Fix Vec3DPool; don't pool objects indefinitely or O(n^2) clear()

This commit is contained in:
Wesley Wolfe 2012-08-05 21:36:25 -05:00
parent f5777cc0b7
commit 9cccb1c89e

View File

@ -18,6 +18,7 @@ public class Vec3DPool {
} }
public Vec3D create(double d0, double d1, double d2) { 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; Vec3D vec3d;
if (this.d >= this.c.size()) { if (this.d >= this.c.size()) {
@ -37,16 +38,19 @@ public class Vec3DPool {
this.e = this.d; this.e = this.d;
} }
if (this.f++ == this.a) { // CraftBukkit start - intelligent cache
int i = Math.max(this.e, this.c.size() - this.b); if ((this.f++ & 0xff) == 0) {
int newSize = this.c.size() - (this.c.size() >> 3);
while (this.c.size() > i) { if (newSize > this.e) { // newSize will be 87.5%, but if we were not in that range, we clear some of the cache
this.c.remove(i); 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.e = 0;
this.f = 0; // this.f = 0; // We do not reset to zero; it doubles for a flag
} }
// CraftBukkit end
this.d = 0; this.d = 0;
} }