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package net.minecraft.server;
import java.util.ArrayList;
import java.util.List;
public class Vec3DPool {
private final int a;
private final int b;
private final List c = new ArrayList();
private int d = 0;
private int e = 0;
private int f = 0;
public Vec3DPool(int i, int j) {
this.a = i;
this.b = j;
}
public Vec3D create(double d0, double d1, double d2) {
if (this.f == 0) return new Vec3D(d0, d1, d2); // CraftBukkit - don't pool objects indefinitely if thread doesn't adhere to contract
Vec3D vec3d;
if (this.d >= this.c.size()) {
vec3d = new Vec3D(d0, d1, d2);
this.c.add(vec3d);
} else {
vec3d = (Vec3D) this.c.get(this.d);
vec3d.b(d0, d1, d2);
}
++this.d;
return vec3d;
}
public void a() {
if (this.d > this.e) {
this.e = this.d;
}
// CraftBukkit start - intelligent cache
if ((this.f++ & 0xff) == 0) {
int newSize = this.c.size() - (this.c.size() >> 3);
if (newSize > this.e) { // newSize will be 87.5%, but if we were not in that range, we clear some of the cache
for (int i = this.c.size() - 1; i > newSize; i--) { // Work down from size() to prevent insane array copies
this.c.remove(i);
}
}
this.e = 0;
// this.f = 0; // We do not reset to zero; it doubles for a flag
}
// CraftBukkit end
this.d = 0;
}
}
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