Add error catching and improve the None distance generation mode
This commit is contained in:
@@ -246,10 +246,19 @@ public class LodBufferBuilder
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if (lodDim.doesDataExist(pos))
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{
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try
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{
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width = (int) Math.pow(2, pos.detailLevel);
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lodData = lodDim.getData(pos);
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LodConfig.CLIENT.lodTemplate.get().template.addLodToBuffer(currentBuffer, lodDim, lodData,
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pos.posX * width, 0, pos.posZ * width, renderer.debugging, pos.detailLevel);
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}
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catch (ArrayIndexOutOfBoundsException e)
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{
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ClientProxy.LOGGER.warn("LodBufferBuilder ran into trouble and had to start over.");
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closeBuffers();
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return;
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}
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}
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}
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@@ -308,101 +317,111 @@ public class LodBufferBuilder
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maxChunkGenRequests));
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requesting = maxChunkGenRequests - posListToGenerate.size();
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}
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for (LevelPos levelPos : posListToGenerate)
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{
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LevelPos chunkLevelPos = levelPos.convert((byte) 3);
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int chunkX = Math.floorDiv(chunkLevelPos.posX, 2);
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int chunkZ = Math.floorDiv(chunkLevelPos.posZ, 2);
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if (numberOfChunksWaitingToGenerate.get() < maxChunkGenRequests)
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{
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ChunkPos pos = new ChunkPos(chunkX, chunkZ);
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if (positionWaitingToBeGenerated.contains(pos))
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{
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ClientProxy.LOGGER.debug(pos + " asked to be generated again.");
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continue;
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}
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// determine if this position is closer to the player
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// than the previous
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int newDistance = playerChunkPos.getChessboardDistance(pos);
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if (newDistance < minChunkDist)
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{
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// this chunk is closer, clear any previous
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// positions and update the new minimum distance
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minChunkDist = newDistance;
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// move all the old chunks into the reserve
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ArrayList<ChunkPos> oldReserve = new ArrayList<>(chunksToGenReserve);
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chunksToGenReserve.clear();
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chunksToGenReserve.addAll(chunksToGen);
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// top off reserve with whatever was in oldReerve
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for (int i = 0; i < oldReserve.size(); i++)
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{
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if (chunksToGenReserve.size() < maxChunkGenRequests)
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chunksToGenReserve.add(oldReserve.get(i));
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else
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break;
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}
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chunksToGen.clear();
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chunksToGen.add(pos);
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} else if (newDistance == minChunkDist)
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{
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// this chunk position as close as the minimum distance
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if (chunksToGen.size() < maxChunkGenRequests)
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{
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// we are still under the number of chunks to generate
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// add this position to the list
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chunksToGen.add(pos);
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}
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} else
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{
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// this chunk is farther away than the minimum distance,
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// add it to the reserve to make sure we always have a full reserve
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chunksToGenReserve.add(pos);
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}
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} // lod null and can generate more chunks
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} // positions to generate
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// issue #19
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// TODO add a way for a server side mod to generate chunks requested here
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if (mc.hasSingleplayerServer())
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{
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ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(lodDim.dimension);
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// make sure we have as many chunks to generate as we are allowed
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if (chunksToGen.size() < maxChunkGenRequests)
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{
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Iterator<ChunkPos> reserveIterator = chunksToGenReserve.iterator();
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while (chunksToGen.size() < maxChunkGenRequests && reserveIterator.hasNext())
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{
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chunksToGen.add(reserveIterator.next());
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}
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}
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// start chunk generation
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for (ChunkPos chunkPos : chunksToGen)
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{
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// don't add null chunkPos (which shouldn't happen anyway)
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// or add more to the generation queue
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if (chunkPos == null || numberOfChunksWaitingToGenerate.get() >= maxChunkGenRequests)
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continue;
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positionWaitingToBeGenerated.add(chunkPos);
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numberOfChunksWaitingToGenerate.addAndGet(1);
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LodNodeGenWorker genWorker = new LodNodeGenWorker(chunkPos, DistanceGenerationMode.SURFACE, LodDetail.FULL, renderer, LodQuadTreeNodeBuilder, this, lodDim, serverWorld);
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WorldWorkerManager.addWorker(genWorker);
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}
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}
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if (LodConfig.CLIENT.distanceGenerationMode.get() != DistanceGenerationMode.NONE)
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{
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// determine which points in the posListToGenerate
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// should actually be queued up
