Don't log overloaded messages on clients

This commit is contained in:
James Seibel
2024-10-21 14:05:59 -04:00
parent ab7fea580b
commit f7521ece83
@@ -290,11 +290,19 @@ public class SharedApi
"\nFix: move through the world slower, decrease your vanilla render distance, slow down your world pre-generator (IE Chunky), or increase the Distant Horizons' CPU thread counts. " +
"\nMax queue count ["+UPDATE_POS_MANAGER.maxSize+"] (["+MAX_UPDATING_CHUNK_COUNT_PER_THREAD+"] per thread).";
if (Config.Common.Logging.Warning.showUpdateQueueOverloadedChatWarning.get())
boolean showWarningInChat = Config.Common.Logging.Warning.showUpdateQueueOverloadedChatWarning.get();
if (showWarningInChat)
{
ClientApi.INSTANCE.showChatMessageNextFrame(message);
}
LOGGER.warn(message);
// Don't log warnings in singleplayer or in hosted LAN since it usually isn't a problem (and if it is it's easy to notice).
// Servers should always log since being overloaded is harder to notice.
EWorldEnvironment environment = SharedApi.getEnvironment();
if (showWarningInChat || environment == EWorldEnvironment.SERVER_ONLY)
{
LOGGER.warn(message);
}
}
}