From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Phoenix616 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 index 4e6d42051de14a1a62184fbb586ea38fb31261b3..36de7c63370c529579d31ba1d77ec12b754ef313 100644 --- a/src/main/java/net/minecraft/world/item/MapItem.java +++ b/src/main/java/net/minecraft/world/item/MapItem.java @@ -98,8 +98,8 @@ public class MapItem extends ComplexItem { int r = (j / i + o - 64) * i; int s = (k / i + p - 64) * i; Multiset multiset = LinkedHashMultiset.create(); - LevelChunk levelChunk = world.getChunk(SectionPos.blockToSectionCoord(r), SectionPos.blockToSectionCoord(s)); - if (!levelChunk.isEmpty()) { + LevelChunk levelChunk = world.getChunkIfLoaded(SectionPos.blockToSectionCoord(r), SectionPos.blockToSectionCoord(s)); // Paper - Maps shouldn't load chunks + if (levelChunk != null && !levelChunk.isEmpty()) { // Paper - Maps shouldn't load chunks int t = 0; double e = 0.0; if (world.dimensionType().hasCeiling()) {