Remove some patches

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Owen1212055 2023-12-06 15:09:14 -05:00
parent b32a34c71d
commit d3f1bc04b4
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GPG key ID: 2133292072886A30
788 changed files with 21 additions and 32 deletions

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@ -0,0 +1,32 @@
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 6b6132943123c209b4cb49c5aadd913f2a16837c..0e2aef26fb89a435da4907a530507a86c6caa746 100644
--- a/src/main/java/net/minecraft/world/item/MapItem.java
+++ b/src/main/java/net/minecraft/world/item/MapItem.java
@@ -134,9 +134,9 @@ public class MapItem extends ComplexItem {
int j2 = (j / i + k1 - 64) * i;
int k2 = (k / i + l1 - 64) * i;
Multiset<MapColor> multiset = LinkedHashMultiset.create();
- 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
- if (!chunk.isEmpty()) {
+ if (chunk != null && !chunk.isEmpty()) { // Paper - Maps shouldn't load chunks
int l2 = 0;
double d1 = 0.0D;
int i3;