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⚡ Bolt: Replace expensive FindObjectsOfType with game-managed singletons - #216

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bolt-optimize-findobjects-1616957508594553028
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⚡ Bolt: Replace expensive FindObjectsOfType with game-managed singletons#216
mleem97 wants to merge 1 commit into
mainfrom
bolt-optimize-findobjects-1616957508594553028

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@mleem97

@mleem97 mleem97 commented Aug 3, 2026

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💡 What: Replaced expensive UnityEngine.Object.FindObjectsOfType<T>() calls in GregAPI.cs, GameHooks.cs, LuaServerModule.cs, and LuaRackModule.cs with O(1) lookups using Il2Cpp.NetworkMap.instance dictionaries and GetNumberOfDevices().

🎯 Why: FindObjectsOfType scans the entire object hierarchy, causing significant CPU overhead and GC pressure, particularly in late-game scenes with many devices.

📊 Impact: Reduces CPU time spent in iteration and counting operations from O(N) to O(1) in the best case, avoiding unnecessary GC pressure and eliminating main-thread blocking hitches during large mod/Lua operations.

🔬 Measurement: Observe CPU load and GC allocation spikes in Unity Profiler when invoking Lua rack/server methods or triggering data syncs.


PR created automatically by Jules for task 1616957508594553028 started by @mleem97

…p singletons

This optimizes operations across GregAPI, GameHooks, and Lua APIs by retrieving active hardware devices directly from `Il2Cpp.NetworkMap.instance` dictionaries instead of scanning the full Unity object hierarchy. This shifts lookup and iteration costs from O(N) to O(1) in the best case, saving massive CPU cycles and reducing GC pressure, particularly in late-game scenes with thousands of instantiated devices.
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Up to standards ✅

🟢 Issues 0 issues

Results:
0 new issues

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🟢 Metrics 24 complexity · 5 duplication

Metric Results
Complexity 24
Duplication 5

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