Phayriosis Reborn Continued 0.0.20.2 - Phase 7C one-shot meteor lifecycle fix

Problem observed after validating 0.0.20.1:
- The automatic infection meteor could occur more than once in the same world.
- Root cause: markPendingMeteorLaunched() cleared pendingMeteor and scheduled another
  eligibility check, so the scheduler was free to roll again after the first launch.

Design requirement from leo_san:
- Do not solve this with a permanent tick-time "already spawned" rejection.
- The system should stop doing background meteor scheduling work after the first meteor.

Runtime fix:
- Existing persistent PhayriosisMeteorEventData.successfulLaunches is the world kill switch.
- Immediately after the first successful meteor entity is added and recorded, both
  PhayriosisMeteorScheduler and PhayriosisMeteorLaunchSystem are unregistered from
  MinecraftForge.EVENT_BUS. Their LevelTickEvent callbacks therefore stop running.
- On a later save reload, PhayriosisMeteorEventData.load() invokes the one-shot gate once.
  If successfulLaunches >= 1, it retires both tick workers again before any new roll can occur.
- The current dispatch snapshot is made harmless by clearing pendingMeteor and setting
  scheduler/launch timestamps to Double.MAX_VALUE before worker retirement.
- A very small ServerAboutToStartEvent listener remains registered. Its only job is to
  re-register the two meteor workers when a different/new server is opened in the same JVM.
  This prevents a meteor in World A from globally disabling automatic meteors in World B.

Behavior intentionally preserved:
- Meteor settings and minimum day/phase/chance logic before the first meteor.
- Failed launch retry behavior before the first successful addFreshEntity.
- Phase 4 forcing at successful launch.
- Meteor flight, chunk loading, impact, crater/chamber, Nucleus, audio/visual behavior.
- Phase 7C difficulty presets and difficulty-adjusted Nucleus/progression behavior.

Validation targets:
1. New world: first automatic meteor still schedules and launches normally.
2. After successful launch: no later automatic meteor occurs no matter how long the world runs.
3. Save/reload the same world: no new meteor scheduling resumes.
4. Return to title and open/create a different world without restarting Minecraft: workers re-arm there.
5. Failed pre-launch attempts (no player / addFreshEntity failure) do NOT consume the one-shot event.
