Fix Quit/Death message performance by building Notice asynchronous.
#1258
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Note
This is mostly a MiniMessages performance issue.
Problem:
Spark profiler showed ticks exceeding 100ms with 150+ players online. The culprit was PlayerQuitMessageController using synchronous
Notice#send()instead ofNotice#sendAsync(), which blocked the main thread while broadcasting to all online players. JoinMessage already usedNotice#sendAsync()for regular joins, but still usedNotice#send()for first-time joins, plus it was sending two separate broadcasts per first-time player.Solution:
Notice#sendAsync()(same as JoinMessage already did - That's why Spark only showed QuitMessage, not JoinMessage.)