Paper/patches/server/0405-Maps-shouldn-t-load-chunks.patch

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2021-06-11 14:02:28 +02:00
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 592bdf191f8787cf35d8844f66371c92179545ad..709928f6220c2148f95afa94c34df2a87cff0e1f 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<MapColor> 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;