loadWorld

public static void loadWorld(World world)

Drains every handler that is currently filed under a world name and hands it back to chunk-based tracking.

World-less persistent objects are filed under their world name and, until this was made callable, the only thing that ever drained that key was WorldLoadEvent. That is not enough: worlds loaded by TemporaryWorldManager short-circuit and return the existing World when it is already loaded, which fires no event at all. Calling this directly from the dungeon world-load path makes the drain independent of the event. It is safe to call more than once for the same world - a drained handler is re-keyed by chunk hash, so a second pass finds an empty bucket - and a handler that failed to acquire a chunk key stays under the world key precisely so the next pass can retry it.