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I saw #84 and decided to provide a proposal for the implementation.
The current implementation will spread the afk check into 20 ticks. At the end of 20 ticks every player will be checked one time.
The implementation also provides lagg and will jump to the next tick if for some reasons the current calculation takes too long. However this shouldnt happen.
The current implementation compares the hased location of the last check and the current location and decides on the base of the hash if the player has moved in any way or not.
I also changed the cooldown and playerActivity to Instants. These provide a more solid and more readable solution to measure durations between time points.