clientApi remove finished todo comments

This commit is contained in:
James Seibel
2026-02-07 13:28:22 -06:00
parent dffad16d27
commit a3c72dbcbc
2 changed files with 4 additions and 3 deletions
@@ -27,6 +27,7 @@ import com.seibel.distanthorizons.core.api.internal.rendering.DhRenderState;
import com.seibel.distanthorizons.core.enums.MinecraftTextFormat;
import com.seibel.distanthorizons.core.file.structure.ClientOnlySaveStructure;
import com.seibel.distanthorizons.core.logging.DhLoggerBuilder;
import com.seibel.distanthorizons.core.logging.f3.F3Screen;
import com.seibel.distanthorizons.core.network.messages.MessageRegistry;
import com.seibel.distanthorizons.core.pos.DhChunkPos;
import com.seibel.distanthorizons.core.render.DhApiRenderProxy;
@@ -121,6 +122,7 @@ public class ClientApi
/** Holds any chunks that were loaded before the {@link ClientApi#clientLevelLoadEvent(IClientLevelWrapper)} was fired. */
public final HashMap<Pair<IClientLevelWrapper, DhChunkPos>, IChunkWrapper> waitingChunkByClientLevelAndPos = new HashMap<>();
/** publicly available so {@link F3Screen} can display the error */
@Nullable
public String lastRenderParamValidationMessage = null;
@@ -527,10 +529,10 @@ public class ClientApi
//============//
///region
// TODO write this message to the F3 menu so people can see when a different mod screws with the lightmap
String validationMessage = renderParams.getValidationErrorMessage();
if (validationMessage != null)
{
// store the error message so it can be seen on the F3 screen
this.lastRenderParamValidationMessage = validationMessage;
return;
}
@@ -46,8 +46,7 @@ public abstract class AbstractDhServerLevel extends AbstractDhLevel implements I
/**
* This queue is used for ensuring fair generation speed for each player. <br>
* Every tick the first player gets used for centering generation, and then is immediately moved into the back of the queue. <br>
* TODO only add players that actually have something to generate
* Every tick the first player gets used for centering generation, and then is immediately moved into the back of the queue.
*/
protected final ConcurrentLinkedQueue<IServerPlayerWrapper> worldGenPlayerCenteringQueue = new ConcurrentLinkedQueue<>();