Refactor canvas caching
Current implementation will grab every pixel that's labeled as "isTop" and concatenate all of the hex values into a 1D redis array stored at `Redis.key("canvas")` this works great, when it's for a 100x100 canvas. Not for the 500x500, let alone 1000x1000. proposed solution: - split the canvas into 100x100 chunks that individually get cached using the original strategy - when a client connects every chunk is streamed to the client - the client should be able to handle this with the `renderer#handleBatch`
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