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3 changes: 3 additions & 0 deletions .jules/bolt.md
Original file line number Diff line number Diff line change
Expand Up @@ -24,3 +24,6 @@
## 2025-05-21 - Optimized GetRackCount calls (FindObjectsOfType)
**Learning:** Using `UnityEngine.Object.FindObjectsOfType<Rack>` to simply get the rack count is an O(N) operation over all objects, creating unnecessary GC pressure and CPU overhead, especially as the data center grows.
**Action:** Optimized `GetRackCount` implementation in `GameHooks.cs` by using the game-managed O(1) singleton `Il2Cpp.NetworkMap.instance.GetNumberOfDevices()` (index 2 for racks), providing a fallback to `FindObjectsOfType` only during uninitialized states.
## 2025-05-23 - Expensive Server Lookups in Lua API
**Learning:** The Lua API (`LuaServerModule`) was using `UnityEngine.Object.FindObjectsOfType<Il2Cpp.Server>()` for fetching all servers (`get_all`), repairing servers (`repair`), and repairing all servers (`repair_all`). `FindObjectsOfType` is O(N) over all loaded objects and generates unnecessary garbage collection pressure and CPU overhead, especially as the data center scales and the number of servers grows.
**Action:** Replace `FindObjectsOfType<T>()` with lookups from the game-managed singleton collections (`Il2Cpp.NetworkMap.instance.servers` and `Il2Cpp.NetworkMap.instance.brokenServers`) to turn these O(N) operations into O(1) dictionary iterations, while keeping `FindObjectsOfType` strictly as a fallback when the game state is uninitialized.
133 changes: 103 additions & 30 deletions src/Infrastructure/Scripting/Lua/Modules/LuaServerModule.cs
Original file line number Diff line number Diff line change
Expand Up @@ -17,31 +17,59 @@ public static void Register(Table greg, Script script, string modId)
var serverTable = new Table(script);

// greg.server.get_all() → table of server info
// Bolt: Optimized to use O(1) NetworkMap dictionary instead of O(N) FindObjectsOfType
serverTable["get_all"] = (Func<Table>)(() =>
{
try
{
var servers = UnityEngine.Object.FindObjectsOfType<Il2Cpp.Server>();
var result = new Table(script);
int i = 1;
foreach (var s in servers)
var nm = Il2Cpp.NetworkMap.instance;
if (nm != null && nm.servers != null)
{
foreach (var kvp in nm.servers)
{
var s = kvp.Value;
try
{
var info = new Table(script);
info["id"] = s.ServerID ?? s.GetHashCode().ToString();
info["hash"] = s.GetHashCode();
info["is_on"] = s.isOn;
info["is_broken"] = s.isBroken;
info["server_type"] = (int)s.serverType;
info["size_u"] = s.sizeInU;
var pos = s.transform?.position ?? UnityEngine.Vector3.zero;
info["x"] = (double)pos.x;
info["y"] = (double)pos.y;
info["z"] = (double)pos.z;
result[i++] = info;
}
catch { }
}
}
else
{
try
var servers = UnityEngine.Object.FindObjectsOfType<Il2Cpp.Server>();
foreach (var s in servers)
{
var info = new Table(script);
info["id"] = s.ServerID ?? s.GetHashCode().ToString();
info["hash"] = s.GetHashCode();
info["is_on"] = s.isOn;
info["is_broken"] = s.isBroken;
info["server_type"] = (int)s.serverType;
info["size_u"] = s.sizeInU;
var pos = s.transform?.position ?? UnityEngine.Vector3.zero;
info["x"] = (double)pos.x;
info["y"] = (double)pos.y;
info["z"] = (double)pos.z;
result[i++] = info;
try
{
var info = new Table(script);
info["id"] = s.ServerID ?? s.GetHashCode().ToString();
info["hash"] = s.GetHashCode();
info["is_on"] = s.isOn;
info["is_broken"] = s.isBroken;
info["server_type"] = (int)s.serverType;
info["size_u"] = s.sizeInU;
var pos = s.transform?.position ?? UnityEngine.Vector3.zero;
info["x"] = (double)pos.x;
info["y"] = (double)pos.y;
info["z"] = (double)pos.z;
result[i++] = info;
}
catch { }
}
catch { }
}
return result;
}
Expand Down Expand Up @@ -76,46 +104,91 @@ public static void Register(Table greg, Script script, string modId)
});

// greg.server.repair(server_hash) → bool
// Bolt: Optimized to use O(1) NetworkMap.brokenServers instead of O(N) FindObjectsOfType
serverTable["repair"] = (Func<int, bool>)((hash) =>
{
try
{
var servers = UnityEngine.Object.FindObjectsOfType<Il2Cpp.Server>();
foreach (var s in servers)
var nm = Il2Cpp.NetworkMap.instance;
if (nm != null && nm.brokenServers != null)
{
foreach (var kvp in nm.brokenServers)
{
var s = kvp.Value;
try
{
if (s.GetHashCode() == hash && s.isBroken)
{
s.RepairDevice();
return true;
}
}
catch { }
}
}
else
{
try
var servers = UnityEngine.Object.FindObjectsOfType<Il2Cpp.Server>();
foreach (var s in servers)
{
if (s.GetHashCode() == hash && s.isBroken)
try
{
s.RepairDevice();
return true;
if (s.GetHashCode() == hash && s.isBroken)
{
s.RepairDevice();
return true;
}
}
catch { }
}
catch { }
}
return false;
}
catch { return false; }
});

// greg.server.repair_all() → number of repaired
// Bolt: Optimized to use O(1) NetworkMap.brokenServers instead of O(N) FindObjectsOfType
serverTable["repair_all"] = (Func<int>)(() =>
{
try
{
int repaired = 0;
var servers = UnityEngine.Object.FindObjectsOfType<Il2Cpp.Server>();
foreach (var s in servers)
var nm = Il2Cpp.NetworkMap.instance;
if (nm != null && nm.brokenServers != null)
{
if (nm.brokenServers.Count == 0) return 0;
var toRepair = new System.Collections.Generic.List<Il2Cpp.Server>();
foreach (var kvp in nm.brokenServers) toRepair.Add(kvp.Value);

foreach (var s in toRepair)
{
try
{
if (s.isBroken)
{
s.RepairDevice();
repaired++;
}
}
catch { }
}
}
else
{
try
var servers = UnityEngine.Object.FindObjectsOfType<Il2Cpp.Server>();
foreach (var s in servers)
{
if (s.isBroken)
try
{
s.RepairDevice();
repaired++;
if (s.isBroken)
{
s.RepairDevice();
repaired++;
}
}
catch { }
}
catch { }
}
return repaired;
}
Expand Down
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