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Fix bounding box pool to use a dynamic cache size
Also changed insane array copy routine. This should reduce server lag spikes that occur periodically.
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@ -18,6 +18,8 @@ public class AABBPool {
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}
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public AxisAlignedBB a(double d0, double d1, double d2, double d3, double d4, double d5) {
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if (this.f == 0) return new AxisAlignedBB(d0, d1, d2, d3, d4, d5); // CraftBukkit - don't pool objects indefinitely if thread doesn't adhere to contract
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AxisAlignedBB axisalignedbb;
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if (this.d >= this.c.size()) {
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@ -37,16 +39,19 @@ public class AABBPool {
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this.e = this.d;
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}
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if (this.f++ == this.a) {
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int i = Math.max(this.e, this.c.size() - this.b);
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while (this.c.size() > i) {
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this.c.remove(i);
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// CraftBukkit start - intelligent cache
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if ((this.f++ & 0xff) == 0) {
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int newSize = this.c.size() - (this.c.size() >> 3);
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if (newSize > this.e) { // newSize will be 87.5%, but if we were not in that range, we clear some of the cache
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for (int i = this.c.size() - 1; i > newSize; i--) { // Work down from size() to prevent insane array copies
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this.c.remove(i);
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}
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}
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this.e = 0;
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this.f = 0;
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// this.f = 0; // We do not reset to zero; it doubles for a flag
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}
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// CraftBukkit end
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this.d = 0;
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}
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