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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/server/ItemWorldMap.java b/src/main/java/net/minecraft/server/ItemWorldMap.java
index a65266040dc14d7c679b8eb46188023aa35f83ed..90be8c6091dc590a020721f45c7ff7b137cc806d 100644
--- a/src/main/java/net/minecraft/server/ItemWorldMap.java
+++ b/src/main/java/net/minecraft/server/ItemWorldMap.java
@@ -96,9 +96,9 @@ public class ItemWorldMap extends ItemWorldMapBase {
int k2 = (j / i + k1 - 64) * i;
int l2 = (k / i + l1 - 64) * i;
Multiset<MaterialMapColor> multiset = LinkedHashMultiset.create();
- Chunk chunk = world.getChunkAtWorldCoords(new BlockPosition(k2, 0, l2));
+ Chunk chunk = world.getChunkIfLoaded(new BlockPosition(k2, 0, l2)); // Paper - Maps shouldn't load chunks
- if (!chunk.isEmpty()) {
+ if (chunk != null && !chunk.isEmpty()) { // Paper - Maps shouldn't load chunks
ChunkCoordIntPair chunkcoordintpair = chunk.getPos();
int i3 = k2 & 15;
int j3 = l2 & 15;
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