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; } }