Repository navigation
Conversation
…y lookups Replaced slow `UnityEngine.Object.FindObjectsOfType<T>` iterations with fast O(1) dictionary lookups from `Il2Cpp.NetworkMap.instance` in `HarmonyPatches.cs`, `GameHooks.cs`, and `LuaServerModule.cs`. `FindObjectsOfType<T>` was being invoked repeatedly in hot paths like world syncing and UI event hooks, which caused massive O(N) performance overhead and GC pressure. This eliminates N full-scene hierarchy traversals on every iteration of the sync loops or scripting calls, drastically reducing CPU time and stutter during scene loads and saves.
|
👋 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 | 31 |
| Duplication | 3 |
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.
|
Superseded by #285 (newer iteration of the same bot-generated NetworkMap optimization; closing duplicates). GitHub is a mirror — active development happens on Forgejo/Gitea. |
💡 What: Replaced slow
UnityEngine.Object.FindObjectsOfType<T>iterations with fast O(1) dictionary lookups fromIl2Cpp.NetworkMap.instanceinHarmonyPatches.cs,GameHooks.cs, andLuaServerModule.cs.🎯 Why:
FindObjectsOfType<T>was being invoked repeatedly in hot paths like world syncing and UI event hooks, which caused massive O(N) performance overhead and GC pressure.📊 Impact: Eliminates N full-scene hierarchy traversals on every iteration of the sync loops or scripting calls, drastically reducing CPU time and stutter during scene loads and saves.
🔬 Measurement: Monitor profiling in
HarmonyPatches.csandLuaServerModule.csand observe eliminated CPU spikes. Also ensuredotnet testremains green.PR created automatically by Jules for task 4431855529858862513 started by @mleem97