The nibble pooling for NBT Tags was 'semi' leaked from loaded chunks as we store the NBT Tag of Tile Entities in a Chunk, but don't process them and remove them until chunk reaches Entity Ticking status.... This caused some phantom references to persist causing high memory use of these chunks. So I just got rid of pooling from NBT deserialization and we'll have to take the hit on memory allocations there because too many cascading concerns with anyone using NBT Tag Byte Arrays. Fixes #3431
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16 KiB