Fix the try catch block in LodNodeGenWorker
Try catch finally blocks need catch to work properly, who knew.
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@@ -229,6 +229,10 @@ public class LodNodeGenWorker implements IWorker
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}// if in range
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}
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catch (Exception e)
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{
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//e.printStackTrace();
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}
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finally
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{
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// decrement how many threads are running
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@@ -251,7 +255,6 @@ public class LodNodeGenWorker implements IWorker
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ServerChunkProvider chunkSource = serverWorld.getChunkSource();
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ChunkGenerator chunkGen = chunkSource.generator;
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// generate the terrain (this is thread safe)
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ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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// override the chunk status so we can run the next generator stage
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@@ -346,7 +349,9 @@ public class LodNodeGenWorker implements IWorker
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// generates the same and it looks really bad.
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nodeList = lodNodeBuilder.generateLodNodeFromChunk(chunk, new LodBuilderConfig(true, true, false));
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}
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for(LodQuadTreeNode node : nodeList) {
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for(LodQuadTreeNode node : nodeList)
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{
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lodDim.addNode(node);
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}
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}
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