Implement a "proper" connection throttle for netty.

Proper meaning a simple portover from CraftBukkit's implementation.

The last implementation had a few issues:
- For each server ping, the connection was getting throttled.
- ConcurrentHashMap is heavy (More of an opinion but don't judge)

From the last implementation, the connection throttle entry (your IP) wasn't getting removed from the list after a server ping, which is supposed to happen according to the original implementation.
[Experimental] Add connection multiplexer to allow many listen blocks. Secondary listen blocks are configured in bukkit.yml
Welcome back snapshot protocol patch! Now 30% more reliable than a leading brand of car cleaner! Testers welcome <3
Oops.
Java 5/6 compat. NETBEANS!
Store creature counts to avoid repeated assignable checks and traversal of entity slices
Dramatically reduce the idle network activity by collecting and framing packets for a max of 10 milliseconds. This reduces bandwidth consumption as much as possible whilst not generating network garbage and other nasties.
20 ms works too, anything higher is a bit shifty
Take the count mapping one step further by removing chunk traversal for count seeking altogether
Revert "20 ms works too, anything higher is a bit shifty"

This reverts commit 2471de6147bf68fcf18416e691250dde136f7a78.
Revert "Dramatically reduce the idle network activity by collecting and framing packets for a max of 10 milliseconds. This reduces bandwidth consumption as much as possible whilst not generating network garbage and other nasties."

This reverts commit 95cd0996c0f21bc37a28431899370c1782775013.
Readd previous Netty tweaks, the memory leak has been fixed
Revert "Readd previous Netty tweaks, the memory leak has been fixed"

This reverts commit d7ccd34e50c68bcb0a6924a33452bb8badcb42ac.
Fix world info showing world as always obfuscated
Go back to the chunk based count caching for now to avoid mob spawning issues