More more more more more patches

This commit is contained in:
Nassim Jahnke
2023-03-14 20:54:57 +01:00
parent d2bcd5358b
commit b7ee1ae38a
146 changed files with 68 additions and 730 deletions

View File

@@ -1,32 +0,0 @@
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 0000000000000000000000000000000000000000..0000000000000000000000000000000000000000 100644
--- a/src/main/java/net/minecraft/world/item/MapItem.java
+++ b/src/main/java/net/minecraft/world/item/MapItem.java
@@ -0,0 +0,0 @@ public class MapItem extends ComplexItem {
int j2 = (j / i + k1 - 64) * i;
int k2 = (k / i + l1 - 64) * i;
Multiset<MaterialColor> 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;