Public report of EllanJiang/GameFramework, published 23 October 2026. It has the same score, grades and number of findings as the full report. The details of security findings (where they are in the code, which known vulnerabilities and which passwords or keys were found) are left out, so nobody can use them against the project.
Public
Executive report Measured under the Code Assurance Index, an open standard for code quality, using its published scoring rules (rubric version 2026.10.5). Watchdog signed this survey and filed it in the standard's public register, where anyone can look it up by its survey ID. Check this survey → Signed and filed in the standard's public register, 23 October 2026, 10:10 UTC · Survey ID cd_05cf70c713064a39a8d23acd67b2223c

EllanJiang/GameFramework

Measured 23 October 2026, 10:08 UTC, at code version d0c010b

No regression since the last survey Test distribution: not measured

A regression is a drop of 0.5 points or more in the score, or of 2.5 or more out of 10 in a dimension, since the last survey.

Test distribution is not measured: No automated tests.

CAI score 37out of 100 Weak
CriticalWeakAdequateStrongExemplary
Down 3 since the last survey

The score is built from these lenses. Each lens grades one area of the code, such as how easy it is to change or how well it is protected. The weakest lens counts most, so one weak area pulls the score down instead of being averaged away.

A medium codebase: 52,315 lines of product code in 1 project, tests not counted · Estimated rebuild effort: about 0.3 person-years · Weakest lens: Production Readiness, 17

Findings by how serious they are

4 critical 94 serious 230 minor

6 dimensions are left out of the score. For each one, Watchdog either couldn't measure it in this code, or found no evidence of the safeguard it looks for, such as a tested backup restore. They count neither for nor against the score, and Limitations lists each one with its reason.

This survey was produced by

Watchdog
Producer
Canine Development
Analyzer
Watchdog engine 1.0.0
Measured
23 October 2026, 10:08 UTC

A measurement, not a certificate. The Code Assurance Index records a number together with the evidence it was worked out from, so anyone can recalculate it, but it doesn't certify or guarantee the code. The standard was written by Canine Development, which also builds Watchdog. It is open to any tool that implements it, and today Watchdog is the only one that does.

The score is deterministic, which means the same code always gets the same score. Watchdog works it out with tools that follow published rules, and an AI model never decides it, so anyone who applies the same rules to the same code gets the same number. How it is done is explained under Methodology ▸

56of 60 dimensions measured by tools. The other 4 are advisory notes from an AI model, which explain the code but don't count towards the score.
312of 328 findings point to an exact file and line, so you can open each one in the code. The other 16 concern the repository as a whole, such as missing documentation.
60dimensions across 6 lenses, read from 52,315 lines of product code in 1 project.
Chapters

Executive summary

EllanJiang/GameFramework scores 37 out of 100 and is rated Weak, while four of its six lenses score higher still: Security and Compliance at 95, rated Exemplary, Code Health at 85 and Performance at 70, both rated Strong, and Architecture at 67, rated Adequate.

The score is lower than those four because the weakest lens counts most, and here that is Production Readiness, which scores 17 and is rated Critical. Its Code Coverage dimension scores 0 out of 10, and until that reaches 4, Production Readiness can't be rated higher than Adequate. The first actions are to resolve the 1 No automated tests finding(s) in Code Coverage and to resolve the 1 No tests found finding(s) in Test Distribution, and if Production Readiness rose to 70, the score would rise from 37 to about 54.

Four findings are critical: one in Code Coverage, one in Explicit Debt, one in Project dependency cycles and one in Secrets (history).

Watchdog couldn't measure 4 dimensions in this code, among them Dependency Hygiene, License Compliance and IL Efficiency, so they are left out of the score. The product code is 52,315 lines, which would take an estimated 0.3 person-years, around €37,000, to rebuild.

A lens is capped at Adequate while one of its dimensions scores below 4 out of 10, however well the rest of the lens does. That way a serious problem in one place always shows in the lens's rating.

How the score is built: what each lens counts for The lenses don't count equally. The weakest lens counts most, the next weakest a little less, and so on, so a weak area pulls the score down instead of being averaged away. In the bar below, each part's width shows how much that lens counts and its colour shows its rating. Improving the widest part moves the score most, and as that lens improves, it counts for less, because another lens becomes the weakest.
Production Readiness 17 · counts for 46%Maturity 35 · counts for 25%Architecture 67 · counts for 14%Performance 70 · counts for 8%Code Health 85 · counts for 4%Security and Compliance 95 · counts for 2%

If Production Readiness rose from 17 to 70, the lowest score rated Strong, the score would rise from 37 to about 54.

Code composition: what the lines of code are
Business logic 34%Supporting code 66%
New since the last survey: 2 findings

These 2 critical or serious findings weren't in the previous survey, on 9 October 2026.

  • Exception handling · Swallowed exception (caught, then discarded) GameFramework/Network/NetworkManager.TcpNetworkChannel.cs
  • Exception handling · Swallowed exception (caught, then discarded) GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs

Watchdog compares every finding with the previous survey's. A finding that has only moved to another line in the same file counts as the same finding, so only new findings appear here. Advisory notes from the AI model are left out, because the model words them afresh in every survey.

Fixed since the last survey: 4 findings

These 4 critical or serious findings were in the previous survey, on 9 October 2026, and are gone from this one.

  • Exception handling · Swallowed exception (caught, then discarded) GameFramework/FileSystem/FileSystem.cs
  • Exception handling · Swallowed exception (caught, then discarded) GameFramework/Resource/ResourceManager.cs
  • Exception handling · Swallowed exception (caught, then discarded) GameFramework/Resource/ResourceManager.VersionListProcessor.cs
  • Exception handling · Swallowed exception (caught, then discarded) GameFramework/Utility/Utility.Path.cs
Rebuild cost: about €37,000 · Estimate
Cost to rebuild€12,000 to €61,000, for 202 to 644 hours of work, about 0.3 person-years for one engineer
Difficulty of the problemLow, judged from the kind of software and how it is built. Code that solves a harder problem, such as payments or medical bookings, costs more per line to write.
Quality factor×0.7 at a score of 37. Better code takes more work to write, so the factor is ×1.0 at a score of 70, lower below it and higher above it.
SizeMedium: 52,315 lines of product code, of which 35% is declarations and boilerplate, 31% straight logic and 34% logic with branches
Comment linesThe estimate prices 30,911 lines. Comment lines count towards the size of 52,315 lines but aren't priced as work.

How the estimate is made: Watchdog prices the hours a team would need to write this code again, at €60 to €95 an hour. Declarations and boilerplate are priced at a fast rate and logic at a slower one, and the logic is then multiplied by the difficulty of the problem and by the quality factor. The estimate can be about 30% off either way, and it moves most with the hourly rate and the difficulty.

Top priorities

The three actions that raise the score most for the work they take. The full ranked list is in the Roadmap.

1
Resolve the 1 No automated tests finding(s) in Code Coverage.
Raises the score by about 16 points · Low effort · Code Coverage
2
Resolve the 1 No tests found finding(s) in Test Distribution.
Raises the score by about 16 points · Low effort · Test Distribution
3
Resolve the 181 Orphaned file finding(s) in Knowledge Freshness — start with EntityManager.cs, FileSystem.cs, ResourceManager.ResourceUpdater.cs.
Raises the score by about 10 points · High effort · Knowledge Freshness

Diagnosis: what the measurements show together

Each conclusion below combines several dimensions into one point that no single dimension shows, and lists the measurements it rests on.

Where the investment is most exposed · Value at risk
This code would cost about €37,000 to build again, about 0.3 person-years of work. Its weakest lens is Production Readiness, at 17 (Critical). Production Readiness is about whether the product is ready to run in production and to change without breaking. Because the weakest lens counts most in the score, work on Production Readiness also moves the score most.
Based on: the rebuild estimate · the Production Readiness grade · how much each lens counts
What to do: Start with the Production Readiness actions in Top priorities.
If you do one thing first · First action
Resolve the 1 No automated tests finding(s) in Code Coverage. Of all the actions in this report, it raises the score most for the work it takes: about 16 points for low effort, because it clears the 1 Code Coverage findings. The next survey will show the change in the score.
Based on: the ranked actions in Top priorities, by score gain and effort

Architecture: which parts of the code depend on which

The code is divided into modules, groups of code that each handle one part of the product, and a module depends on another when it uses code from it. The table lists the modules both down the side and across the top, in an order where each module should only use modules listed above it. A number in a cell means the module on that row uses the module in that column, and it counts the pairs of building blocks (types) that connect them. The one thing to look for is a mark above the diagonal line. It means two or more modules use each other in a loop (a dependency cycle), so none of them can be changed, tested or released on its own.

20 modules, with 33 dependencies between them. One loop runs through 5 of the modules, marked above the diagonal.

Which modules use which. The module on each row uses the module in each column, and the number counts the pairs of types that connect them. A cell above the diagonal is part of a loop.
uses →1 Download2 FileSystem3 ObjectPool4 Resource5 GameFramework6 Config7 DataNode8 DataTable9 Debugger10 Entity11 Event12 Fsm13 Localization14 Network15 Scene16 Setting17 Sound18 UI19 WebRequest20 Procedure
1 Download18
2 FileSystem2
3 ObjectPool5
4 Resource104636
5 GameFramework5
6 Config29
7 DataNode6
8 DataTable311
9 Debugger1
10 Entity549
11 Event3
12 Fsm5
13 Localization29
14 Network9
15 Scene57
16 Setting1
17 Sound48
18 UI449
19 WebRequest13
20 Procedure15
Uses a module listed above itPart of a loopThe module itself
1 Download2 FileSystem3 ObjectPool4 Resource5 GameFramework6 Config7 DataNode8 DataTable9 Debugger10 Entity11 Event12 Fsm13 Localization14 Network15 Scene16 Setting17 Sound18 UI19 WebRequest20 ProcedureDownload1FileSystem2ObjectPool3Resource4GameFramework5Config6DataNode7DataTable8Debugger9Entity10Event11Fsm12Localization13Network14Scene15Setting16Sound17UI18WebRequest19Procedure2018251046365296311154935299571484491315

At a glance — Code Health · 85% · Strong ·

At a glance — Architecture · 67% · Adequate · gated by D26, AX5 ·

At a glance — Maturity · 35% · Weak · gated by D34, M2 ·

At a glance — Readiness · 17% · Critical · gated by D8, D9, P1, P3 ·

At a glance — Security · 95% · Exemplary ·

At a glance — Performance · 70% · Strong ·

Security & Compliance — OWASP Top-10 mapping

Findings mapped to OWASP categories; the specific CVEs/secrets are in the Security dimension cards below and findings.md (redacted only on the public version of this report).

OWASP categoryFindingsSeverity
A07:2025 — Authentication Failures2High / Critical

Roadmap

Begin by addressing the lack of automated testing by resolving the single code coverage and test distribution gaps to ensure baseline quality. Simultaneously, clean up the 181 orphaned files, prioritizing EntityManager.cs, FileSystem.cs, and ResourceManager.ResourceUpdater.cs, to improve codebase freshness. Finally, establish a CI workflow to automatically build and test on every push, and document key architectural decisions in a dedicated folder to preserve institutional knowledge.

Ranked by impact ÷ effort. "Helps" is the estimated gain on the 0–100 health score.

Do thisHelpsEffortDimension
Resolve the 1 No automated tests finding(s) in Code Coverage.+16.3 ptsLowCode Coverage
Resolve the 1 No tests found finding(s) in Test Distribution.+16.3 ptsLowTest Distribution
Resolve the 181 Orphaned file finding(s) in Knowledge Freshness — start with EntityManager.cs, FileSystem.cs, ResourceManager.ResourceUpdater.cs.+9.7 ptsHighKnowledge Freshness
Add a CI workflow that builds and runs the test suite on every push/PR.+7.5 ptsMediumCI/CD gates
Record your significant design decisions. Write one short document per decision, giving its date, the situation, the decision and its consequences, and keep them together with your other design documents. A docs/adr folder with each file named by number and title is the easiest place to find them.+6.9 ptsMediumArchitecture documentation
Improve Comment Value — currently 4.5/10.+4.7 ptsMediumComment Value
Resolve the 1 Projects may be oversized for their cohesion finding(s) in Project Cohesion.+1.7 ptsLowProject Cohesion
Keep a changelog (e.g. Keep-a-Changelog) recording what shipped in each release.+3.2 ptsMediumRelease Hygiene

File quality

Per-file score 0–10 — a quality signature. Of 37 files carrying findings, judged against the Production bar: 0% slop · 43% mixed · 57% near-clean.