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for (LevelPos levelPos : posListToGenerate)
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{
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LevelPos chunkLevelPos = levelPos.convert((byte) 3);
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int chunkX = Math.floorDiv(chunkLevelPos.posX, 2);
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int chunkZ = Math.floorDiv(chunkLevelPos.posZ, 2);
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if (numberOfChunksWaitingToGenerate.get() < maxChunkGenRequests)
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{
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ChunkPos pos = new ChunkPos(chunkX, chunkZ);
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if (positionWaitingToBeGenerated.contains(pos))
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{
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ClientProxy.LOGGER.debug(pos + " asked to be generated again.");
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continue;
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}
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// determine if this position is closer to the player
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// than the previous
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int newDistance = playerChunkPos.getChessboardDistance(pos);
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if (newDistance < minChunkDist)
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{
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// this chunk is closer, clear any previous
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// positions and update the new minimum distance
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minChunkDist = newDistance;
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// move all the old chunks into the reserve
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ArrayList<ChunkPos> oldReserve = new ArrayList<>(chunksToGenReserve);
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chunksToGenReserve.clear();
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chunksToGenReserve.addAll(chunksToGen);
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// top off reserve with whatever was in oldReerve
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for (int i = 0; i < oldReserve.size(); i++)
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{
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if (chunksToGenReserve.size() < maxChunkGenRequests)
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chunksToGenReserve.add(oldReserve.get(i));
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else
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break;
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}
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chunksToGen.clear();
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chunksToGen.add(pos);
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}
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else if (newDistance == minChunkDist)
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{
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// this chunk position as close as the minimum distance
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if (chunksToGen.size() < maxChunkGenRequests)
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{
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// we are still under the number of chunks to generate
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// add this position to the list
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chunksToGen.add(pos);
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}
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}
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else
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{
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// this chunk is farther away than the minimum distance,
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// add it to the reserve to make sure we always have a full reserve
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chunksToGenReserve.add(pos);
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}
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} // lod null and can generate more chunks
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} // positions to generate
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// queue up chunks to be generated
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if (mc.hasSingleplayerServer())
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{
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// issue #19
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// TODO add a way for a server side mod to generate chunks requested here
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ServerWorld serverWorld = LodUtil.getServerWorldFromDimension(lodDim.dimension);
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// make sure we have as many chunks to generate as we are allowed
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if (chunksToGen.size() < maxChunkGenRequests)
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{
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Iterator<ChunkPos> reserveIterator = chunksToGenReserve.iterator();
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while (chunksToGen.size() < maxChunkGenRequests && reserveIterator.hasNext())
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{
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chunksToGen.add(reserveIterator.next());
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}
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}
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// start chunk generation
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for (ChunkPos chunkPos : chunksToGen)
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{
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// don't add null chunkPos (which shouldn't happen anyway)
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// or add more to the generation queue
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if (chunkPos == null || numberOfChunksWaitingToGenerate.get() >= maxChunkGenRequests)
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continue;
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positionWaitingToBeGenerated.add(chunkPos);
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numberOfChunksWaitingToGenerate.addAndGet(1);
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LodNodeGenWorker genWorker = new LodNodeGenWorker(chunkPos, DistanceGenerationMode.SURFACE, LodDetail.FULL, renderer, LodQuadTreeNodeBuilder, this, lodDim, serverWorld);
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WorldWorkerManager.addWorker(genWorker);
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}
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}
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} // if distanceGenerationMode != DistanceGenerationMode.NONE
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// finish the buffer building
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closeBuffers();
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@@ -415,13 +434,15 @@ public class LodBufferBuilder
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//ClientProxy.LOGGER.info("Buffer Build time: " + buildTime + " ms");
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// mark that the buildable buffers as ready to swap
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switchVbos = true;
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} catch (Exception e)
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{
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ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" ran into trouble: ");
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e.printStackTrace();
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} finally
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{
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switchVbos = true;
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}
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catch (Exception e)
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{
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ClientProxy.LOGGER.warn("\"LodNodeBufferBuilder.generateLodBuffersAsync\" ran into trouble: ");
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e.printStackTrace();
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}
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finally
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{
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// regardless of if we successfully created the buffers
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// we are done generating.
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generatingBuffers = false;
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