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UpdateEntry memory "leak" fix (#882)
* Retire UpdateEntry and use an int : byte[] map - Allows new data to override old data if they have the same discriminator and if the packet hasn't been sent yet, this normally happens when no players are watching the chunk where the update occurred - Fix large amounts of memory being occupied and not flushed because of the indefinite queuing of `UpdateEntry` - Eliminates strain when sending packets as well, the structure has been slightly changed to be tiny bit lighter * Fix reading wrong tag onDataPacket
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