Show overloaded message in chat and increase message timeout 5 -> 30 sec
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@@ -56,7 +56,7 @@ public class SharedApi
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private static final Set<DhChunkPos> UPDATING_CHUNK_POS_SET = ConcurrentHashMap.newKeySet();
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/** how many chunks can be queued for updating per thread, used to prevent updates from infinitely pilling up if the user flys around extremely fast */
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private static final int MAX_UPDATING_CHUNK_COUNT_PER_THREAD = 500;
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private static final int MIN_MS_BETWEEN_OVERLOADED_LOG_MESSAGE = 5_000;
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private static final int MIN_MS_BETWEEN_OVERLOADED_LOG_MESSAGE = 30_000;
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private static final Timer CHUNK_UPDATE_TIMER = TimerUtil.CreateTimer("ChunkUpdateTimer");
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@@ -210,7 +210,13 @@ public class SharedApi
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if (msBetweenLastLog >= MIN_MS_BETWEEN_OVERLOADED_LOG_MESSAGE)
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{
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lastOverloadedLogMessageMsTime = System.currentTimeMillis();
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LOGGER.warn("Too many chunks queued for updating, max queue count ["+maxQueueCount+"] (["+MAX_UPDATING_CHUNK_COUNT_PER_THREAD+"] per thread). This may result in holes in your LODs. Please move through the world slower, decrease your vanilla render distance, slow down your world pre-generator, or increase the CPU load config.");
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String message = "Distant Horizons overloaded, too many chunks queued for updating. " +
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"\nThis may result in holes in your LODs. " +
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"\nPlease move through the world slower, decrease your vanilla render distance, slow down your world pre-generator, or increase the Distant Horizons' CPU load config. " +
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"\nMax queue count ["+maxQueueCount+"] (["+MAX_UPDATING_CHUNK_COUNT_PER_THREAD+"] per thread).";
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ClientApi.INSTANCE.showChatMessageNextFrame(message);
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LOGGER.warn(message);
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}
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return;
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