⚡ Bolt: Optimize GregFacilityModule.GetRackCount#169
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Up to standards ✅🟢 Issues
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| Metric | Results |
|---|---|
| Complexity | 0 |
| Duplication | 0 |
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Pull Request Overview
The optimization of GetRackCount improves performance by moving from a scene-wide search to an O(1) lookup. However, the implementation introduces a potential behavioral discrepancy: NetworkMap.GetNumberOfDevices() may include all registered entities (including inactive or pooled ones), whereas the fallback FindObjectsOfType<T>() strictly returns active objects. This inconsistency could lead to unexpected behavior in consumers of this Public API depending on which logic path is executed.
Furthermore, while the performance gain is noted, the complexity of this method has increased to handle the new safety branches. The file is currently flagged as high-risk due to this increased complexity combined with a total lack of test coverage for the new logic paths. Adding unit tests is essential to ensure the reliability of this Public API component.
Test suggestions
- Verify GetRackCount returns the correct value from index 2 of the device array when NetworkMap is active.
- Verify GetRackCount falls back to FindObjectsOfType when NetworkMap.instance is null.
- Verify GetRackCount falls back to FindObjectsOfType when the device array length is less than or equal to the rack index (2).
- Unit test the logic branches for null checks and array length validation to ensure zero regression in the Public API.
Prompt proposal for missing tests
Consider implementing these tests if applicable:
1. Verify GetRackCount returns the correct value from index 2 of the device array when NetworkMap is active.
2. Verify GetRackCount falls back to FindObjectsOfType when NetworkMap.instance is null.
3. Verify GetRackCount falls back to FindObjectsOfType when the device array length is less than or equal to the rack index (2).
4. Unit test the logic branches for null checks and array length validation to ensure zero regression in the Public API.
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| public int GetRackCount() | ||
| { | ||
| // Fast O(1) path | ||
| if (global::Il2Cpp.NetworkMap.instance != null) | ||
| { | ||
| var arr = global::Il2Cpp.NetworkMap.instance.GetNumberOfDevices(); | ||
| if (arr != null && arr.Length > DEVICE_INDEX_RACKS) | ||
| { | ||
| return arr[DEVICE_INDEX_RACKS]; | ||
| } | ||
| } | ||
| // Slow fallback | ||
| return UnityEngine.Object.FindObjectsOfType<global::Il2Cpp.Rack>().Length; | ||
| } |
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🟡 MEDIUM RISK
This optimization introduces a potential behavioral discrepancy and lacks test coverage. The new fast-path using NetworkMap often includes all registered entities (regardless of active state), whereas the original FindObjectsOfType fallback only counts active objects. This inconsistency can break logic that depends on an accurate count of active-only racks. Additionally, the complexity of this method has increased due to the new safety checks, but this logic is currently uncovered.
Consider verifying if GetNumberOfDevices() matches the active-only semantics of the original implementation. You should also add unit tests to verify: 1) The fast-path return value, 2) The fallback when NetworkMap.instance is null, and 3) The fallback when the device array length is insufficient.
💡 What: Replaced expensive
FindObjectsOfType<global::Il2Cpp.Rack>()call withIl2Cpp.NetworkMap.instance.GetNumberOfDevices()[2]with fallback.🎯 Why:
FindObjectsOfTypeis O(N) over all objects in the scene and expensive to call. Using the O(1) game-managed device count array avoids large CPU usage.📊 Impact: Significantly improves performance of rack count queries by avoiding full scene traversal.
🔬 Measurement: Verify load and run in-game to see fewer GC spikes and faster response when calling
GetRackCount().PR created automatically by Jules for task 7642963042621636757 started by @mleem97