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 9780a719773480e20b667b753983e804127b73cd..adec25694820189b6f77913db1bf7c581458d2ab 100644 --- a/src/main/java/net/minecraft/world/item/MapItem.java +++ b/src/main/java/net/minecraft/world/item/MapItem.java @@ -97,8 +97,8 @@ public class MapItem extends Item { int r = (j / i + o - 64) * i; int s = (k / i + p - 64) * i; Multiset<MapColor> multiset = LinkedHashMultiset.create(); - LevelChunk levelChunk = world.getChunk(SectionPos.blockToSectionCoord(r), SectionPos.blockToSectionCoord(s)); - if (!levelChunk.isEmpty()) { + LevelChunk levelChunk = world.getChunkIfLoaded(SectionPos.blockToSectionCoord(r), SectionPos.blockToSectionCoord(s)); // Paper - Maps shouldn't load chunks + if (levelChunk != null && !levelChunk.isEmpty()) { // Paper - Maps shouldn't load chunks int t = 0; double e = 0.0; if (world.dimensionType().hasCeiling()) {