fix(ChunkProcessingPipeline): base thread pool size on available processors #5014
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This is the sort of thing I wanted to fix by moving everything to consistent use of a reactor Scheduler. But it's causing test failures now: the test runner with 1.9 CPUs can't handle running 4 chunk generation threads plus the main loop and the overhead of having them all report to the jacoco monitor.
(it was managing about 2 chunks/second, blocking #5010)
How to test
Play game, see if chunk generation is at least as fast as it was.