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⚡ Bolt: Optimize hardware entity lookups - #281

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bolt/optimize-hardware-lookups-15442197249248180734
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bolt/optimize-hardware-lookups-15442197249248180734

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@mleem97

@mleem97 mleem97 commented Sep 19, 2026

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💡 What: Replaced O(N) Unity scene queries (FindObjectsOfType<Il2Cpp.Server>(), NetworkSwitch, PatchPanel) with O(1) dictionary lookups from NetworkMap.instance in GameHooks.cs and LuaServerModule.cs, with fallbacks to FindObjectsOfType when the map is uninitialized.
🎯 Why: Iterating over hardware components is a frequent operation. Using O(1) lookups reduces CPU overhead and avoids locking the main thread compared to O(N) scene queries.
📊 Impact: Significantly reduces processing time for periodic state syncs and scripting queries in large data centers.
🔬 Measurement: Run the game with a large number of servers/switches and monitor CPU usage during sync/scripting events, or observe improved frame time consistency.


PR created automatically by Jules for task 15442197249248180734 started by @mleem97

Replaced expensive O(N) Unity scene queries with O(1) dictionary lookups from NetworkMap.instance.
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Up to standards ✅

🟢 Issues 0 issues

Results:
0 new issues

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🟢 Metrics 30 complexity · 7 duplication

Metric Results
Complexity 30
Duplication 7

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

@mleem97

mleem97 commented Sep 22, 2026

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Superseded by #285 (newer iteration of the same bot-generated NetworkMap optimization; closing duplicates).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.

@mleem97 mleem97 closed this Sep 22, 2026
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mleem97 deleted the bolt/optimize-hardware-lookups-15442197249248180734 branch September 22, 2026 10:57
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Superseded by #285 (newer iteration of the same bot-generated NetworkMap optimization; closing duplicates).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 Acknowledging that this work is superseded and stopping work on this task.

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