perf: add full hotspot lifecycle benchmarks
perf(render): reuse stable session layouts
Reuse scheduler capability lookups without allowing concurrent readers to pair one target with another target's scheduler.
…ity-cache-v2 perf(scheduler): atomically cache scheduler capabilities
Avoid repeated reflection lookups and flatten scheduler fallbacks while preserving identity-safe concurrent routing.
…h-plan perf(scheduler): cache immutable dispatch plans
…plan perf(render): cache stable ray proxy identities
PlayerUseUnknownEntityEvent is not Cancellable, so Paper keeps firing a follow-up PlayerInteractEvent for the same physical click. The previous 40ms dedup window is shorter than one server tick (50ms), so when the two events land on different ticks the duplicate slips through and the hand-tile toggle (select then discard) triggers on a single click. Raise the dedup windows in TableEventCoordinator and MahjongTableManager to 150ms (3 ticks) so the follow-up event is always caught. Sichuan exchange phase already bypasses hand-tile dedup, so rapid exchange clicks are unaffected.
…tick fix(interact): widen click dedup window to stop cross-tick double-firing
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Summary
Describe what changed and why.
Type of Change
Validation
./gradlew.bat testpassed locallyChecklist
CONTRIBUTING.md