Paper/patches/server-remapped/0490-Maps-shouldn-t-load-chunks.patch
Mariell Hoversholm a207d14a0e
Rename all patches to correct numbering scheme
Signed-off-by: Mariell Hoversholm <proximyst@proximyst.com>
2021-06-11 15:46:44 +02:00

33 lines
1.9 KiB
Diff

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
index 1736d2eb33e5f2221210a0a4f3ceb8905555a162..05759dc6edaa790a5e3f2ca2e0ae27e53cfa4397 100644
--- a/src/main/java/net/minecraft/world/item/MapItem.java
+++ b/src/main/java/net/minecraft/world/item/MapItem.java
@@ -119,9 +119,9 @@ public class MapItem extends ComplexItem {
int k2 = (j / i + k1 - 64) * i;
int l2 = (k / i + l1 - 64) * i;
Multiset<MaterialColor> multiset = LinkedHashMultiset.create();
- LevelChunk chunk = world.getChunkAt(new BlockPos(k2, 0, l2));
+ LevelChunk chunk = world.getChunkIfLoaded(new BlockPos(k2, 0, l2)); // Paper - Maps shouldn't load chunks
- if (!chunk.isEmpty()) {
+ if (chunk != null && !chunk.isEmpty()) { // Paper - Maps shouldn't load chunks
ChunkPos chunkcoordintpair = chunk.getPos();
int i3 = k2 & 15;
int j3 = l2 & 15;