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⚡ Bolt: Optimize server fetching in Lua API - #259

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bolt/optimize-lua-server-fetching-11387833767345434681
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⚡ Bolt: Optimize server fetching in Lua API#259
mleem97 wants to merge 1 commit into
mainfrom
bolt/optimize-lua-server-fetching-11387833767345434681

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@mleem97

@mleem97 mleem97 commented Sep 2, 2026

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💡 What:
Optimized get_all, repair, and repair_all in LuaServerModule.cs to fetch servers from Il2Cpp.NetworkMap.instance.servers instead of calling UnityEngine.Object.FindObjectsOfType<Il2Cpp.Server>().

🎯 Why:
FindObjectsOfType scans the entire object hierarchy (O(N) across all loaded objects), which is extremely expensive, especially in late-game data centers. Repeated Lua script calls to these API endpoints cause main thread hitches and significant garbage collection pressure.

📊 Impact:
Converts an O(N) scene-wide scan to an O(1) dictionary lookup (iterating .Values), virtually eliminating CPU blocking and drastically reducing GC overhead for Lua mods that repeatedly query server state.

🔬 Measurement:
Run the application with a Lua script frequently invoking greg.server.get_all(). Monitor the Unity Profiler and GC allocs per frame to confirm the CPU spike and allocations from FindObjectsOfType are eliminated.


PR created automatically by Jules for task 11387833767345434681 started by @mleem97

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Codex Review Summary

This comment shows the latest Codex review activity on this pull request.

Review Status Commit Review trigger
🔒 Security Review 🔄 Running since 2026-09-02T23:50:24.840700Z 1273935 PR opened
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Up to standards ✅

🟢 Issues 0 issues

Results:
0 new issues

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🟢 Metrics 6 complexity · 6 duplication

Metric Results
Complexity 6
Duplication 6

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

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