FileScoreBandWorst signal
GameFramework/Network/NetworkManager.NetworkChannelBase.cs5.4MixedExplicit Debt: EmptyCatchBlock
GameFramework/Resource/ResourceManager.ResourceUpdater.cs7.0MixedCyclomatic Complexity: ResourceUpdater.ApplyResource (cyclomatic 30)
GameFramework/UI/UIManager.cs7.0MixedGod Classes: TooManyMethods: UIManager
GameFramework/Config/ConfigManager.cs7.0MixedGod Classes: TooManyMethods: ConfigManager
GameFramework/Resource/ResourceManager.ResourceChecker.cs7.0MixedCyclomatic Complexity: ResourceChecker.RefreshCheckInfoStatus (cyclomatic 24)
GameFramework/Network/NetworkManager.TcpNetworkChannel.cs7.0MixedCode Duplication: Members sharing a duplicated core (4 members, 50+ identical tokens)
GameFramework/Resource/ResourceManager.cs7.1MixedCognitive Complexity: ResourceManager.GetFileSystem (cognitive 23)
GameFramework/FileSystem/FileSystem.cs7.2MixedCognitive Complexity: FileSystem.AllocBlock (cognitive 18)
GameFramework/Resource/ResourceManager.ResourceLoader.cs7.2MixedCognitive Complexity: ResourceLoader.LoadAsset (cognitive 17)
GameFramework/Resource/ResourceManager.ResourceGroup.cs7.2MixedCode Duplication: Duplicated block (12 lines × 2)
REDACTED7.2MixedSecrets (history): REDACTED: REDACTED
GameFramework/Resource/ResourceManager.ResourceVerifier.cs7.4MixedCyclomatic Complexity: ResourceVerifier.VerifyResource (cyclomatic 24)
GameFramework/Resource/ResourceManager.ResourceIniter.cs7.8MixedCyclomatic Complexity: ResourceIniter.OnLoadPackageVersionListSuccess (cyclomatic 19)
GameFramework/Resource/ResourceManager.ResourceLoader.LoadResourceAgent.cs7.8MixedCyclomatic Complexity: LoadResourceAgent.Start (cyclomatic 19)
GameFramework/UI/UIManager.UIGroup.cs7.8MixedCyclomatic Complexity: UIGroup.Refresh (cyclomatic 17)
GameFramework/Base/DataProvider/DataProvider.cs7.8MixedCode Duplication: Duplicated block (21 lines × 2)
GameFramework/Resource/ResourceManager.ResourceChecker.CheckInfo.cs8.5Near-cleanCyclomatic Complexity: CheckInfo.RefreshStatus (cyclomatic 16)
GameFramework/Resource/ResourceManager.ResourceGroupCollection.cs8.5Near-cleanCognitive Complexity: ResourceGroupCollection.ResourceGroupCollection.ctor (cognitive 21)
GameFramework/Base/GameFrameworkMultiDictionary.cs8.5Near-cleanCognitive Complexity: GameFrameworkMultiDictionary.Remove (cognitive 17)
GameFramework/Sound/SoundManager.SoundGroup.cs8.5Near-cleanCognitive Complexity: SoundGroup.PlaySound (cognitive 17)

How the grades work

Every finding carries one of four grades. Three say how serious it is. The fourth says this survey could not settle it — and it is a grade, not a gap.

Critical — 4

A definite problem that already costs you something and drags the score down: a missing authorisation check, a dependency with a known exploit, a build that does not reproduce. Failure here tends to cause failures elsewhere.

Serious — 94

Likely wrong, but not failing yet. It degrades the codebase over a longer horizon and can cause failures elsewhere — not urgent this week, not something to carry for two years either.

Minor — 230

Recorded, with no effect on how the codebase functions. Present so the survey is complete, not because it needs doing.

Could not be resolved — 6

Something this survey could not settle from the outside, and which could be critical or serious. Either a control was required and no positive evidence of it exists in the repository — a backup job that nothing shows was ever restored from proves nothing about restores — or our own analysis could not run over that part of the tree. This is not a clean result. These are excluded from the score rather than awarded a pass, so the number on the cover neither rewards nor penalises them: if you act on this survey without resolving them, you carry that risk yourself. Each one is named under Limitations.

Methodology & how to trust this report

Watchdog is a deep, periodic assessment — run each sprint, monthly, or quarterly, taking the time to go wider and deeper than a quick check and surfacing in one coherent report what you'd otherwise piece together from a dozen separate tools. It scores deterministically: the same commit yields the same score, every run. 56 of 60 evaluated dimensions are computed purely by tools and static analysis (confidence 1.0); 4 documentation/naming judgement(s) are LLM-assisted and labelled advisory. Overall confidence is 0.9 — the weighted average across measured dimensions; it falls as more of the score leans on LLM-assisted judgement and rises when it's fully tool-backed.

Every figure here is one of three kinds, and we label which: ✓ Measured — a deterministic fact (LoC, complexity, coverage); ~ Modeled — an estimate from a stated model (cost, effort, value-at-risk), always a range with its assumptions, never a precise fact; ◐ Advisory — an LLM prose judgement. We never present a modelled estimate as if it were measured. Perfect or absent scores carry their provenance too (ADR-0011): ✓ Tool-verified means the property itself was measured across the surface; ○ Nothing flagged means the probes came back clean — a claim bounded by what a repository can show; ⊘ Not evidenced means a working control (a tested restore, an automated rollback) showed no positive evidence — absence of evidence is not evidence of a control, so it's excluded from the score rather than awarded a spurious 10; ◐ Sampled · advisory marks an LLM verdict over a bounded sample — advisory, never a deterministic measurement.

What we checked — 60 dimensions across the health lenses
D1D2D3D4D5D6D8D9D13D15D17D18D19D21D24D26D27D28D29D34D35AX10AX3AX4AX5AX6GD1IC1M1M2M3M4P1P3P6PF1PF2PF3X1X12X13X14X15X16X17X18X19X20X21X22X23X24X25X26X27X28X29X3X30X32

Each chip is a dimension scored from real signals across architecture, testing, dependencies, security & compliance, documentation, git-history and code quality — in one coherent pass. A surface report typically covers a handful.

How to trust any code-health report — three questions
  1. Can you open the finding? Real findings cite a repo-relative file and line you can open at the cited line — never an absolute scratch path. Here, 312 of 328 do; the remainder are repo-wide signals — a dimension-level measurement, not a single line. (Every path in this report is repo-relative by construction: paths are normalized at the producer and the report is rejected if any rooted path leaks through.)
  2. Is there a tool behind the number? Every score below names the method that produced it — Roslyn, git, a scanner, or (for a handful of documentation/naming dimensions) an LLM labelled sampled · advisory — not a narrative.
  3. Does re-running give the same result? Run it again on the same commit and the score — and this report, byte for byte — is identical. A report whose numbers move between runs is describing the run, not the code.

This report answers yes to all three. That's the bar to hold any assessment to.

Tools & methods

The actual versions used this run (captured at analysis time) — re-run on the same commit for the identical score.

MethodBacksVersionEvaluator
Roslyn static analysisComplexity, cohesion, coupling, dead code, API surface, layering5.3.0✓ deterministic
Native secret scannerHardcoded secrets / credentials1.0.0✓ deterministic
Watchdog duplication detector (in-process)Code duplication1.0.0✓ deterministic
Coverage (coverlet / dotnet-coverage)Line & branch coverage10.0.400✓ deterministic
NuGet / dotnetOutdated, vulnerable & deprecated dependencies10.0.400✓ deterministic
git / LibGit2SharpChurn hotspots, knowledge concentration, history2.43.0 · 0.31.0✓ deterministic
gitleaks · semgrep · trivySecrets in history, SAST, CVEs, IaC & container, PII / GDPR1.86.0 · 0.69.3✓ deterministic
LLM (sampled · advisory)Documentation quality, ADR conformance, naming — sampled over a bounded sample; advisory, never a deterministic measurementLocal LLM◐ LLM · sampled · advisory

Every finding is locatable in findings.md. Run 01a1683b-79b7-7df1-9e3e-1c03efbd8a38.

The exact command behind every deep-scan dimension — tool, version, invocation and retained raw output — is in Appendix B — Reproduction & audit trail.

Run transparency — what happened this run

What ran differently this time — a tool absent, degraded, or that fell back to an estimate. Named openly, not folded silently into the scores. A degraded run also records its exact cause in diagnostics.md.

  • D12 Dependency Hygiene — not measured this run — Watchdog could not measure this here. That is a gap on our side — a collector, parser or image we have not built yet — and it is neither a defect in this repository nor evidence that the check would have passed. `dotnet list package` did not return usable output (restore or query failed); no outdated/vulnerable/deprecated data to assess. The tool said: `dotnet list package` exited 1 with no output.
  • D14 License Compliance — not measured this run — Watchdog could not measure this here. That is a gap on our side — a collector, parser or image we have not built yet — and it is neither a defect in this repository nor evidence that the check would have passed. License scan produced no result — the tool ran but wrote no JSON report (no package reference resolved); the offline NuGet fallback resolved nothing.
  • D16 Bus Factor — not measured this run — This is a true statement about the repository that carries nothing for its owner to act on, so it is reported here rather than as a defect in their code. Single-maintainer repository — bus factor is not applicable (2 contributor(s) across 658 commit(s) sampled, automation and bot accounts excluded). One of them holds 97% of the history; the other 1 hold 3% each on average, below the 5% at which there is somebody to hand the work to. That is a single maintainer with drive-by contributors, not a team whose knowledge has concentrated — so the bus factor is not applicable and there is nothing here for the owner to act on.
  • D22 Internal API Consistency — not measured this run — This is a true statement about the repository that carries nothing for its owner to act on, so it is reported here rather than as a defect in their code. The loaded project set declares no packable project and no `.Contracts` project, so there is no intentionally-exposed surface for API consistency to be judged over.
  • D39 IL Efficiency — not measured this run — Watchdog could not measure this here. That is a gap on our side — a collector, parser or image we have not built yet — and it is neither a defect in this repository nor evidence that the check would have passed. IL NOT MEASURED: the analyzer's own build of this repository failed for an ENVIRONMENT reason (exit 1) — MSBuild's engine or the CLR gave up, or our image does not carry the SDK band/targeting pack this repository needs. This is OUR limitation, not a defect in the repo, and it is not a statement that this repository fails to build. D18 owns the question of whether this repository builds; it was not answered here.
  • D44 Platform End-of-Life — not measured this run — Watchdog could not measure this here. That is a gap on our side — a collector, parser or image we have not built yet — and it is neither a defect in this repository nor evidence that the check would have passed. This dimension reads a project's own statement about the platform it runs on: a TargetFramework in a .NET project file, a .nvmrc or .python-version, a capped requires-python, a Rust toolchain file or Cargo.toml rust-version, a .go-version, .java-version, .ruby-version, .tool-versions or .sdkmanrc, a go.mod go directive, a Maven or Gradle Java level or toolchain, a Gemfile's ruby directive, a mix.exs elixir requirement, a rebar.config minimum_otp_vsn, a pubspec.yaml SDK constraint, a build.sbt scalaVersion, or a framework major pinned by a dependency constraint. This repository carries none of them, so nothing about its platform was established. That is a gap in this analyzer's coverage, NOT a finding that the platform is supported — a language whose runtime is declared elsewhere (Package.swift, a Dockerfile) is simply not read here yet.
  • P5 DR & Backup — not measured this run — This is a true statement about the repository that carries nothing for its owner to act on, so it is reported here rather than as a defect in their code. No backup/snapshot/replication config, RTO/RPO or restore-procedure documentation was found — and no production persistence was detected either (no data-access packages, no data-store services, no database resources), so there is nothing in this repository whose loss a DR control would recover. If this system's data lives in a platform or ops repo we can't see, that's where the DR evidence belongs.

Repo exclusion declarations (.gitattributes linguist-generated/vendored, .editorconfig generated_code): none declared — every source file was scored.

Limitations & what we did not check

Watchdog assesses the repository exactly as committed, and only the repository. By design it does not reach outside the source tree: the live cloud account, the running CI/CD pipeline, the host's branch-protection and approval rules, the production configuration, or a restore actually exercised against a backup are all out of scope. That boundary is a feature, not a gap — a repo-relative, deterministic scan re-runs identically on any commit and every finding opens at a real file and line, where a live audit can neither be reproduced nor traced. The visible consequence is that controls which leave no in-repo evidence are reported as "not evidenced" and excluded from the score rather than awarded a number a static scan cannot justify.

Per-dimension blind spots

For each dimension that was measured, what a static, repo-only scan structurally cannot see — the honest edge of the measurement, not a failure of it.

