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- Replaced O(N) scene scans using `FindObjectsOfType<Il2Cpp.Server>()` with O(1) dictionary lookups via `Il2Cpp.NetworkMap.instance.servers` and `brokenServers` in `LuaServerModule.cs`. - Retained fallback logic for uninitialized game states. - Avoids large garbage collection spikes when querying server data or repairing all servers via Lua scripting.
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- Replaced O(N) scene scans using `FindObjectsOfType<Il2Cpp.Server>()` with O(1) dictionary lookups via `Il2Cpp.NetworkMap.instance.servers` and `brokenServers` in `LuaServerModule.cs`. - Retained fallback logic for uninitialized game states. - Avoids large garbage collection spikes when querying server data or repairing all servers via Lua scripting.
Up to standards ✅🟢 Issues
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| Metric | Results |
|---|---|
| Complexity | 7 |
| 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Superseded by #285 (newer iteration of the same bot-generated NetworkMap optimization; closing duplicates).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) accesses throughIl2Cpp.NetworkMap.instance.serversandIl2Cpp.NetworkMap.instance.brokenServersinsideLuaServerModule.csforgreg.server.get_all()andgreg.server.repair_all().🎯 Why:
FindObjectsOfTypescans the entire scene object hierarchy. In larger data centers, calling these Lua API functions causes severe hitches and GC pressure due to the O(N) allocation of object arrays.📊 Impact: Reduces CPU time and GC overhead in Lua-heavy setups. Querying all servers or repairing all servers now avoids allocating massive object arrays when the
NetworkMapis initialized.🔬 Measurement: Run a large data center save, execute
greg.server.get_all()orgreg.server.repair_all()via Lua console, and observe significantly lower frame times during execution.PR created automatically by Jules for task 1644735588486460584 started by @mleem97