Tweeked priotiy
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@@ -43,7 +43,7 @@ public class RenderGenerationService {
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int unique = COUNTER.incrementAndGet();
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int lvl = WorldEngine.MAX_LOD_LAYER-WorldEngine.getLevel(this.position);
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lvl = Math.min(lvl, 3);//Make the 2 highest quality have equal priority
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this.priority = (((lvl*3L + Math.min(this.attempts, 4))*2 + this.addin) <<32) + Integer.toUnsignedLong(unique);
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this.priority = (((lvl*3L + Math.min(this.attempts, 5))*2 + this.addin) <<32) + Integer.toUnsignedLong(unique);
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this.addin = 0;
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}
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}
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@@ -164,7 +164,6 @@ public class RenderGenerationService {
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this.taskMapLock.unlockWrite(stamp);
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if (other != null) {//Weve been replaced
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MESH_FAILED_COUNTER.incrementAndGet();
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//Request the block
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if (e.isIdBlockId) {
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//TODO: maybe move this to _after_ task as been readded to queue??
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@@ -202,8 +201,11 @@ public class RenderGenerationService {
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}
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}
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if (task.hasDoneModelRequestInner && task.hasDoneModelRequestOuter) {
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if (task.hasDoneModelRequestOuter || task.hasDoneModelRequestInner) {
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MESH_FAILED_COUNTER.incrementAndGet();
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}
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if (task.hasDoneModelRequestInner && task.hasDoneModelRequestOuter) {
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task.attempts++;
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try {
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Thread.sleep(1);
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@@ -211,6 +213,10 @@ public class RenderGenerationService {
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throw new RuntimeException(ex);
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}
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} else {
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if (task.hasDoneModelRequestInner) {
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task.attempts++;//This is because it can be baking and just model thing isnt keeping up
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}
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if (!task.hasDoneModelRequestInner) {
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//The reason for the extra id parameter is that we explicitly add/check against the exception id due to e.g. requesting accross a chunk boarder wont be captured in the request
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if (e.auxData == null)//the null check this is because for it to be, the inner must already be computed
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@@ -220,7 +226,6 @@ public class RenderGenerationService {
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//If this happens... aahaha painnnn
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if (task.hasDoneModelRequestOuter) {
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task.attempts++;
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MESH_FAILED_COUNTER.incrementAndGet();
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}
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if ((!task.hasDoneModelRequestOuter) && e.auxData != null) {
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