  • D1 Cyclomatic Complexity: Cyclomatic complexity counts branches statically — it cannot tell an essential decision tree from accidental tangle, nor see complexity that lives in data or configuration (large switch-case token tables, DSL lexers/parsers, data-as-code rule tables) rather than control flow: a tokenizer's many single-character cases read as high complexity though each branch is trivial.
  • D2 Cognitive Complexity: Cognitive-complexity heuristics approximate how hard code is to follow; genuine domain difficulty and well-named intent that eases reading are not captured.
  • D3 God Classes: "God class" is sized by members and responsibilities visible in the type — a deliberately broad facade over a coherent subsystem can read the same as an accidental grab-bag. For front-end JS the file-length check is cohesion-aware (a single-responsibility module — one class/IIFE — earns a 3× threshold), but cohesion is approximated from top-level declarations, not true dependency structure.
  • D4 Code Duplication: Duplication is token-similarity — an in-process token-stream comparison over sliding windows, with type-aware normalization — so it finds copy-paste, not semantic duplication expressed differently. Committed machine-written code (scaffolded migrations, designer/codegen output, protobuf/OpenAPI stubs, model snapshots) is EXCLUDED — its repetition is the tool's, not the team's — so the score reflects hand-written duplication only.
  • D5 Coupling: Coupling is measured between projects/assemblies — runtime coupling through DI, reflection, messaging or shared databases is invisible to a static reference graph.
  • D6 Cohesion (LCOM4): LCOM4 cohesion is syntactic — it infers connectivity from which methods touch which fields/methods by name, not from real runtime behaviour or intent.
  • D8 Code Coverage: Coverage is measured by building and running the test suite inside Watchdog's isolated image — the target repo is never modified, and nothing on your systems runs. So coverage exists only when the suite builds and runs within the inline time budget; one that needs external services, can't build, or exceeds the budget yields no coverage (D8 then degrades to not-measured, not a low score). Line coverage also says nothing about assertion quality.
  • D9 Test Distribution: The test-pyramid shape is inferred from project/folder naming and references, with a single test host bucketed per-file by its path tier and content signals — a suite that names tiers unconventionally and gives no per-file signal can still be mis-bucketed.
  • D13 REDACTED Scanning: REDACTED detection is signature- and entropy-based on the current tree — a secret that does not match a known pattern, or one already rotated, will not be flagged (a clean scan is "nothing matched", not "no secrets exist").
  • D15 Churn × Complexity Hotspots: Churn hotspots come from git history — a freshly imported or squashed repository has no churn signal, and recent rewrites can mask a historically risky file.
  • D17 Explicit Debt: Acknowledged-debt signals (TODO/FIXME, suppressions, dead code) are textual — undocumented debt that nobody marked, and debt that lives in design rather than annotations, is invisible. Committed machine-written code (scaffolded migrations, designer/codegen output, generated stubs) is excluded — it is never the team's dead code to delete.
  • D18 Solution Shape: Build integrity reflects whether the solution compiled in this environment — a build that needs a private feed, a specific SDK, or a generated file absent from the repo can read as broken when it is merely unreproducible here.
  • D19 Documentation Quality: Documentation quality is judged by an LLM over a bounded sample of docs — it reads what is written, not whether the docs match the running system, and it is advisory, not a measurement. Its critique rows are drawn from a closed category vocabulary and each row means the same thing in every run, so two scans can be compared row by row; the SET that fires is still a sample, and does not repeat exactly. Measured on one frozen input, six scans at one engine SHA: 2-5 critique rows per scan, 8 distinct rows across the six, 3 of those 8 seen in only one scan. So a D19 row is evidence about the documentation, but a COUNT of D19 rows is not a quantity — never read a change in it as an improvement or a regression.
  • D21 Naming Consistency: Naming quality is an LLM judgement over a bounded sample — it assesses clarity/consistency of the names it sees, not domain-correctness, and is advisory.
  • D24 Comment Value: Comment value (WHY vs WHAT) is an LLM judgement over a bounded sample — it is advisory and cannot weigh a comment against the precise code change it was written to explain.
  • D26 Project Cohesion: Project focus is sized from members/namespaces per project — a project that is broad by deliberate design reads the same as one that has sprawled.
  • D27 Navigability: Indirection/navigability is structural — it measures hops to follow a call, not whether that indirection buys real flexibility or just ceremony.
  • D28 Secrets (history): Secret-history scanning sweeps the git log for known patterns — a secret that predates the available history, or never matched a signature, is not found (clean means "nothing matched in the history we can see").
  • D29 Static Analysis (SAST): SAST findings are pattern-based (semgrep) — it finds classes of bug it has rules for; logic flaws, auth/authorization gaps and issues needing runtime context are out of reach (and clean means "no rule matched").
  • D34 Knowledge Freshness: Freshness is decayed commit RECENCY, not comprehension — code read often but rarely committed reads as orphaned, and stable code that genuinely needs no changes is penalised the same as forgotten code; bot/squash commits distort it like the bus factor.
  • D35 Change Coupling: Change coupling is co-change in COMMITS — files split across separate commits, or coupled only through a shared config/build step, read as uncoupled, and a sweeping commit (rename/format) is excluded so it doesn't couple everything. It shows that files change together, not WHY: a high coupling can be a healthy cohesive pair as readily as a hidden leak.
  • AX10 Code composition: Role is inferred from namespace/folder convention, not semantics — a domain concept living in a folder named "Services" reads as application, and the split is lines-of-code, not business value. The business-logic-share score is a SOFT, FLOORED signal: it contributes to the Architecture lens but is floored at the Critical gate, so an infrastructure-heavy design (a gateway, an ETL, a driver) is legitimately low without being nuked to zero.
  • M4 Documentation accuracy: Onboarding quality is an LLM read of the docs/setup present — it cannot run the onboarding or measure how long a real new joiner takes; the verdict is sampled and advisory.
  • P6 Release Hygiene: Rollback/observability controls are inferred from repo artefacts (pipelines, dashboards-as-code) — controls configured in external tooling, with no in-repo trace, cannot be credited.

The LLM boundary

LLM-set scores this run (4): D19, D21, D24, M4 (model: Local LLM). For these, a model reads a bounded sample and sets the numeric score; each names its own sample and method on its card. They are sampled and advisory by design: they vary at the margins between runs and are never a deterministic measurement. Every other score in this report is tool-computed at confidence 1.0.

Dimensions

D1 · Cyclomatic Complexity8.6 / 10Strong✓ Tool-verified

What it measures: How tangled the control flow is — methods with many branches are hard to test and change.

Method: Cyclomatic complexity per method (1 + decision points), computed exhaustively across production source; test projects separated by convention. Deterministic.

Maturity: Documented → Verified → Prevented · effective 8.6 / 10 · rule-coverage 100% · ceiling Prevented

9 method(s) exceeded the cyclomatic complexity threshold of 15; the worst was ResourceUpdater.ApplyResource at 30.

ResourceUpdater.ApplyResource (cyclomatic 30)GameFramework/Resource/ResourceManager.ResourceUpdater.cs:509
ResourceUpdater.OnDownloadSuccess (cyclomatic 30)GameFramework/Resource/ResourceManager.ResourceUpdater.cs:817
ResourceChecker.RefreshCheckInfoStatus (cyclomatic 24)GameFramework/Resource/ResourceManager.ResourceChecker.cs:122
ResourceVerifier.VerifyResource (cyclomatic 24)GameFramework/Resource/ResourceManager.ResourceVerifier.cs:147
ResourceChecker.OnLoadUpdatableVersionListSuccess (cyclomatic 19)GameFramework/Resource/ResourceManager.ResourceChecker.cs:255

+ 4 more group(s) — more in Appendix A; the complete list is findings.md.

What to do

  1. Bring the 9 bodies over 15 down to 15 or less in Cyclomatic Complexity — start with ResourceUpdater.ApplyResource (cyclomatic 30), ResourceUpdater.OnDownloadSuccess (cyclomatic 30), ResourceChecker.RefreshCheckInfoStatus (cyclomatic 24). — This score is capped by its worst body, so a finding fixed alone moves it by almost nothing — the next one down takes its place. Refactoring these 9 together lifts Cyclomatic Complexity from 8.6 to about 10.0/10, projected with the scoring formula itself and assuming each lands exactly at 15.
  2. Stand up a CI pipeline, then gate Cyclomatic Complexity in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Prevented — provenance only; does not change the score.

Detailed fixes: d1_recommendation.md · top locations in Appendix A, every location in findings.md.

D2 · Cognitive Complexity6.8 / 10Adequate✓ Tool-verified

What it measures: How hard the code is for a person to follow, beyond raw branching.

Method: Cognitive complexity per method (Sonar-style nesting-penalized score), computed exhaustively over production code, excluding test projects. Deterministic.

Maturity: Documented → Verified → Prevented · effective 6.8 / 10 · rule-coverage 100% · ceiling Prevented

23 method(s) exceeded the cognitive complexity threshold of 15; the worst was ResourceChecker.RefreshCheckInfoStatus at 53.

ResourceChecker.RefreshCheckInfoStatus (cognitive 53)GameFramework/Resource/ResourceManager.ResourceChecker.cs:122
UIGroup.Refresh (cognitive 53)GameFramework/UI/UIManager.UIGroup.cs:393
ResourceUpdater.ApplyResource (cognitive 45)GameFramework/Resource/ResourceManager.ResourceUpdater.cs:509
ResourceVerifier.VerifyResource (cognitive 40)GameFramework/Resource/ResourceManager.ResourceVerifier.cs:147
ResourceUpdater.OnDownloadSuccess (cognitive 38)GameFramework/Resource/ResourceManager.ResourceUpdater.cs:817

+ 18 more group(s) — more in Appendix A; the complete list is findings.md.

What to do

  1. Bring the 23 bodies over 15 down to 15 or less in Cognitive Complexity — start with ResourceChecker.RefreshCheckInfoStatus (cognitive 53), UIGroup.Refresh (cognitive 53), ResourceUpdater.ApplyResource (cognitive 45). — This score is capped by its worst body, so a finding fixed alone moves it by almost nothing — the next one down takes its place. Refactoring these 23 together lifts Cognitive Complexity from 6.8 to about 10.0/10, projected with the scoring formula itself and assuming each lands exactly at 15.
  2. Stand up a CI pipeline, then gate Cognitive Complexity in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Prevented — provenance only; does not change the score.

Detailed fixes: d2_recommendation.md · top locations in Appendix A, every location in findings.md.

D3 · God Classes8.8 / 10Strong✓ Tool-verified

What it measures: Over-large classes that try to do too much ("god classes").

Method: God-class detection by line and method-count thresholds per logical type (partial classes unified), filtered for generated code and registration/contract false positives. Deterministic.

Maturity: Documented → Verified → Prevented · effective 8.8 / 10 · rule-coverage 100% · ceiling Prevented

16 god class(es) detected.

TooManyMethods: ObjectPoolManager · ×12GameFramework/ObjectPool/ObjectPoolManager.cs
FileTooLong: Resource/ResourceManager.cs · ×3GameFramework/Resource/ResourceManager.cs
ClassTooLong: ResourceUpdaterGameFramework/Resource/ResourceManager.ResourceUpdater.cs

What to do

  1. Resolve the 12 TooManyMethods finding(s) in God Classes — start with ObjectPoolManager.cs, ResourceManager.cs, GameFrameworkLog.cs. — One of this dimension's main actionable groups (12 warning-level).
  2. Resolve the 3 FileTooLong finding(s) in God Classes — start with ResourceManager.cs, FileSystem.cs, ResourceManager.ResourceUpdater.cs. — One of this dimension's main actionable groups (3 warning-level).
  3. Resolve the 1 ClassTooLong finding(s) in God Classes — start with ResourceManager.ResourceUpdater.cs. — One of this dimension's main actionable groups (1 warning-level).
  4. Stand up a CI pipeline, then gate God Classes in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Prevented — provenance only; does not change the score.

Detailed fixes: d3_recommendation.md · top locations in Appendix A, every location in findings.md.

D4 · Code Duplication9.7 / 10Stronggated by 36 serious findings✓ Tool-verified

What it measures: Copy-pasted code that should be shared instead.

Method: Code duplication via token-stream sliding windows with type-aware normalization (locals masked, type names preserved), density-scored per KLoC of production code. Deterministic.

Maturity: Documented → Verified → Prevented · effective 9.7 / 10 · rule-coverage 100% · ceiling Verified

34 duplicated block group(s) detected. A further 2 rows report members as variants of one another; they aggregate block groups already counted above and are not themselves counted.

Duplicated block (12 lines × 2) · ×6GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:216
Duplicated block (16 lines × 2) · ×4GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:88
Duplicated block (9 lines × 2) · ×3GameFramework/Resource/ResourceManager.ResourceChecker.cs:300
Duplicated block (19 lines × 2) · ×2GameFramework/Resource/ResourceManager.ResourceUpdater.cs:721
Duplicated block (17 lines × 2) · ×2GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:57

+ 18 more group(s) — more in Appendix A; the complete list is findings.md.

What to do

  1. Resolve the 6 Duplicated block (12 lines × 2) finding(s) in Code Duplication — start with ResourceManager.ResourceGroup.cs (3), NetworkManager.TcpNetworkChannel.cs, PackageVersionList.cs. — One of this dimension's main actionable groups (6 warning-level).
  2. Resolve the 4 Duplicated block (16 lines × 2) finding(s) in Code Duplication — start with NetworkManager.TcpNetworkChannel.cs, ResourceManager.cs, ResourceManager.ResourceUpdater.cs. — One of this dimension's main actionable groups (4 warning-level).
  3. Resolve the 3 Duplicated block (9 lines × 2) finding(s) in Code Duplication — start with ResourceManager.ResourceChecker.cs, FileSystem.cs, ResourceManager.ResourceGroup.cs. — One of this dimension's main actionable groups (3 warning-level).
  4. Stand up a CI pipeline, then gate Code Duplication in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Verified — provenance only; does not change the score.

Detailed fixes: d4_recommendation.md · top locations in Appendix A, every location in findings.md.

D5 · Coupling10.0 / 10Exemplary✓ Tool-verified

What it measures: Whether volatile projects sit underneath others that depend on them (so their churn ripples upward), and whether project dependencies form cycles. A widely-depended-on but stable shared/kernel project is healthy, not penalised.

Method: Dependency cycles via elementary-DFS over real .csproj references, plus Martin instability (afferent/efferent) per project. Exhaustive over the reference graph, deterministic.

Coverage: Exhaustive · type-level: afferent/efferent coupling + cycles computed over every production type — the population is all types, not a name convention.

Maturity: Documented → Verified → Prevented · effective 10.0 / 10 · rule-coverage 100% · ceiling Prevented

1 projects, 0 dependency cycle(s), 0 unstable depended-on project(s).

✓ On the Gold path — maintain.

Detailed fixes: d5_recommendation.md.

D6 · Cohesion (LCOM4)9.9 / 10Stronggated by 1 serious finding✓ Tool-verified

What it measures: Whether a class's methods are focused on a single responsibility.

Method: LCOM4 cohesion per production class with at least two methods: connected components of methods sharing state or calls, computed syntactically. Deterministic, not a proxy.

