Killing multiple entities with the tick_world component at once leaves lingering ticking areas
*Partner Rank:*
1
*Partner Team Reporting:*
Everbloom Studios
*Verification builds:*
1.12.0.26
*Summary:*
Killing multiple entities that have the minecraft:tick_world component in the same tick leaves lingering ticking areas, which cannot be removed via /tickingarea remove nor /tickingarea remove_all. These are real tickingareas, which means you can activate repeating command blocks in them, fly away and they still run.
*Impact:*
Leaves lingering ticking areas that aren't attached to an entity. These ticking areas may pile up over time, forcing many chunks to be ticked unnecessarily, without a proper way to remove them. Having so many chunks loaded at once could make a map unplayable on low-tier devices.
*Repro Steps:*
1. Add the provided behavior pack to the world you're going to test this in (preferably one you don't care about).
2. Join the world, and summon multiple util:tick entities: /summon util:tick
3. Use /kill to kill those entities: /kill @e[type=util:tick]
4. Perform /tickingarea list.
*Observed Results:*
There are circular unnamed ticking areas that don't count toward the 10 tickingarea limit, but blocks and entities in them are still loaded and ticked. If N util:tick entities were spawned and killed, then there will be N-1 of those ticking areas.
*Expected Results:*
There should be no more ticking areas than there were before spawning the entities.
*Screenshots/Videos attached: Yes/No*
Yes
*Regression Builds:*
Unknown
*Notes:*
I've also been able to reproduce this bug by killing the entities at different times only when the circular ticking areas intersect - killing one doesn't remove its ticking area if it intersects another ticking area from another entity.