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👋 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. |
Not up to standards ⛔🔴 Issues
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| Category | Results |
|---|---|
| UnusedCode | 1 medium |
| Security | 2 high |
| Complexity | 2 medium |
🟢 Metrics 18 complexity · 8 duplication
Metric Results Complexity 18 Duplication 8
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TIP This summary will be updated as you push new changes.
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Superseded by #285 (newer iteration of the same bot-generated NetworkMap optimization; closing duplicates).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 costly O(N)
FindObjectsOfTypeAllqueries inGameAPI.csandLuaServerModule.cswith O(1) dictionary lookups viaNetworkMap.instance. Throttled a UI check pollingFindObjectsOfTypeingreg.QoL/Main.cs.🎯 Why:
FindObjectsOfTypeAllscans the entire scene hierarchy, severely impacting performance and increasing GC pressure when called frequently.📊 Impact: Expected to reduce CPU time significantly during object lookups, especially as the number of devices scales up. Prevents massive hitches in API heavy scenarios.
🔬 Measurement: Verify via test suite. Observe decreased CPU utilization overhead from the API and Mod Loader.
PR created automatically by Jules for task 16944944298658470618 started by @mleem97