Coverage: Exhaustive · type-level: LCOM4 cohesion computed over every production class — the population is all types, not a name convention.

Maturity: Documented → Verified → Prevented · effective 9.9 / 10 · rule-coverage 100% · ceiling Verified

1 of 108 classes have LCOM4 above 3.

Low cohesion: UIManager (LCOM4 4)GameFramework/UI/UIManager.cs:18

What to do

  1. Resolve the 1 Low cohesion finding(s) in Cohesion (LCOM4) — start with UIManager.cs. — One of this dimension's main actionable groups (1 warning-level).
  2. Stand up a CI pipeline, then gate Cohesion (LCOM4) in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Verified — provenance only; does not change the score.

Detailed fixes: d6_recommendation.md · top locations in Appendix A, every location in findings.md.

D8 · Code Coverage0.0 / 10Critical✓ Tool-verified

What it measures: How much of the code is actually exercised by tests.

Method: Coverage from coverlet runs or committed reports (Cobertura/OpenCover/lcov), computed per-file with structured exclusions for generated, trivial, and glue code. When the suite can't be built/run in-image AND no report is committed, coverage is reported NOT-MEASURED (excluded from the score) with the precondition to make it measurable — never a LoC-ratio proxy folded in as if measured. Deterministic.

Maturity: Documented → Verified → Prevented · effective 0.0 / 10 · rule-coverage 100% · ceiling Verified

No automated tests — no test code was found in this repository.

No automated tests

What to do

  1. Resolve the 1 No automated tests finding(s) in Code Coverage. — One of this dimension's main actionable groups (1 issue-level).
  2. Stand up a CI pipeline, then gate Code Coverage in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Verified — provenance only; does not change the score.

Detailed fixes: d8_recommendation.md · top locations in Appendix A, every location in findings.md.

D9 · Test Distribution0.0 / 10Critical✓ Tool-verified

What it measures: Whether the test suite has a healthy mix of unit / integration / end-to-end tests.

Method: Test projects classified (Unit/Integration/BDD/E2E) from compiled metadata; test methods counted exhaustively across projects with placement-agnostic disk fallback. Deterministic.

Maturity: Documented → Verified → Prevented · effective 0.0 / 10 · rule-coverage 100% · ceiling Documented

No test suite found.

No tests found

What to do

  1. Resolve the 1 No tests found finding(s) in Test Distribution. — One of this dimension's main actionable groups (1 recommendation-level).

Detailed fixes: d9_recommendation.md · top locations in Appendix A, every location in findings.md.

D13 · REDACTED Scanning10.0 / 10Exemplary○ Nothing flagged

What it measures: Whether any secrets (keys, tokens, passwords) have leaked into the code.

Method: In-process native secret scanner (entropy plus signature patterns) across all tracked files; no external tool. A clean result is a measured 10, not no-data zero. Deterministic.

Maturity: Documented → Verified → Prevented · effective 10.0 / 10 · rule-coverage 100% · ceiling Prevented

REDACTED scan ran and found no leaked secrets.

✓ On the Gold path — maintain.

Detailed fixes: d13_recommendation.md.

D15 · Churn × Complexity Hotspots9.6 / 10Stronggated by 1 serious finding✓ Tool-verified

What it measures: Files that change often and are also complex — the riskiest hotspots.

Method: Per production file churn times cyclomatic complexity over a rolling window, computed from git and Roslyn/JS/Razor analysis. Exhaustive, deterministic per commit date.

Maturity: Documented → Verified → Prevented · effective 9.6 / 10 · rule-coverage 100% · ceiling Documented

Top hotspots: GameFramework/Resource/ResourceManager.ResourceVerifier.cs (3×24=72)

Hotspot: GameFramework/Resource/ResourceManager.ResourceVerifier.csGameFramework/Resource/ResourceManager.ResourceVerifier.cs:147

What to do

  1. Resolve the 1 Hotspot finding(s) in Churn × Complexity Hotspots — start with ResourceManager.ResourceVerifier.cs. — One of this dimension's main actionable groups (1 warning-level).

Detailed fixes: d15_recommendation.md · top locations in Appendix A, every location in findings.md.

D17 · Explicit Debt10.0 / 10Adequategated by 1 critical finding✓ Tool-verified

What it measures: Acknowledged debt left in the code — TODOs, dead code, suppressed warnings.

Method: Roslyn syntactic debt markers (suppressions/TODO/FIXME/HACK/empty-catch/commented-code/Obsolete) plus SymbolFinder dead-code analysis; weighted-debt-per-KLoC density deducted 2.0x per unit. Deterministic, exhaustive.

Maturity: Documented → Verified → Prevented · effective 10.0 / 10 · rule-coverage 100% · ceiling Prevented

1 deducted debt markers + 0 dead symbols across 52315 LoC in the .NET projects (0.0/KLoC) → score 10.0.

EmptyCatchBlockGameFramework/Network/NetworkManager.NetworkChannelBase.cs:383

What to do

  1. Resolve the 1 EmptyCatchBlock finding(s) in Explicit Debt — start with NetworkManager.NetworkChannelBase.cs. — One of this dimension's main actionable groups (1 issue-level).
  2. Stand up a CI pipeline, then gate Explicit Debt in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Prevented — provenance only; does not change the score.

Detailed fixes: d17_recommendation.md · top locations in Appendix A, every location in findings.md.

D18 · Solution Shape8.0 / 10Strong✓ Tool-verified

What it measures: Whether the solution is laid out in a sensible, conventional structure.

Method: Solution structure: project count, decomposition, shell-project detection, build success (confirmed failures cap the score); traced to actual .sln files and binaries. Deterministic.

Maturity: Documented → Verified → Prevented · effective 8.0 / 10 · rule-coverage 100% · ceiling Documented

1 projects, 330 source files, 52315 hand-written lines of code (52315 production / 0 test — the split is derived per file: test is what its project, its own path, or a compile-guarded region marks as test, and a file carrying no test signal counts as production), 0 inter-project edges.

Single-project monolith

What to do

  1. Resolve the 1 Single-project monolith finding(s) in Solution Shape. — One of this dimension's main actionable groups (1 recommendation-level).

Detailed fixes: d18_recommendation.md · top locations in Appendix A, every location in findings.md.

D19 · Documentation QualityStrong◐ Sampled · advisory

What it measures: Whether the project's documentation is clear, complete, and useful.

Method: Judged by language model at low temperature (0.0-0.1) on a deterministic doc sample (READMEs plus first 25 architecture docs), with two-pass stability filtering. Advisory, sampled.

Maturity: Documented → Verified → Prevented · effective Strong / 10 · rule-coverage 100% · ceiling Documented

The repository's root README is a single-page English homepage with an accompanying Chinese discussion group link and a brief image. It gives the project name (Game Framework) and its purpose ('a game framework for Unity engine development') but does not explain what it actually does or how to use any of its modules, leaving readers unable to determine whether they need this framework at all. The body is an extensive module list with numbered descriptions that could be examples/usage; the document clips mid-paragraph under '资源 (Resource)' before the section can be verified.

XML-doc coverage: GameFrameworkGameFramework/GameFramework.csproj

What to do

  1. Improve Documentation Quality — currently 7.0/10. — The repository's root README is a single-page English homepage with an accompanying Chinese discussion group link and a brief image. It gives the project name (Game Framework) and its purpose ('a game framework for Unity engine development') but does not explain what it actually does or how to use any of its modules, leaving readers unable to determine whether they need this framework at all. The body is an extensive module list with numbered descriptions that could be examples/usage; the document clips mid-paragraph under '资源 (Resource)' before the section can be verified.

Detailed fixes: d19_recommendation.md · top locations in Appendix A, every location in findings.md.

D21 · Naming ConsistencyExemplary◐ Sampled · advisory

What it measures: Whether names — types, methods, variables — are clear and consistent.

Method: Judged by language model at low temperature (0.0-0.1) on a deterministic random symbol sample (fixed size, not exhaustive), with disclosed confidence band. Advisory, sampled.

Maturity: Documented → Verified → Prevented · effective Exemplary / 10 · rule-coverage 100% · ceiling Verified

1 naming inconsistencies across 200 sampled symbols.

Inconsistent predicate naming for boolean properties/methods checking existence or state. 'Exist' is a verb form (or noun used as verb), whereas 'IsResourceLoading' uses the standard 'Is...' prefix for a boolean state. While 'Exist' is grammatically acceptable as a predicate, the codebase predominantly uses 'Is...' for boolean members (e.g., IsLoadFromBinary, IsResourceLoading, SceneIsUnloading). Using 'Exist' breaks the established 'Is...' convention for boolean properties.

✓ On the Gold path — maintain.

Detailed fixes: d21_recommendation.md · top locations in Appendix A, every location in findings.md.

D24 · Comment ValueWeak◐ Sampled · advisory

What it measures: Whether comments are worth it — explaining WHY (valuable) rather than WHAT (redundant).

Method: Judged by language model at low temperature (0.0-0.1) on deterministically sampled inline comments with surrounding code; findings verified back to sampled comments by substring match. Advisory, sampled.

Maturity: Documented → Verified → Prevented · effective Weak / 10 · rule-coverage 100% · ceiling Documented

4 valuable / 0 redundant across 8 sampled comments.

What to do

  1. Improve Comment Value — currently 4.5/10. — 4 valuable / 0 redundant across 8 sampled comments.

Detailed fixes: d24_recommendation.md.

D26 · Project Cohesion0.0 / 10Critical✓ Tool-verified

What it measures: Whether each project is a focused, coherent unit rather than an oversized grab-bag.

Method: Project size overshoot penalties (LoC / public-type count / namespace count, 2-of-3 flag) weighted by log magnitude. Exhaustive across projects, deterministic, LLM-independent.

Maturity: Documented → Verified → Prevented · effective 0.0 / 10 · rule-coverage 100% · ceiling Documented

1 of 1 projects flagged as possibly oversized/incoherent.

Projects may be oversized for their cohesion

What to do

  1. Resolve the 1 Projects may be oversized for their cohesion finding(s) in Project Cohesion. — One of this dimension's main actionable groups (1 recommendation-level).

Detailed fixes: d26_recommendation.md · top locations in Appendix A, every location in findings.md.

D27 · Navigability6.3 / 10Adequate✓ Tool-verified

What it measures: How far you must trace to follow a call — low indirection and co-located slices read easier.

Method: Call indirection (interface hops, cross-namespace calls, slice-locality scaled) over a sampled set of method invocations, size-aware baseline. Sampled; confidence discounted by symbol-resolution gaps. C# also names each pass-through layer (a class whose every public method only forwards its own parameters to one collaborator) as a located finding; the score is not affected.

Coverage: Slice locality from the first namespace segments, SAMPLED (≤400 methods) — not exhaustive.

Maturity: Documented → Verified → Prevented · effective 6.3 / 10 · rule-coverage 100% · ceiling Documented

28 % of calls cross a namespace and 22 % go through an interface, but 90 % of collaborators are co-located — so following a call takes several hops. Baseline: large — vertical-slice locality expected.

Pass-through layerGameFramework/Event/EventManager.cs:15

What to do

  1. Resolve the 1 Pass-through layer finding(s) in Navigability — start with EventManager.cs. — One of this dimension's main actionable groups (1 recommendation-level).

Detailed fixes: d27_recommendation.md · top locations in Appendix A, every location in findings.md.

D28 · Secrets (history)9.0 / 10Adequategated by 1 critical finding✓ Tool-verified

What it measures: Whether any secrets were ever committed — scanned across the full git history, not just now.

Method: REDACTED scan via TWO gitleaks detect passes in an isolated checkout — the full git history, then a second --no-git pass over the working tree as it stands — merged and de-duplicated by (rule, file, line); each match flagged High. Both invocations are recorded in the audit trail. Exhaustive; when the tool is absent, or when its output cannot be parsed into the expected shape, the dimension is WITHHELD as an explicit measurement gap on our side — unscored and excluded from the lens, never a hedged middling score.

Maturity: Documented → Verified → Prevented · effective 9.0 / 10 · rule-coverage 100% · ceiling Documented

1 finding(s): 0 critical, 1 high, 0 medium, 0 low. Remediation for historically-committed secrets is credential rotation — they remain in history regardless of later deletion.

REDACTED
REDACTED

What to do

  1. Resolve the 1 REDACTED finding(s) in Secrets (history) — start with REDACTED. — One of this dimension's main actionable groups (1 issue-level).
  2. Resolve the 1 Rotate the exposed credentials finding(s) in Secrets (history). — One of this dimension's main actionable groups (1 recommendation-level).

Detailed fixes: d28_recommendation.md · top locations in Appendix A, every location in findings.md.

D29 · Static Analysis (SAST)10.0 / 10Exemplary○ Nothing flagged

What it measures: Real static-analysis (SAST) findings — likely security bugs in the code, any language.

Method: Polyglot static analysis via semgrep across the repo using the pinned, image-baked p/security-audit + p/owasp-top-ten rulesets (no scan-time registry fetch); severity rules (ERROR/WARNING/INFO) map to a full-band severity-weighted score. Exhaustive, deterministic; degrades on parse failure.

Coverage: semgrep pattern rules over all files — exhaustive for the rule set, blind to classes of bug without a rule (clean = no rule matched).

Maturity: Documented → Verified → Prevented · effective 10.0 / 10 · rule-coverage 100% · ceiling Documented

semgrep found no security issues.

✓ On the Gold path — maintain.

Detailed fixes: d29_recommendation.md.

