Update modern forwarding to v3 (#8219)
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660 changed files with 211 additions and 204 deletions
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patches/server/0428-Maps-shouldn-t-load-chunks.patch
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patches/server/0428-Maps-shouldn-t-load-chunks.patch
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From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Phoenix616 <mail@moep.tv>
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Date: Sun, 7 Jun 2020 21:43:42 +0100
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Subject: [PATCH] Maps shouldn't load chunks
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Previously maps would load all chunks in a certain radius depending on
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their scale when trying to update their content. This would result in
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main thread chunk loads when they weren't really necessary, especially
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on low view distances or "slow" async chunk loads after teleports or
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other prioritisation.
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This changes it to only try to render already loaded chunks based on
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the assumption that the chunks around the player will get loaded
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eventually anyways and that maps will get checked for update every
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five ticks that movement occur in anyways.
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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 339dfd9fdffbc1c49b9112ba43ef6f05d85bdf86..44bfc5560a1b43925aabfd8137495e169da32fa2 100644
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--- a/src/main/java/net/minecraft/world/item/MapItem.java
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+++ b/src/main/java/net/minecraft/world/item/MapItem.java
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@@ -131,9 +131,9 @@ public class MapItem extends ComplexItem {
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int k2 = (j / i + k1 - 64) * i;
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int l2 = (k / i + l1 - 64) * i;
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Multiset<MaterialColor> multiset = LinkedHashMultiset.create();
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- LevelChunk chunk = world.getChunkAt(new BlockPos(k2, 0, l2));
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+ LevelChunk chunk = world.getChunkIfLoaded(new BlockPos(k2, 0, l2)); // Paper - Maps shouldn't load chunks
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- if (!chunk.isEmpty()) {
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+ if (chunk != null && !chunk.isEmpty()) { // Paper - Maps shouldn't load chunks
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ChunkPos chunkcoordintpair = chunk.getPos();
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int i3 = k2 & 15;
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int j3 = l2 & 15;
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