Remove world gen timeout config
It didn't work as originally intended. It was originally added to prevent world gen lock-ups if a thread hits and infinite loop, but it didn't do anything for that use case and just ended up being annoying for low-end users.
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+1
-20
@@ -348,25 +348,6 @@ public final class BatchGenerationEnvironment extends AbstractBatchGenerationEnv
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iter.remove();
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}
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else if (event.hasTimeout(Config.Common.WorldGenerator.worldGenerationTimeoutLengthInSeconds.get(), TimeUnit.SECONDS))
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{
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EVENT_LOGGER.warn(
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"Batching World Generator: [" + event + "] timed out and terminated after ["+Config.Common.WorldGenerator.worldGenerationTimeoutLengthInSeconds.get()+"] seconds. " +
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"\nYour computer might be overloaded or your world gen mods might be causing world gen to take longer than expected. " +
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"\nEither increase DH's world gen timeout or reduce your computer's CPU load.");
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EVENT_LOGGER.debug("Dump PrefEvent: " + event.timer);
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try
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{
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if (!event.terminate())
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{
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EVENT_LOGGER.error("Failed to terminate the stuck generation event!");
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}
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}
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finally
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{
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iter.remove();
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}
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}
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}
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if (this.unknownExceptionCount > EXCEPTION_COUNTER_TRIGGER)
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@@ -642,7 +623,7 @@ public final class BatchGenerationEnvironment extends AbstractBatchGenerationEnv
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#else
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// timeout should prevent locking up the thread if the ioWorker dies or has issues
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int maxGetTimeInSec = Config.Common.WorldGenerator.worldGenerationTimeoutLengthInSeconds.get();
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int maxGetTimeInSec = 60 * 3; // 3 minutes (same as old timeout config default)
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// when running in vanilla MC, loadAsync will run on this same thread due to a vanilla threading mixin,
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// however if a mod like C2ME is installed this will run on a C2ME thread instead
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+1
-1
Submodule coreSubProjects updated: 2568e08b3c...3c5225534f
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