e886d8118e
Upstream has released updates that appear to apply and compile correctly. This update has not been tested by PaperMC and as with ANY update, please do your own testing
32 lines
1.9 KiB
Diff
32 lines
1.9 KiB
Diff
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/server/ItemWorldMap.java b/src/main/java/net/minecraft/server/ItemWorldMap.java
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index c6feee870be41188b5bced4bb9a8ae1b4e53c942..63b112b38a51873cf5769ad8506c3fdb9d52d42c 100644
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--- a/src/main/java/net/minecraft/server/ItemWorldMap.java
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+++ b/src/main/java/net/minecraft/server/ItemWorldMap.java
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@@ -96,9 +96,9 @@ public class ItemWorldMap extends ItemWorldMapBase {
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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<MaterialMapColor> multiset = LinkedHashMultiset.create();
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- Chunk chunk = world.getChunkAtWorldCoords(new BlockPosition(k2, 0, l2));
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+ Chunk chunk = world.getChunkIfLoaded(new BlockPosition(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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ChunkCoordIntPair chunkcoordintpair = chunk.getPos();
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int i3 = k2 & 15;
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int j3 = l2 & 15;
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