From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001 From: Phoenix616 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 2715c89fb9ea098d8c77b124be1be634835ecb93..af78d15aead7a2dc8304c541e37e306215b761be 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 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()) {