Fetch tile entities from chunks instead of world. Fixes BUKKIT-4055

When looking up tile entities for a chunk to send to a player we currently
loop through every tile entity in the world checking if it is within the
bounds of the relevant chunk. Instead of doing this we can just use the
tile entities list stored in the chunk to avoid this costly searching.

As a further optimization, we also modify the generic range-based lookup
to use chunks as well. For most lookups this will give a smaller search
pool which will result in faster lookups.

Thanks to @mikeprimm for the idea and most of the implementation.
Vehicle movement packet improvements
Various things
Add MobEffect from mc-dev for diff visibility
Use wall time instead of ticks for more things
Fix players being incorrectly attached to entities, fixes BUKKIT-2993

Often times when the EntityTracker is spawning entities for a player because they have entered that player's visible area, it will sometimes spawn the player first and sometimes spawn the vehicle first.

This causes issues because EntityTracker always sends an attach packet after it spawns the vehicle, when in some cases, the player hasn't been spawned. This results in vehicles without entities, teleporting players, and other issues.

In order to fix this issue and guarantee both the player and vehicle have been spawned before sending the attach packet we need to make sure we're accounting for both cases. We can do this by comparing the entity ids (which are incremental and never reused).

If the tracker is a vehicle or passenger, make sure its id is greater than its counterpart's id. This will ensure that its counterpart is spawned before sending the attach packet.