2012-08-06 04:36:09 +02:00
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package net.minecraft.server;
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import java.util.ArrayList;
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import java.util.List;
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public class Vec3DPool {
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private final int a;
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private final int b;
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2012-08-12 00:27:27 +02:00
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// CraftBukkit start
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// private final List c = new ArrayList();
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private Vec3D freelist = null;
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private Vec3D alloclist = null;
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private Vec3D freelisthead = null;
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private Vec3D alloclisthead = null;
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private int total_size = 0;
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private int hit;
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private int miss;
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// CraftBukkit end
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2012-08-06 04:36:09 +02:00
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private int d = 0;
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private int e = 0;
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private int f = 0;
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public Vec3DPool(int i, int j) {
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this.a = i;
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this.b = j;
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}
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2012-08-12 00:27:27 +02:00
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public final Vec3D create(double d0, double d1, double d2) { // CraftBukkit - add final
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2012-08-06 04:36:25 +02:00
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if (this.f == 0) return new Vec3D(d0, d1, d2); // CraftBukkit - don't pool objects indefinitely if thread doesn't adhere to contract
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2012-08-06 04:36:09 +02:00
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Vec3D vec3d;
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2012-08-12 00:27:27 +02:00
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if (this.freelist == null) { // CraftBukkit
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2012-08-06 04:36:09 +02:00
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vec3d = new Vec3D(d0, d1, d2);
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2012-08-12 00:27:27 +02:00
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this.total_size++; // CraftBukkit
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2012-08-06 04:36:09 +02:00
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} else {
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2012-08-12 00:27:27 +02:00
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// CraftBukkit start
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vec3d = this.freelist;
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this.freelist = vec3d.next;
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// CraftBukkit end
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2012-08-06 04:36:09 +02:00
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vec3d.b(d0, d1, d2);
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}
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2012-08-12 00:27:27 +02:00
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// CraftBukkit start
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if (this.alloclist == null) {
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this.alloclisthead = vec3d;
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}
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vec3d.next = this.alloclist; // add to allocated list
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this.alloclist = vec3d;
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// CraftBukkit end
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2012-08-06 04:36:09 +02:00
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++this.d;
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return vec3d;
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}
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2012-08-12 00:27:27 +02:00
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// CraftBukkit start - offer back vector (can save LOTS of unneeded bloat) - works about 90% of the time
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public void release(Vec3D v) {
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if (this.alloclist == v) {
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this.alloclist = v.next; // Pop off alloc list
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// Push on to free list
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if (this.freelist == null) this.freelisthead = v;
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v.next = this.freelist;
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this.freelist = v;
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this.d--;
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}
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}
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// CraftBukkit end
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2012-08-06 04:36:09 +02:00
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public void a() {
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if (this.d > this.e) {
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this.e = this.d;
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}
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2012-08-06 04:36:25 +02:00
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// CraftBukkit start - intelligent cache
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2012-08-12 00:27:27 +02:00
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// Take any allocated blocks and put them on free list
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if (this.alloclist != null) {
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if (this.freelist == null) {
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this.freelist = this.alloclist;
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this.freelisthead = this.alloclisthead;
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}
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else {
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this.alloclisthead.next = this.freelist;
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this.freelist = this.alloclist;
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this.freelisthead = this.alloclisthead;
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}
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this.alloclist = null;
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}
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2012-08-06 04:36:25 +02:00
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if ((this.f++ & 0xff) == 0) {
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2012-08-12 00:27:27 +02:00
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int newSize = total_size - (total_size >> 3);
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2012-08-06 04:36:25 +02:00
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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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2012-08-12 00:27:27 +02:00
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for (int i = total_size; i > newSize; i--) {
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freelist = freelist.next;
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2012-08-06 04:36:25 +02:00
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}
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2012-08-12 00:27:27 +02:00
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total_size = newSize;
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2012-08-06 04:36:09 +02:00
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}
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this.e = 0;
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2012-08-06 04:36:25 +02:00
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// this.f = 0; // We do not reset to zero; it doubles for a flag
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2012-08-06 04:36:09 +02:00
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}
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2012-08-06 04:36:25 +02:00
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// CraftBukkit end
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2012-08-06 04:36:09 +02:00
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this.d = 0;
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}
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}
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