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- Replaced O(N) scene queries with O(1) dictionary lookups. - Extracted logic into `GetServers()` helper method to adhere to DRY principles. - Included fallback to original behavior if uninitialized.
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Not up to standards ⛔🔴 Issues
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| Category | Results |
|---|---|
| Security | 1 high |
🟢 Metrics 0 complexity · 0 duplication
Metric Results Complexity 0 Duplication 0
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Superseded by #285 (newer iteration of the same bot-generated NetworkMap optimization; closing duplicates). GitHub is a mirror — active development happens on Forgejo/Gitea. |
Understood. Acknowledging that this work is now obsolete and stopping work on this task. |
💡 What: Replaced
UnityEngine.Object.FindObjectsOfType<Il2Cpp.Server>()with O(1) lookups usingIl2Cpp.NetworkMap.instance.serversinLuaServerModule(get_all,repair). Consolidated the lookup logic into a singleGetServers()helper method.🎯 Why:
FindObjectsOfType<T>is O(N) over all scene objects and causes garbage collection allocations. Frequent polling creates severe CPU overhead and GC pressure.📊 Impact: Reduces CPU cycles and heap allocations on every execution, making the Lua server API scale efficiently in late-game scenarios.
🔬 Measurement: Profiling the execution time and GC allocation of these methods in large Data Centers.
PR created automatically by Jules for task 4502220474504097824 started by @mleem97