⚡ Bolt: Optimize server lookup in Lua scripts - #213
Conversation
|
👋 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 | 6 |
| Duplication | 0 |
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.
💡 What: Replaced expensive
FindObjectsOfType<Il2Cpp.Server>calls inLuaServerModulewith O(1) lookups viaIl2Cpp.NetworkMap.instance.servers.🎯 Why: Lua scripting modules that execute during runtime (like
get_all,repair_all) were blocking the main thread by traversing the entire scene hierarchy, causing severe frame drops in late-game scenarios.📊 Impact: Lookups now execute in O(1) time rather than O(N), significantly reducing GC allocations and eliminating CPU hitches during script execution.
🔬 Measurement: Profile the application before and after when a Lua script executes
greg.server.get_all()in a Data Center with 100+ servers; frame times should remain consistent.PR created automatically by Jules for task 2403153274237938132 started by @mleem97