Lanes
class Lanes
The execution lanes and how they observe the running game: three heartbeat-pumped tick lanes (server / client / render) plus the off-tick PARALLEL lane.
Each tick lane is a passive pump target: its heartbeat is a Mixin (MixinMinecraftServer for the server tick, MixinMinecraft for the client tick + render frame) that calls pump at the tick's RETURN, on that side's own thread.
The mixin topology is what lines the lanes up with the session: the client/render heartbeats are client mixins (never applied on a dedicated server), and the server heartbeat is a common mixin whose tickServer simply never runs on a remote-connected client.
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Where work can go right now, DEFAULT first — the ONE list every "not ready" message shows, whichever tool it came from.