refactor(EventExecutor, ModuleExecutorImpl): replace structured concurrency with virtual threads to not rely on preview features
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@@ -202,7 +202,7 @@ This automatic cleanup ensures that modules can be safely loaded, activated, dea
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#### Purpose and Overview
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A lightweight, type-safe event bus that enables decoupled communication between game components. Components can register event handlers for specific event types and fire events that will be dispatched to all registered consumers. This pattern eliminates tight coupling between modules and simplifies complex interactions.
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Events are processed asynchronously on a dedicated event processor thread using a blocking queue. When multiple handlers are registered for the same event type, they are executed concurrently using structured concurrency (virtual threads via `StructuredTaskScope`), providing excellent scalability for event-heavy workloads. Single handlers execute directly without concurrency overhead. Each consumer is identified by a unique string ID to enable selective unregistration.
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Events are processed asynchronously on a dedicated event processor thread using a blocking queue. When multiple handlers are registered for the same event type, they are executed concurrently using structured concurrency (virtual threads), providing excellent scalability for event-heavy workloads. Single handlers execute directly without concurrency overhead. Each consumer is identified by a unique string ID to enable selective unregistration.
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#### Setup / Autoconfiguration
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**Configuration Class**: `EventsAutoConfiguration`
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