D34 · Knowledge Freshness0.0 / 10Critical✓ Tool-verified

What it measures: Whether anyone still has living knowledge of each file, or it has been orphaned — last understood long ago by someone now gone quiet. The sibling of the bus factor: D16 asks who owns it, D34 asks whether anyone still knows it.

Method: File orphaning as total living-knowledge decay below one focused-commit's worth within a year, computed per-file from the D16 decay model. Exhaustive, deterministic over fixed history.

Maturity: Documented → Verified → Prevented · effective 0.0 / 10 · rule-coverage 100% · ceiling Documented

184 of 184 significant source file(s) are orphaned — their living knowledge has decayed to nothing, so no one currently understands them. The largest is GameFramework/Base/Log/GameFrameworkLog.cs. Counted over 184 of the 329 production source files in this repository: the rest are under the ~2,400-byte size floor this dimension measures over.

Orphaned file · ×181GameFramework/Entity/EntityManager.cs:1
Most significant orphaned file · ×3GameFramework/Base/Log/GameFrameworkLog.cs:1
Dormant codebase

What to do

  1. Resolve the 181 Orphaned file finding(s) in Knowledge Freshness — start with EntityManager.cs, FileSystem.cs, ResourceManager.ResourceUpdater.cs. — One of this dimension's main actionable groups (181 recommendation-level).
  2. Resolve the 3 Most significant orphaned file finding(s) in Knowledge Freshness — start with GameFrameworkLog.cs, ResourceManager.cs, ObjectPoolManager.cs. — One of this dimension's main actionable groups (3 recommendation-level).
  3. Resolve the 1 Dormant codebase finding(s) in Knowledge Freshness. — One of this dimension's main actionable groups (1 recommendation-level).

Detailed fixes: d34_recommendation.md · top locations in Appendix A, every location in findings.md.

D35 · Change Coupling9.9 / 10Stronggated by 2 serious findings✓ Tool-verified

What it measures: Whether files that change together actually belong together — pairs that repeatedly co-change in git history despite having no explicit code dependency, surfacing the hidden/logical coupling (and boundaries in the wrong place) a static scan can't see.

Method: Pairwise co-occurrence over the per-commit file sets in git history (production source only — tests and generated dropped): Degree-of-Coupling = shared ÷ min individual revisions, reported above noise floors (each file ≥10 revisions, ≥5 shared commits, ≥50% strength); sweeping commits excluded. Deterministic over fixed history.

Coverage: Population: PRODUCTION source files only — test and generated files are dropped before pairing, so a class co-changing with its own test (trivially ~100%) can't drown the real production↔production coupling. Pairs ranked by Degree-of-Coupling. A non-source file is never a coupling PARTICIPANT either: documentation, schemas, config and data files are dropped with the rest, so a code↔docs pair — a command and the reference page that restates it — is not reported however strongly the two co-change; nor is coupling that runs THROUGH a build step or config file.

Maturity: Documented → Verified → Prevented · effective 9.9 / 10 · rule-coverage 100% · ceiling Documented

Strongest change-coupling: ConfigManager.cs↔ILocalizationManager.cs 50%; IConfigManager.cs↔ILocalizationManager.cs 50%

Change coupling: ConfigManager.cs ↔ ILocalizationManager.cs · ×2GameFramework/Config/ConfigManager.cs:1

What to do

  1. Resolve the 2 Change coupling finding(s) in Change Coupling — start with ConfigManager.cs, IConfigManager.cs. — One of this dimension's main actionable groups (2 warning-level).

Detailed fixes: d35_recommendation.md · top locations in Appendix A, every location in findings.md.

Frontend & cross-cutting dimensions

R = React/JS · M = Maturity · P = Readiness.

AX10 · Code composition9.9 / 10Exemplary✓ Tool-verified

Other · Architecture — How the codebase splits by code ROLE — domain, application, infrastructure, test, generated. The significance map behind the knowledge/coupling weighting, and a DDD signal in its own right: a thin domain core under fat infrastructure is the anemic-domain smell, quantified. How each file's role is decided, because the split is only as good as that: a generated name or a build-output tree makes it Generated, a test project makes it Test, and otherwise the file's NAMESPACE and PATH words are matched against fixed vocabularies in a fixed ORDER — domain, then infrastructure, then application — so a file whose words hit two layers is counted under the earlier one. A production file matching none of them counts as application, so that share reads 'application or unclassified' rather than a measured application layer. Roles come from naming convention, never from what the code does.

Method: Roslyn line-count by code ROLE: every source file classified Domain/Application/Infrastructure/Test/Generated by namespace + path convention (the shared CodeRoleClassifier), then significant lines summed per role. Deterministic; the advisory score is the business-logic (domain+application) share of production code.

Coverage: Population: ALL source files, each bucketed into ONE of five roles (Domain/Application/Infrastructure/Test/Generated) by namespace + path convention — a file whose layer isn't named in the convention falls to Application (the neutral default), and the split is line-count, not semantic depth or business value.

What to do

  • The domain core is a small share of production code, but most of the rest matched no layer vocabulary at all — so this is not yet an anemic-domain finding. The namespace/path convention could not place that code, which makes the composition above a statement about the naming, not about the design. Name the layers (or check that the repository's conventions differ from the ones this check knows) before reading a thin domain into it.
AX3 · Project dependency cycles10.0 / 10Exemplary✓ Tool-verified

Other · Architecture — Whether the project-reference graph is acyclic (cycles block independent build/deploy and signal eroding boundaries).

Method: Project reference cycles via elementary-DFS over real .csproj references, using the engine shared with D5/D7; cyclic versus acyclic. Exhaustive, deterministic.

  • The namespaces GameFramework ↔ GameFramework.Download ↔ GameFramework.FileSystem ↔ GameFramework.ObjectPool ↔ GameFramework.Resource depend on each other. The lightest dependency in the cycle is GameFramework.FileSystem → GameFramework (GameFramework.FileSystem.FileSystem → GameFramework.GameFrameworkMultiDictionary, 2 type pair(s)); cut that one first, e.g. by moving the shared type to a namespace both can use or inverting it behind an interface. — GameFramework/FileSystem/FileSystem.BlockData.cs:12

What to do

  • Break namespace cycles inside a project by moving the shared type to a namespace both sides can use, or by inverting the back edge behind an interface.
AX4 · Dependency direction10.0 / 10Exemplary✓ Tool-verified

Other · Architecture — Whether dependencies point inward (Domain ← Application ← Infrastructure/Web) — the clean-architecture dependency rule, checked across the project graph.

Method: Layer violations by name-segment inference (Domain/Core to Application to Infrastructure/Web) over the project-reference graph. Exhaustive over all projects, deterministic.

AX5 · Architecture & structure3.0 / 10Weak✓ Tool-verified

Other · Architecture — Whether the codebase has a recognisable, scale-appropriate structure (a named architectural style, or modular enough for its size) rather than being an ad-hoc ball of mud.

Method: Roslyn plus csproj analysis: architecture style detection (DDD, clean, vertical-slice, CQRS) and structure fitness for repo size. Deterministic.

  • ~52.3k production LoC (367 types) across 1 project(s) / 20 namespace(s) with no recognised architectural style or layering — at this size, deliberate module boundaries would help. No DDD/clean/vertical-slice/CQRS/transaction-script organisation was detected — code is likely organised ad hoc, which makes change and onboarding harder as it grows.

What to do

  • Introduce deliberate module boundaries — by feature (vertical slices) if your team prefers, or by layer (domain/application/infrastructure). Even splitting into a few cohesive projects with a clear dependency direction would help.
AX6 · Interface segregation8.3 / 10Strong✓ Tool-verified

Other · Architecture — Whether interfaces stay focused rather than fat — the Interface-Segregation principle (SOLID 'I').

Method: Roslyn scan: public interface declared-member counts (accessors fold into their property/event); fat-interface threshold (over 15 declared members) flagged per type. Each finding also reports the distinct-OPERATION count — members counted by name, so an overload group counts once — which decides whether it states the caller-side ISP harm or the implementer-side burden of an overload set. TypeScript: exported interfaces that declare behaviour, counted over their REQUIRED operations (method signatures and function-typed properties with no `?`, once per signature) — data-shape interfaces and ambient .d.ts declarations are outside the population; JavaScript declares no interfaces and is not applicable. Deterministic, type-level.

