Paper/patches/server/0416-Maps-shouldn-t-load-chunks.patch

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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
From: Phoenix616 <mail@moep.tv>
Date: Sun, 7 Jun 2020 21:43:42 +0100
Subject: [PATCH] Maps shouldn't load chunks
Previously maps would load all chunks in a certain radius depending on
their scale when trying to update their content. This would result in
main thread chunk loads when they weren't really necessary, especially
on low view distances or "slow" async chunk loads after teleports or
other prioritisation.
This changes it to only try to render already loaded chunks based on
the assumption that the chunks around the player will get loaded
eventually anyways and that maps will get checked for update every
five ticks that movement occur in anyways.
diff --git a/src/main/java/net/minecraft/world/item/MapItem.java b/src/main/java/net/minecraft/world/item/MapItem.java
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index 0c4b4c8b770ea0adb1a8346ea2cda96570687bea..e58ba9c46e6de59b55c6471a44e1a5f158e70e07 100644
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--- a/src/main/java/net/minecraft/world/item/MapItem.java
+++ b/src/main/java/net/minecraft/world/item/MapItem.java
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@@ -134,9 +134,9 @@ public class MapItem extends ComplexItem {
int j2 = (j / i + k1 - 64) * i;
int k2 = (k / i + l1 - 64) * i;
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Multiset<MaterialColor> multiset = LinkedHashMultiset.create();
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- LevelChunk chunk = world.getChunk(SectionPos.blockToSectionCoord(j2), SectionPos.blockToSectionCoord(k2));
+ LevelChunk chunk = world.getChunkIfLoaded(SectionPos.blockToSectionCoord(j2), SectionPos.blockToSectionCoord(k2)); // Paper - Maps shouldn't load chunks
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- if (!chunk.isEmpty()) {
+ if (chunk != null && !chunk.isEmpty()) { // Paper - Maps shouldn't load chunks
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int l2 = 0;
double d1 = 0.0D;
int i3;