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⚡ Bolt: Replace expensive FindObjectsOfType with O(1) NetworkMap lookups - #221

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perf/optimize-findobjectsoftype-11535858758850956507
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⚡ Bolt: Replace expensive FindObjectsOfType with O(1) NetworkMap lookups#221
mleem97 wants to merge 2 commits into
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perf/optimize-findobjectsoftype-11535858758850956507

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@mleem97

@mleem97 mleem97 commented Aug 5, 2026

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💡 What: Replaced O(N) UnityEngine.Object.FindObjectsOfType<T>() calls in GameHooks.EnsureAllRackPositionUIDs() with O(1) lookups via Il2Cpp.NetworkMap.instance collections (servers, switches).

🎯 Why: FindObjectsOfType is extremely slow as it loops through all active GameObjects in the scene. During heavy mod sync operations, this causes significant stutter. The game already caches these objects in NetworkMap.instance.

📊 Impact: Significantly reduces frame drops and CPU spikes during WorldSync / RackPositionUID validation by using direct dictionary iteration.

🔬 Measurement: Observe CPU frametime consistency during mod synchronizations and compare profiler data of EnsureAllRackPositionUIDs execution time before and after.


PR created automatically by Jules for task 11535858758850956507 started by @mleem97

Replaced O(N) `UnityEngine.Object.FindObjectsOfType<T>()` calls in `GameHooks.EnsureAllRackPositionUIDs()` with O(1) lookups via `Il2Cpp.NetworkMap.instance` collections (`servers`, `switches`).
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codacy-production Bot commented Aug 5, 2026

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Up to standards ✅

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TIP This summary will be updated as you push new changes.

Replaced O(N) `UnityEngine.Object.FindObjectsOfType<T>()` calls in `GameHooks.EnsureAllRackPositionUIDs()` with O(1) lookups via `Il2Cpp.NetworkMap.instance` collections (`servers`, `switches`).

`FindObjectsOfType` is extremely slow as it loops through all active GameObjects in the scene. During heavy mod sync operations, this causes significant stutter. The game already caches these objects in `NetworkMap.instance`.

Significantly reduces frame drops and CPU spikes during WorldSync / RackPositionUID validation by using direct dictionary iteration.
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