  • `ITextHelper` declares 16 members under just 1 distinct name(s): `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 16 separate responsibilities: a caller binds to 1 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 16 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface. — GameFramework/Utility/Utility.Text.ITextHelper.cs:17
  • `IConfigManager` declares 20 members under just 15 distinct name(s): `Count`, `CachedBytesSize`, `SetResourceManager`, `SetDataProviderHelper`, `SetConfigHelper`, `EnsureCachedBytesSize`, `FreeCachedBytes`, `HasConfig`, `GetBool`, `GetBool`, `GetInt`, `GetInt`, `GetFloat`, `GetFloat`, `GetString`, `GetString`, `AddConfig`, `AddConfig`, `RemoveConfig`, `RemoveAllConfigs`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 20 separate responsibilities: a caller binds to 15 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 20 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface. — GameFramework/Config/IConfigManager.cs:15
  • `IDataNode` declares 20 members under just 14 distinct name(s): `Name`, `FullName`, `Parent`, `ChildCount`, `GetData`, `GetData`, `SetData`, `SetData`, `HasChild`, `HasChild`, `GetChild`, `GetChild`, `GetOrAddChild`, `GetAllChild`, `GetAllChild`, `RemoveChild`, `RemoveChild`, `Clear`, `ToString`, `ToDataString`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 20 separate responsibilities: a caller binds to 14 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 20 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface. — GameFramework/DataNode/IDataNode.cs:15
  • `IDataNodeManager` declares 16 members under just 7 distinct name(s): `Root`, `GetData`, `GetData`, `GetData`, `GetData`, `SetData`, `SetData`, `SetData`, `SetData`, `GetNode`, `GetNode`, `GetOrAddNode`, `GetOrAddNode`, `RemoveNode`, `RemoveNode`, `Clear`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 16 separate responsibilities: a caller binds to 7 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 16 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface. — GameFramework/DataNode/IDataNodeManager.cs:13
  • `IDataTable<T>` declares 23 members under just 14 distinct name(s): `Name`, `FullName`, `Type`, `Count`, `this[]`, `MinIdDataRow`, `MaxIdDataRow`, `HasDataRow`, `HasDataRow`, `GetDataRow`, `GetDataRow`, `GetDataRows`, `GetDataRows`, `GetDataRows`, `GetDataRows`, `GetDataRows`, `GetDataRows`, `GetAllDataRows`, `GetAllDataRows`, `AddDataRow`, `AddDataRow`, `RemoveDataRow`, `RemoveAllDataRows`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 23 separate responsibilities: a caller binds to 14 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 23 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface. — GameFramework/DataTable/IDataTable.cs:17
  • `IDataTableManager` declares 27 members under just 12 distinct name(s): `Count`, `CachedBytesSize`, `SetResourceManager`, `SetDataProviderHelper`, `SetDataTableHelper`, `EnsureCachedBytesSize`, `FreeCachedBytes`, `HasDataTable`, `HasDataTable`, `HasDataTable`, `HasDataTable`, `GetDataTable`, `GetDataTable`, `GetDataTable`, `GetDataTable`, `GetAllDataTables`, `GetAllDataTables`, `CreateDataTable`, `CreateDataTable`, `CreateDataTable`, `CreateDataTable`, `DestroyDataTable`, `DestroyDataTable`, `DestroyDataTable`, `DestroyDataTable`, `DestroyDataTable`, `DestroyDataTable`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 27 separate responsibilities: a caller binds to 12 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 27 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface. — GameFramework/DataTable/IDataTableManager.cs:17
  • `IDownloadManager` declares 29 members: `Paused`, `TotalAgentCount`, `FreeAgentCount`, `WorkingAgentCount`, `WaitingTaskCount`, `FlushSize`, `Timeout`, `CurrentSpeed`, `DownloadStart`, `DownloadUpdate`, `DownloadSuccess`, `DownloadFailure`, `AddDownloadAgentHelper`, `GetDownloadInfo`, `GetDownloadInfos`, `GetDownloadInfos`, `GetAllDownloadInfos`, `GetAllDownloadInfos`, `AddDownload`, `AddDownload`, `AddDownload`, `AddDownload`, `AddDownload`, `AddDownload`, `AddDownload`, `AddDownload`, `RemoveDownload`, `RemoveDownloads`, `RemoveAllDownloads`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 29 declarations carry 20 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 20 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/Download/IDownloadManager.cs:16
  • `IEntityGroup` declares 17 members under just 13 distinct name(s): `Name`, `EntityCount`, `InstanceAutoReleaseInterval`, `InstanceCapacity`, `InstanceExpireTime`, `InstancePriority`, `Helper`, `HasEntity`, `HasEntity`, `GetEntity`, `GetEntity`, `GetEntities`, `GetEntities`, `GetAllEntities`, `GetAllEntities`, `SetEntityInstanceLocked`, `SetEntityInstancePriority`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 17 separate responsibilities: a caller binds to 13 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 17 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface. — GameFramework/Entity/IEntityGroup.cs:15
  • `IEntityManager` declares 63 members: `EntityCount`, `EntityGroupCount`, `ShowEntitySuccess`, `ShowEntityFailure`, `ShowEntityUpdate`, `ShowEntityDependencyAsset`, `HideEntityComplete`, `SetObjectPoolManager`, `SetResourceManager`, `SetEntityHelper`, `HasEntityGroup`, `GetEntityGroup`, `GetAllEntityGroups`, `GetAllEntityGroups`, `AddEntityGroup`, `HasEntity`, `HasEntity`, `GetEntity`, `GetEntity`, `GetEntities`, `GetEntities`, `GetAllLoadedEntities`, `GetAllLoadedEntities`, `GetAllLoadingEntityIds`, `GetAllLoadingEntityIds`, `IsLoadingEntity`, `IsValidEntity`, `ShowEntity`, `ShowEntity`, `ShowEntity`, `ShowEntity`, `HideEntity`, `HideEntity`, `HideEntity`, `HideEntity`, `HideAllLoadedEntities`, `HideAllLoadedEntities`, `HideAllLoadingEntities`, `GetParentEntity`, `GetParentEntity`, and 23 more. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 63 declarations carry 32 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 32 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/Entity/IEntityManager.cs:18
  • `IFileSystem` declares 31 members under just 13 distinct name(s): `FullPath`, `Access`, `FileCount`, `MaxFileCount`, `GetFileInfo`, `GetAllFileInfos`, `GetAllFileInfos`, `HasFile`, `ReadFile`, `ReadFile`, `ReadFile`, `ReadFile`, `ReadFile`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `WriteFile`, `WriteFile`, `WriteFile`, `WriteFile`, `WriteFile`, `SaveAsFile`, `RenameFile`, `DeleteFile`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 31 separate responsibilities: a caller binds to 13 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 31 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface. — GameFramework/FileSystem/IFileSystem.cs:16
  • `IFsm<T>` declares 22 members: `Name`, `FullName`, `Owner`, `FsmStateCount`, `IsRunning`, `IsDestroyed`, `CurrentState`, `CurrentStateTime`, `Start`, `Start`, `HasState`, `HasState`, `GetState`, `GetState`, `GetAllStates`, `GetAllStates`, `HasData`, `GetData`, `GetData`, `SetData`, `SetData`, `RemoveData`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 22 declarations carry 16 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 16 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/Fsm/IFsm.cs:17
  • `IFsmManager` declares 21 members under just 6 distinct name(s): `Count`, `HasFsm`, `HasFsm`, `HasFsm`, `HasFsm`, `GetFsm`, `GetFsm`, `GetFsm`, `GetFsm`, `GetAllFsms`, `GetAllFsms`, `CreateFsm`, `CreateFsm`, `CreateFsm`, `CreateFsm`, `DestroyFsm`, `DestroyFsm`, `DestroyFsm`, `DestroyFsm`, `DestroyFsm`, `DestroyFsm`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 21 separate responsibilities: a caller binds to 6 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 21 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface. — GameFramework/Fsm/IFsmManager.cs:16
  • `ILocalizationManager` declares 31 members under just 15 distinct name(s): `Language`, `SystemLanguage`, `DictionaryCount`, `CachedBytesSize`, `SetResourceManager`, `SetDataProviderHelper`, `SetLocalizationHelper`, `EnsureCachedBytesSize`, `FreeCachedBytes`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `HasRawString`, `GetRawString`, `AddRawString`, `RemoveRawString`, `RemoveAllRawStrings`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 31 separate responsibilities: a caller binds to 15 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 31 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface. — GameFramework/Localization/ILocalizationManager.cs:15
  • `INetworkChannel` declares 19 members: `Name`, `Socket`, `Connected`, `ServiceType`, `AddressFamily`, `SendPacketCount`, `SentPacketCount`, `ReceivePacketCount`, `ReceivedPacketCount`, `ResetHeartBeatElapseSecondsWhenReceivePacket`, `MissHeartBeatCount`, `HeartBeatInterval`, `HeartBeatElapseSeconds`, `RegisterHandler`, `SetDefaultHandler`, `Connect`, `Connect`, `Close`, `Send`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 19 declarations carry 18 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 18 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/Network/INetworkChannel.cs:17
  • `IObjectPool<T>` declares 28 members: `Name`, `FullName`, `ObjectType`, `Count`, `CanReleaseCount`, `AllowMultiSpawn`, `AutoReleaseInterval`, `Capacity`, `ExpireTime`, `Priority`, `Register`, `CanSpawn`, `CanSpawn`, `Spawn`, `Spawn`, `Unspawn`, `Unspawn`, `SetLocked`, `SetLocked`, `SetPriority`, `SetPriority`, `ReleaseObject`, `ReleaseObject`, `Release`, `Release`, `Release`, `Release`, `ReleaseAllUnused`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 28 declarations carry 19 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 19 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/ObjectPool/IObjectPool.cs:16
  • `IObjectPoolManager` declares 85 members under just 10 distinct name(s): `Count`, `HasObjectPool`, `HasObjectPool`, `HasObjectPool`, `HasObjectPool`, `HasObjectPool`, `GetObjectPool`, `GetObjectPool`, `GetObjectPool`, `GetObjectPool`, `GetObjectPool`, `GetObjectPools`, `GetObjectPools`, `GetAllObjectPools`, `GetAllObjectPools`, `GetAllObjectPools`, `GetAllObjectPools`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, and 45 more. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 85 separate responsibilities: a caller binds to 10 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 85 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface. — GameFramework/ObjectPool/IObjectPoolManager.cs:16
  • `IResourceManager` declares 108 members: `ReadOnlyPath`, `ReadWritePath`, `ResourceMode`, `CurrentVariant`, `PackageVersionListSerializer`, `UpdatableVersionListSerializer`, `ReadOnlyVersionListSerializer`, `ReadWriteVersionListSerializer`, `ResourcePackVersionListSerializer`, `ApplicableGameVersion`, `InternalResourceVersion`, `AssetCount`, `ResourceCount`, `ResourceGroupCount`, `UpdatePrefixUri`, `GenerateReadWriteVersionListLength`, `ApplyingResourcePackPath`, `ApplyWaitingCount`, `UpdateRetryCount`, `UpdatingResourceGroup`, `UpdateWaitingCount`, `UpdateWaitingWhilePlayingCount`, `UpdateCandidateCount`, `LoadTotalAgentCount`, `LoadFreeAgentCount`, `LoadWorkingAgentCount`, `LoadWaitingTaskCount`, `AssetAutoReleaseInterval`, `AssetCapacity`, `AssetExpireTime`, `AssetPriority`, `ResourceAutoReleaseInterval`, `ResourceCapacity`, `ResourceExpireTime`, `ResourcePriority`, `ResourceVerifyStart`, `ResourceVerifySuccess`, `ResourceVerifyFailure`, `ResourceApplyStart`, `ResourceApplySuccess`, and 68 more. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 108 declarations carry 80 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 80 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/Resource/IResourceManager.cs:19
  • `ISceneManager` declares 23 members: `LoadSceneSuccess`, `LoadSceneFailure`, `LoadSceneUpdate`, `LoadSceneDependencyAsset`, `UnloadSceneSuccess`, `UnloadSceneFailure`, `SetResourceManager`, `SceneIsLoaded`, `GetLoadedSceneAssetNames`, `GetLoadedSceneAssetNames`, `SceneIsLoading`, `GetLoadingSceneAssetNames`, `GetLoadingSceneAssetNames`, `SceneIsUnloading`, `GetUnloadingSceneAssetNames`, `GetUnloadingSceneAssetNames`, `HasScene`, `LoadScene`, `LoadScene`, `LoadScene`, `LoadScene`, `UnloadScene`, `UnloadScene`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 23 declarations carry 16 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 16 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/Scene/ISceneManager.cs:17
  • `ISettingHelper` declares 26 members: `Count`, `Load`, `Save`, `GetAllSettingNames`, `GetAllSettingNames`, `HasSetting`, `RemoveSetting`, `RemoveAllSettings`, `GetBool`, `GetBool`, `SetBool`, `GetInt`, `GetInt`, `SetInt`, `GetFloat`, `GetFloat`, `SetFloat`, `GetString`, `GetString`, `SetString`, `GetObject`, `GetObject`, `GetObject`, `GetObject`, `SetObject`, `SetObject`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 26 declarations carry 17 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 17 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/Setting/ISettingHelper.cs:16
  • `ISettingManager` declares 27 members: `Count`, `SetSettingHelper`, `Load`, `Save`, `GetAllSettingNames`, `GetAllSettingNames`, `HasSetting`, `RemoveSetting`, `RemoveAllSettings`, `GetBool`, `GetBool`, `SetBool`, `GetInt`, `GetInt`, `SetInt`, `GetFloat`, `GetFloat`, `SetFloat`, `GetString`, `GetString`, `SetString`, `GetObject`, `GetObject`, `GetObject`, `GetObject`, `SetObject`, `SetObject`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 27 declarations carry 18 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 18 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/Setting/ISettingManager.cs:16
  • `ISoundAgent` declares 26 members: `SoundGroup`, `SerialId`, `IsPlaying`, `Length`, `Time`, `Mute`, `MuteInSoundGroup`, `Loop`, `Priority`, `Volume`, `VolumeInSoundGroup`, `Pitch`, `PanStereo`, `SpatialBlend`, `MaxDistance`, `DopplerLevel`, `Helper`, `Play`, `Play`, `Stop`, `Stop`, `Pause`, `Pause`, `Resume`, `Resume`, `Reset`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 26 declarations carry 22 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 22 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/Sound/ISoundAgent.cs:13
  • `ISoundAgentHelper` declares 19 members: `IsPlaying`, `Length`, `Time`, `Mute`, `Loop`, `Priority`, `Volume`, `Pitch`, `PanStereo`, `SpatialBlend`, `MaxDistance`, `DopplerLevel`, `ResetSoundAgent`, `Play`, `Stop`, `Pause`, `Resume`, `Reset`, `SetSoundAsset`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/Sound/ISoundAgentHelper.cs:15
  • `ISoundManager` declares 34 members: `SoundGroupCount`, `PlaySoundSuccess`, `PlaySoundFailure`, `PlaySoundUpdate`, `PlaySoundDependencyAsset`, `SetResourceManager`, `SetSoundHelper`, `HasSoundGroup`, `GetSoundGroup`, `GetAllSoundGroups`, `GetAllSoundGroups`, `AddSoundGroup`, `AddSoundGroup`, `AddSoundAgentHelper`, `GetAllLoadingSoundSerialIds`, `GetAllLoadingSoundSerialIds`, `IsLoadingSound`, `PlaySound`, `PlaySound`, `PlaySound`, `PlaySound`, `PlaySound`, `PlaySound`, `PlaySound`, `PlaySound`, `StopSound`, `StopSound`, `StopAllLoadedSounds`, `StopAllLoadedSounds`, `StopAllLoadingSounds`, `PauseSound`, `PauseSound`, `ResumeSound`, `ResumeSound`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 34 declarations carry 20 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 20 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/Sound/ISoundManager.cs:17
  • `IUIForm` declares 17 members: `SerialId`, `UIFormAssetName`, `Handle`, `UIGroup`, `DepthInUIGroup`, `PauseCoveredUIForm`, `OnInit`, `OnRecycle`, `OnOpen`, `OnClose`, `OnPause`, `OnResume`, `OnCover`, `OnReveal`, `OnRefocus`, `OnUpdate`, `OnDepthChanged`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/UI/IUIForm.cs:13
  • `IUIManager` declares 51 members: `UIGroupCount`, `InstanceAutoReleaseInterval`, `InstanceCapacity`, `InstanceExpireTime`, `InstancePriority`, `OpenUIFormSuccess`, `OpenUIFormFailure`, `OpenUIFormUpdate`, `OpenUIFormDependencyAsset`, `CloseUIFormComplete`, `SetObjectPoolManager`, `SetResourceManager`, `SetUIFormHelper`, `HasUIGroup`, `GetUIGroup`, `GetAllUIGroups`, `GetAllUIGroups`, `AddUIGroup`, `AddUIGroup`, `HasUIForm`, `HasUIForm`, `GetUIForm`, `GetUIForm`, `GetUIForms`, `GetUIForms`, `GetAllLoadedUIForms`, `GetAllLoadedUIForms`, `GetAllLoadingUIFormSerialIds`, `GetAllLoadingUIFormSerialIds`, `IsLoadingUIForm`, `IsLoadingUIForm`, `IsValidUIForm`, `OpenUIForm`, `OpenUIForm`, `OpenUIForm`, `OpenUIForm`, `OpenUIForm`, `OpenUIForm`, `OpenUIForm`, `OpenUIForm`, and 11 more. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 51 declarations carry 31 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 31 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/UI/IUIManager.cs:18
  • `IWebRequestManager` declares 33 members: `TotalAgentCount`, `FreeAgentCount`, `WorkingAgentCount`, `WaitingTaskCount`, `Timeout`, `WebRequestStart`, `WebRequestSuccess`, `WebRequestFailure`, `AddWebRequestAgentHelper`, `GetWebRequestInfo`, `GetWebRequestInfos`, `GetAllWebRequestInfos`, `GetAllWebRequestInfos`, `GetAllWebRequestInfos`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `AddWebRequest`, `RemoveWebRequest`, `RemoveWebRequests`, `RemoveAllWebRequests`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 33 declarations carry 16 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 16 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — GameFramework/WebRequest/IWebRequestManager.cs:16

What to do

  • Split fat interfaces into focused role-interfaces so clients depend only on what they use.
  • Where the width is an overload set rather than separate responsibilities, collapse the overloads instead — segregating those relieves no caller.
GD1 · Unfinished & placeholder code10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Unreviewed-generation residue: shipped members still throwing NotImplementedException, and placeholder string literals left in non-test, non-generated code. Scored as a quality signature, never as a claim about authorship.

