/// <summary>
        /// Loads the next few chunks as indicated by the chunk load order.
        /// </summary>
        private void LoadNearbyChunks()
        {
            if (m_BlockWorld.WorldContainer.ChunkLoader.ActiveTasks > 0 ||
                m_BlockWorld.WorldContainer.RemeshHandler.ActiveTasks > 0)
            {
                m_CoolingDown = 3;
                return;
            }

            if (m_CoolingDown > 0)
            {
                m_CoolingDown--;
                return;
            }

            for (int i = 0; i < m_ChecksPerFrame; i++)
            {
                if (!m_ChunkLoadPatternIterator.HasNext)
                {
                    return;
                }

                var pos            = m_ChunkLoadPatternIterator.Next;
                var startedLoading = m_BlockWorld.LoadChunkAsync(pos + m_LastCameraPosition);

                if (startedLoading)
                {
                    return;
                }
            }
        }
        /// <summary>
        /// Loads the next few chunks as indicated by the chunk load order.
        /// </summary>
        private void LoadNearbyChunks()
        {
            if (m_BlockWorld.ActiveTasks > 0)
            {
                return;
            }

            for (int i = 0; i < m_ChecksPerFrame; /*i++*/)
            {
                if (!LoadPatternIterator.HasNext)
                {
                    return;
                }

                var pos = LoadPatternIterator.Next;
                m_BlockWorld.LoadChunkAsync(pos + m_LastCameraPosition);

                // TODO Write server task for loading chunks async
                return;
            }
        }