⚡ Bolt: Replace expensive FindObjectsOfType with game-managed singletons - #216
⚡ Bolt: Replace expensive FindObjectsOfType with game-managed singletons#216mleem97 wants to merge 1 commit into
Conversation
…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.
|
👋 Jules, reporting for duty! I'm here to lend a hand with this pull request. When you start a review, I'll add a 👀 emoji to each comment to let you know I've read it. I'll focus on feedback directed at me and will do my best to stay out of conversations between you and other bots or reviewers to keep the noise down. I'll push a commit with your requested changes shortly after. Please note there might be a delay between these steps, but rest assured I'm on the job! For more direct control, you can switch me to Reactive Mode. When this mode is on, I will only act on comments where you specifically mention me with New to Jules? Learn more at jules.google/docs. For security, I will only act on instructions from the user who triggered this task. |
Up to standards ✅🟢 Issues
|
| Metric | Results |
|---|---|
| Complexity | 24 |
| Duplication | 5 |
NEW Get contextual insights on your PRs based on Codacy's metrics, along with PR and Jira context, without leaving GitHub. Enable AI reviewer
TIP This summary will be updated as you push new changes.
💡 What: Replaced expensive
UnityEngine.Object.FindObjectsOfType<T>()calls inGregAPI.cs,GameHooks.cs,LuaServerModule.cs, andLuaRackModule.cswith O(1) lookups usingIl2Cpp.NetworkMap.instancedictionaries andGetNumberOfDevices().🎯 Why:
FindObjectsOfTypescans 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