Method: Roslyn syntax scan: NotImplementedException throws and placeholder string literals in non-test, non-generated shipped code. Deterministic, code-shape signature.

IC1 · Incompleteness & stubs10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Unfinished work detected by code SHAPE, not keywords: members that only throw a "not implemented" exception, methods that take inputs and return a constant, async methods that never await, dead `if (false)` / `#if false` branches, and skeleton types most of whose members are holes. A real, objective slice of technical debt.

Method: Roslyn syntax scan: incompleteness by code shape (constant-returning methods, async-never-await, #if false branches, guards that return what the code already falls through to, tests an earlier guard already decided, comparisons against NaN, skeleton types), not keyword-gated. Deterministic, code-shape heuristic.

M1 · Documentation (README)6.0 / 10Adequate✓ Tool-verified

Maturity · Maturity — Whether the repo and its projects have a README, and whether it's substantive and current.

Method: Filesystem scan: README presence, word count, and headings for depth; git history for staleness. Exhaustive across root and project dirs, deterministic.

What to do

  • Add a build/run (quick start) section to the root README — the first thing a newcomer needs.
  • Explain in the README how to run the tests. Add a section called Testing to the README in the repository's top folder, saying how to run the test suite.
  • Add an 'Architecture' / 'How it works' section to the root README — the high-level shape.
  • Add a README to the 1 of 1 project(s) that lack one — worth up to 2 pts.
M2 · Architecture documentation0.0 / 10Critical✓ Tool-verified

Maturity · Maturity — Whether key decisions (ADRs) and the high-level shape (C4/diagrams) are written down.

Method: Filesystem scan: ADR folder/naming conventions or content, plus Mermaid/PlantUML/C4/architecture.md discovery. Exhaustive, deterministic.

  • No Architecture Decision Records found — no conventional ADR directory, no numbered `NNNN-title` documents in any markup this check reads, and nothing ADR-shaped by content. Design rationale recorded elsewhere (a design-notes tree, a mailing list, pull-request discussion) is not visible to this check and is not re-findable per decision, so a future maintainer cannot ask why one choice was made and get an answer.
  • No C4/Structurizr/PlantUML/Mermaid/Graphviz/D2 diagram, no drawn diagram named for the architecture, no file named `architecture` or `design` in any markup this check reads, and nothing in the README, docs or contributor guides that announces the shape — no `## Architecture` heading, no "architecture overview"/"high-level design" phrasing, no "the architecture is …" introduction, no guided code tour. A shape laid out in prose that never names itself as the architecture is not visible to this check, and neither is one kept outside the repository, so this row reports the absence of a re-findable shape document — not evidence that nobody wrote the shape down.

What to do

  • Record your significant design decisions. Write one short document per decision, giving its date, the situation, the decision and its consequences, and keep them together with your other design documents. A docs/adr folder with each file named by number and title is the easiest place to find them.
  • Add a C4 context/container diagram (Structurizr, PlantUML or Mermaid) or an architecture.md overview.
M3 · Folder & project structure6.0 / 10Adequate✓ Tool-verified

Maturity · Maturity — Whether the repo is organised deliberately — src/test separation and consistent project naming.

Method: Filesystem scan: src/test folder separation and namespace-prefix consistency (majority RootNamespace agreement). Exhaustive across projects, deterministic.

  • Production code isn't grouped under a src/ folder — it all sits under GameFramework/ alongside the root build files, so the conventional src/ boundary between the product and its tooling isn't drawn.

What to do

  • Group production code under src/ (or split deliberately, e.g. backend/ + frontend/) so production and tooling code aren't mixed at the root.
  • Start a test surface where your build system looks for one (tests/, test/, spec/, or your ecosystem's test source set) — the separation follows from putting the first tests in the right place.
M4 · Documentation accuracy10.0 / 10Exemplary◐ Sampled · advisory

Maturity · Maturity — Whether the README actually describes the code that exists (LLM-judged, advisory).

Method: Judged by language model at low temperature: README accuracy versus actual projects, within a disclosed tolerance. Advisory, not a measured number.

P1 · CI/CD gates0.0 / 10Critical✓ Tool-verified

Readiness · Readiness — Whether an automated pipeline builds and tests every change.

Method: Filesystem scan: CI workflow files (.github/workflows, .gitlab-ci.yml, etc.) for build and test stages. Exhaustive, deterministic.

  • No CI workflow found (.github/workflows, azure-pipelines.yml, .gitlab-ci.yml, …) — changes aren't gated by an automated build/test.

What to do

  • Add a CI workflow that builds and runs the test suite on every push/PR.
P3 · Security & performance tooling0.0 / 10Critical✓ Tool-verified

Readiness · Readiness — Whether SAST, secret/dependency scanning and performance benchmarking are wired in (presence, not runtime).

Method: Filesystem scan: SAST configuration, dependency-update automation, secret scanning, and a benchmark harness or benchmark step — in this repository's own ecosystem. Exhaustive, deterministic.

  • No static application security testing detected. For this repository's stack, add CodeQL's csharp pack, or a .NET security analyzer package (or `semgrep --config=auto`, which runs on any language) — this repository has no CI pipeline yet, so run it locally to clear the existing findings, then make it a step of the first workflow you add so a regression fails the build. What was searched, so you can tell an absence from a miss: the 0 CI workflow file(s) in this repository, and the scanner and linter configuration checked in beside them. A scan that runs outside CI, one configured in your forge's web UI rather than in a committed file, or a tool whose name is none of those this check carries, is not seen — if that is your case the row is wrong, and saying so is more useful than adding a second scanner.

What to do

  • Run what this repository's stack ships: CodeQL's csharp pack, or a .NET security analyzer package — or `semgrep --config=auto`, which runs on any language — locally for now, since there is no CI pipeline here yet, and as a step of the first workflow you add so a security regression fails the build instead of landing.
  • Enable Dependabot/Renovate or a dependency-review gate.
  • Add gitleaks/trufflehog in CI to block PRs that introduce committed secrets.
P6 · Release Hygiene5.0 / 10Adequate✓ Tool-verified

Readiness · Readiness — Whether releases are traceable — a maintained changelog and explicit version stamping.

Method: Filesystem scan: changelog file presence and version tags in csproj or git tags. Exhaustive, deterministic.

  • No CHANGELOG/HISTORY/RELEASES file — what shipped when isn't easy to reconstruct for support or audit. (Versioning/tagging makes releases traceable, but a changelog records the what.)

What to do

  • Keep a changelog (e.g. Keep-a-Changelog) recording what shipped in each release.
PF1 · Benchmark discipline6.0 / 10Adequate✓ Tool-verified

Readiness · Performance — Whether the code protects its performance with benchmarks — a benchmark suite, allocation/memory measurement, and (ideally) a CI gate. Presence is credited as a bonus, never a deduction.

Method: Repo + source scan: BenchmarkDotNet referenced (csproj/source), [Benchmark]/[MemoryDiagnoser] attribute counts, and a benchmark step in CI; off .NET, the same ladder over Go testing.B, Rust criterion/#[bench]/divan, JMH/kotlinx-benchmark, pytest-benchmark/asv/pyperf, tinybench/mitata/vitest bench/benchmark.js and Swift package-benchmark — scored as a bonus ladder (absence is neutral, never a deduction). Deterministic, presence detection.

  • No benchmark suite was found by the two searches this check runs. FIRST, a BenchmarkDotNet package reference in any project file — every project the workspace loaded, plus a walk of project files on disk that never loaded, because a benchmark suite is exactly the project a partial load drops. SECOND, a script harness: a file whose name contains `benchmark` and ends `.py`, `.sh`, `.ps1`, `.bash`, `.rb`, `.js` or `.mjs`, credited ONLY when this repository's CI text also mentions benchmarks — a harness no pipeline runs is read as a fixture, deliberately. Neither search can see a benchmark suite in another ecosystem's idiom (a Go `testing.B` file, a JMH or criterion project, a pytest-benchmark run), so this is 'no benchmark found by those two searches', not a verdict that the repository has none. Where code is performance-sensitive, a benchmark guards against silent regressions — but it's a bonus here, not a deduction.

What to do

  • Add a benchmarking harness for the hot paths and run it in CI to catch regressions (for .NET, a BenchmarkDotNet project with [MemoryDiagnoser] to track allocations).
PF2 · Allocation hygiene6.2 / 10Adequate✓ Tool-verified

Readiness · Performance — Whether the code is written to minimise allocations so it doesn't pressure its host's memory manager — buffer/slice views over copies, object pooling, stack or value-type allocation, and buffer writers. Reward-only: credited where present, never penalised where a simpler style is fine.

Method: Production-source scan: density (per 1k LoC) of allocation-aware APIs — in .NET Span/Memory, ArrayPool/ObjectPool, stackalloc, ValueTask, value-type structs, IBufferWriter, string.Create, SkipLocalsInit; off .NET, with comments and strings blanked, Go's sync.Pool, preallocated slices/maps, Grow, strconv.Append* and buf[:0] reuse; the JVM's NIO buffer views, MemorySegment, primitive collections, pools and literal presizes (plus Kotlin primitive arrays and value classes, Scala AnyVal and @specialized); Swift's reserveCapacity, ContiguousArray, withUnsafe* access and ~Copyable. Activated off .NET on the same floor (400 lines, and benchmarks or 8 uses); Rust and garbage-collected scripting languages are not applicable. Reward-only. Deterministic, syntax/text detection.

What to do

  • Raise allocation-aware density on the hot paths — currently 26 use(s) across 52,315 production line(s) (~0.5/1k). More Span/Memory, pooling (ArrayPool/ObjectPool), stackalloc and ValueTask on the allocation-heavy paths climbs this toward 10.
PF3 · Async & latency hygiene10.0 / 10Exemplary✓ Tool-verified

Readiness · Performance — Whether asynchronous code stays responsive — it avoids sync-over-async blocking (a .NET .Wait()/.GetAwaiter().GetResult(), a time.sleep or blocking HTTP call inside a Python coroutine, a *Sync call inside an async JavaScript function, block_on inside a Rust async fn, runBlocking inside a Kotlin suspend function, block() inside a Reactor publisher) that stalls a thread or event loop and risks deadlock, and, where the code is a reusable library on .NET, awaits with ConfigureAwait(false) so it never captures and stalls its caller's context.

Method: Production-source scan: sync-over-async blocking counted everywhere — .Wait()/.GetAwaiter().GetResult() in .NET; off .NET, read from the language model, a blocking call inside an async function (Python, TS/JS, Rust, Kotlin, Swift, Dart) or inside a Java method returning a Reactor Mono/Flux or a Scala method returning a Future or effect — and, for a .NET library with ≥5 awaits, the share of awaits using ConfigureAwait(false). Deterministic, syntax/text detection.

X1 · Async correctness10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether the code avoids sync-over-async (deadlock-prone blocking on tasks) and async void.

Method: Roslyn syntax scan: async methods scanned for .Wait()/.GetAwaiter().GetResult() and async-void outside event handlers. Deterministic, hard fact per invocation.

X12 · Unreachable branch10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether any branch is dead by construction — a switch arm whose label can never equal a case-normalised subject, or an `else if` whose predicate the arm above has already swallowed.

Method: Roslyn syntax + semantics: switch labels compared against the subject's own case normaliser, and if/else-if chains checked for a literal an earlier arm's containment test already swallows. Deterministic, provable per finding. Advisory.

X13 · Undrained process stream10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether a child process that has BOTH standard streams redirected drains both — reading one to the end while the other is never read deadlocks once the child fills the unread pipe.

Method: Roslyn syntax + semantics: ProcessStartInfo launches with both streams redirected, checked for a drain of each stream across the enclosing type. On a repository with no .NET source it reads JavaScript/TypeScript off the engine’s own token stream (test, vendored and minified paths not) with the same rule: a `spawn` imported from `child_process` whose stdout and stderr are both pipes (no options, no `stdio`, or `stdio` of `'pipe'`), bound to a local that never leaves its scope, where exactly one of the two streams is read, the other never, and the child’s `close`/`exit` (or the read stream’s end) is awaited; a shell redirect in the call’s arguments or a `kill` of the child suppresses it. The same rule reads Python’s `subprocess.Popen`, Dart’s `Process.start`, Ruby’s `Open3.popen3`, and Scala’s JDK process starts (`new ProcessBuilder(…).start()` with no `redirectErrorStream`/`redirectError`/`redirectOutput`/`inheritIO`, `Runtime.getRuntime.exec`) where one of `getInputStream`/`getErrorStream` is read and the other never while `waitFor()` is called or the read stream is read to its end. Deterministic, provable per finding. Advisory.

X14 · Bypassable address classification10.0 / 10Exemplary○ Nothing flagged

Other · Security — Whether a hand-rolled public/private IP check can be walked past — a method that unwraps IPv4-mapped IPv6 but returns the opposite verdict for the same host written as IPv4-compatible, 6to4 or NAT64.

Method: Roslyn syntax + semantics: methods that unwrap IPv4-mapped IPv6 and hand-roll IPv4 range carve-outs, checked for whether the IPv6 branch also accounts for the IPv4-compatible, 6to4 and NAT64 embeddings. Deterministic, provable per finding. Advisory.

X15 · Unvalidated length from an untrusted reader10.0 / 10Exemplary○ Nothing flagged

Other · Security — Whether a length read out of the stream being parsed is bounded before it is allocated or read — an unchecked count taken from the input lets the input choose the allocation.

