Optimize retained VoxelShape memory usage - #195
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Summary
This PR reduces memory retained by
VoxelShapecollision caches by sharing immutable geometry data that is duplicated across many shapes.The main change is that geometry is no longer interned during normal
VoxelShapeconstruction. Shapes created by collisions, joins or moves can be short-lived, so interning them globally would add unnecessary runtime overhead.Instead, retained geometry is promoted when it reaches a known long-lived owner, currently the
BlockStatecollision caches.Changes
BlockStatecaches.Memory impact
Measured against the unmodified base using the same world/config snapshot and a full GC before each measurement:
Some of the largest retained object reductions:
CachedShapeDataBitSetDiscreteVoxelShapeDoubleArrayListAABBCachedToAABBsThe number of
ArrayVoxelShapeinstances itself stays unchanged, so the reduction comes from sharing duplicated retained data rather than avoiding shape creation.Validation
Functional behaviour was compared against the base revision using a deterministic black-box oracle based on public Minecraft APIs.
Both versions produced byte-identical results, and the Mixin audit passes for both builds.
A separate runtime A/B benchmark also showed no material regression in the collision and shape hot paths.