Method: Roslyn syntax + semantics: integer lengths read from a BinaryReader and spent on a bulk read or an array allocation, checked for any comparison or bounding call on the value anywhere in the method. Deterministic, provable per finding. Advisory.

X16 · Unfloored truncation loop10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether a loop that shortens a string until it fits a length budget has a floor — one with none grinds the value down to the empty string, or past it into a negative-length `Substring`.

Method: Roslyn syntax + semantics: while/do loops whose body's only effect on a string is to drop its last character, checked for whether anything — a direct comparison on the length, a body guard, a break — bounds that length below. On a repository with no .NET source it reads JavaScript/TypeScript off the engine’s own token stream (test, vendored and minified paths not) with the same rule: a `while`/`do` loop whose body’s one assignment to a value is `x = x.slice(0, -1)` or `x = x.slice|substring|substr(0, x.length - 1)`, driven by a condition that reads `x.length` only as a term of a larger expression — never compared directly, never tested for truthiness, and with no other read of `x` — and whose body has no `break`, `return`, `throw` or `if` naming `x`. Deterministic, provable per finding. Advisory.

X17 · Uncapped recursion over a caller-supplied document10.0 / 10Exemplary○ Nothing flagged

Other · Security — Whether a walk that recurses through a JSON/XML tree handed in by its caller bounds how deep it will go — an uncapped walk lets the document's nesting choose the stack depth, and the resulting StackOverflowException cannot be caught.

Method: Roslyn syntax + semantics: methods that take a JSON/XML document node and call themselves with a child of it, reachable from an externally-callable member of the same type that accepts a document, checked for any depth parameter, descent counter or threaded arithmetic anywhere in the walk. On a repository with no .NET source it reads TypeScript off the engine’s own token stream (test, vendored, generated and minified paths and `.d.ts` not) with the same rule: a function or method with a parameter typed as a document value — `unknown`, `any`, `object`, `Record<string, unknown|any>`, a JSON alias (`JsonValue`, `JSONObject`, …) or a DOM node global the file does not rebind — that calls itself (bare, or through `this` for a method, or hands itself to a call over the value as in `value.map(walk)`) with something it took out of that value and never through an ancestor accessor such as `closest()` or `parentElement`, that is exported or reached from an exported function (a public method of the same exported class) taking such a value, and that names no depth, level, nesting, recursion, remaining or budget anywhere and threads no `+`/`-` arithmetic through a self-call. Plain JavaScript is not read: with no annotation nothing tells a parsed document from a tree the code built itself. Deterministic, provable per finding. Advisory.

X18 · Disposal-pattern correctness10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether a type's disposal matches what it OWNS — releasing what it created, leaving alone what it was handed, and not declaring a finalizer for state that has nothing unmanaged to finalize.

Method: Roslyn syntax + semantics: every assignment to a disposable field is read to decide whether the type CREATED the value or was handed it, and the type's disposal is checked against that answer — an injected interface it disposes, a value it constructed and never releases, a finalizer on a type holding nothing unmanaged, and a disposable local whose every reference is a plain member read. A value handed to a container that disposes its contents (a parent control's `Controls` collection, a component `IContainer`) is released by that container and is not reported; generated code is out of population. On a repository with no .NET source the same ownership questions are read in JavaScript/TypeScript off the engine’s own token stream (test, vendored, generated and minified paths not): a class declaring `dispose()`, `[Symbol.dispose]()` or `[Symbol.asyncDispose]()` that disposes a field it was handed through a constructor parameter typed as a repository interface or resolved by a dependency-injection container; that assigns a field only ever from `new X(…)` of a disposable class and neither releases it anywhere in the class nor names it in its disposal member or a method that member calls, nor hands it to anything else; and a `const`/`let` local built from literals only whose every reference opens a statement operating on a non-release member of it. A class is disposable when every repository declaration of its name declares or inherits a disposal member, or when it is a documented library disposable (`vscode` EventEmitter, CancellationTokenSource and Disposable; three.js geometries, materials, textures, render targets, renderers, controls and composers). The finalizer arm has no JavaScript counterpart: a class cannot declare one. Dart is read for the owned-and-never-released arm: a Flutter `State` (or a class declaring `dispose()`/`close()`) whose library-private field is written only with direct creations of a framework controller, `FocusNode`, `StreamController` or periodic `Timer` (or a `.listen(…)` into a field declared `StreamSubscription`), which nothing in the class or its library releases (`dispose`/`close`/`cancel`) and which is never handed on except as a named argument. Ruby is read for the owned-and-never-released arm and the abandoned-local arm: a class declaring an instance `close`, `dispose`, `shutdown`, `stop`, `disconnect` or `terminate` whose instance variable is written only with a blockless core descriptor creation (`File.open`/`new`, `Tempfile`, `Dir.open`, `IO.popen`, the `socket` and `openssl` socket classes) that no method of the class closes and that is never handed on (passed, returned, stored, exposed by `attr_reader`, delegated) — a class whose superclass or mixin lies outside the repository is not judged — and a blockless creation read through and dropped (`File.open(path).read`) or held in a local that is never closed, returned, passed or stored (a `&:read` block-pass, an `autoclose: false` borrow and a `fileno` hand-over are not abandonment). PHP is read for the same two arms: a class (not a trait, and not one using a trait) declaring an instance `close`, `dispose`, `shutdown`, `stop`, `disconnect` or `terminate` whose `private` property (or a `final` class's `protected` one) is written only with a direct core `fopen`, `tmpfile`, `popen`, `proc_open`, `fsockopen`, `stream_socket_client`/`server` or `opendir` that nothing in the class closes (`fclose`, `pclose`, `closedir`, `unset`, a reset to `null`) and that is never handed on, and a handle held in a function's local, or read through as the argument of a reader, that is never closed, returned, passed, captured or stored; a `php://` stream, `curl_init`, `SplFileObject`, `PDO` and a function the repository declares under the core name are not read. Deterministic, provable per finding. Advisory.

X19 · Unrestored process-global state10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether a method that temporarily changes state belonging to the whole process — the working directory, an environment variable — puts it back on EVERY path: a restore reached only when nothing throws leaks the change to the rest of the process.

Method: Roslyn syntax + semantics: method bodies that write the process working directory or an environment variable and write it back in the same body, checked for whether that restore sits in a `finally`/`catch` or only on the straight-line path. On a repository with no .NET source the same rule reads production JavaScript/TypeScript off the engine’s own token stream (test, vendored and minified paths not): `process.chdir`, `process.env.NAME =`/`["NAME"] =` and `delete process.env.NAME`, and Deno’s `Deno.chdir`/`Deno.env.set`/`Deno.env.delete`, paired per function body (a nested function or arrow is its own body, and module top-level code is none), where the last write puts back a local the body captured from the same global or deletes a variable the first write set, with at least one statement between them; a write in a `catch`/`finally` of that body silences it. Deterministic, provable per finding. Advisory.

X20 · Mistyped argument guard10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether an argument guard throws the exception its own condition describes — a guard that rejects a value for being EMPTY and reports it as `ArgumentNullException` tells the caller a parameter was null when it provably was not.

Method: Roslyn syntax: `throw new ArgumentNullException(nameof(p))` statements controlled by an `if`, whose condition is read for a test that is true of a NON-null `p` — an emptiness test that dereferences it (`p.Count == 0`, `!p.Any()`) or a BCL predicate documented true of the empty value (`string.IsNullOrEmpty(p)`). Deterministic, provable per finding. Advisory.

X21 · Side-effecting pattern guard10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether a `when` guard is free of side effects — a guard that increments a counter or assigns while deciding whether its arm matches applies that change during PATTERN MATCHING, on an arm that may not be selected, and skips it entirely when a short-circuit to its left answers first.

Method: Roslyn syntax: `when` guards on case labels and switch-expression arms, read for a mutation (`++`/`--`/assignment) sitting in a position the guard's own `&&`/`||`/`??`/`?:`/`?.` can skip. Deterministic, provable per finding. Advisory.

X22 · Contradicted release guard10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether a method that TAKES a lock or semaphore and gives it back from a flag-guarded `finally` returns the value that flag implies — reporting success while the guard hands the primitive back admits a second caller the exclusion was there to keep out, and reporting failure while the guard keeps it leaves nothing to ever give it back.

Method: Roslyn syntax: `try` statements whose `finally` releases a synchronisation primitive under a bare local-bool guard, where the method also TOOK that same primitive before the `try`, checked for a `return` of a bool literal whose value disagrees with the flag state the method's own straight-line assignments put it in. Deterministic, provable per finding. Advisory.

X23 · Unguarded diagnostic materialisation10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether the work a diagnostic log line costs is paid only when that line is wanted — C# evaluates a call's arguments BEFORE the call, so a trace/debug message joined or projected out of a collection is built in full on every pass, and then discarded by a sink the shipped configuration leaves switched off.

Method: Roslyn syntax: log calls at a diagnostic level (a `Log`-prefixed method naming Trace/Debug/Verbose, or a bare `Debug`/`Trace`/`Verbose` on a receiver named for a logger), whose argument list is read for a call whose cost scales with a sequence — a LINQ operator, a materialisation, `string.Join`, a serializer — with no enclosing level check or conditional-compilation region. On a repository with no .NET source it reads JavaScript/TypeScript off the engine’s own token stream (test, vendored and minified paths not) with the same rule: a `debug`/`trace`/`verbose` call on a receiver named for a logger, or a `log`-prefixed method naming the level, whose argument calls an array operator (`map`/`filter`/`reduce`/`sort`/…), `Array.from`, `Object.keys/values/entries`, `JSON.stringify`/`util.inspect` over anything but a literal, or an array `join` — outside any arrow or function passed as an argument, which the logger calls only when the level is on — with no enclosing `if`, `&&` or `?:` whose condition names a level, a level string, or the `NODE_ENV`/`__DEV__`/`DEV` build switch. Deterministic, provable per finding. Advisory.

X24 · Document value interpolated into markup unescaped10.0 / 10Exemplary○ Nothing flagged

Other · Security — Whether text read out of the document being converted is escaped before it is written into generated markup — a value the document's author chose, interpolated into an attribute the surrounding literal delimits, can close that attribute and open another.

Method: Roslyn semantic model over the whole compilation: a string-typed `Value`/`InnerText`/`InnerXml`/`Text` member declared inside `DocumentFormat.OpenXml` or `System.Xml` is a taint SOURCE, propagated through assignments, returns, arguments, tuple elements and string composition to its transitive closure, then read at interpolated-string holes that sit in a markup position the surrounding literal itself delimits. Escaper/encoder calls and enclosing validator conditions cut the flow. Flow- and container-insensitive by construction. A second arm needs no provenance at all and reports a type that CONTRADICTS ITSELF — the same expression escaped at one delimited markup hole and interpolated raw at another hole in the same markup position of the same type, which the type's own escaping proves is a defect without knowing where the value came from. On a repository with no .NET source it reads JavaScript/TypeScript off the token stream with the same rule: a DOM read of raw document text (`getAttribute`, `textContent`, `innerText`, `nodeValue`) is the source, propagated through local bindings and string composition, and judged at template-literal and concatenation holes in the same two delimited markup positions; escapers and validating conditions cut it, and documentation-site, test, vendored and minified scripts are not read. Deterministic, provable per finding. Advisory.

X25 · Inert configuration knob10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether a value the caller is invited to supply is the value the type actually uses — a constructor parameter stored in a private field that nothing ever reads while the default it was given is spelled out a second time at the site that should have read it, a keyed lookup that falls back to a different setting than the one its key names while the same type falls back to the matching one for that same key, or a culture-sensitive parse given no format provider by a type that feeds its own settable culture to the same kind of parse elsewhere, or a number an entry point writes to standard output under the host's culture while the same entry point formats with the invariant culture elsewhere. Either way, every caller who supplies a value silently gets something else.

Method: Roslyn syntax: private instance fields of a non-partial type assigned in a constructor from one of its own parameters with a `??` fallback, checked for whether anything in the type body reads the field and whether that same fallback expression is spelled out again outside the constructor; and `??` fallbacks onto a member access from a lookup call carrying exactly one string literal, grouped by that key across the type and checked for a fallback member whose folded name disagrees with the key while a sibling site for the same key agrees with it. On a repository with no .NET source the first two arms read JavaScript/TypeScript off the engine’s own token stream (tests included, bundles and vendored paths not): a `#x`, `private` or `private` parameter-property instance field filled in the constructor from a parameter (or one member of one) through `??`/`||` or a parameter default, never read anywhere in the file by name, whose constructed default is spelled again in the class body; and `lookup("key") ?? s.member` grouped by key per class, or per module outside every class. The culture arm has no JavaScript counterpart: its parses take no locale. Deterministic, provable per finding. Advisory.

X26 · Unsynchronised callback handoff10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether a value handed from a callback to the body that waits on it crosses on something built to be crossed — a `Queue<T>`/`List<T>`/`Dictionary<K,V>` written inside an event handler and read back outside it is mutated by two flows at once, and the semaphore or completion source beside it orders how MANY items exist while leaving the collection's own head, tail and backing array unprotected.

Method: Roslyn syntax: method, accessor, local-function and lambda bodies that declare BOTH a non-thread-safe generic collection (`Queue`/`Stack`/`List`/`Dictionary`/`HashSet`/`Sorted*`/`LinkedList`) and a synchronisation primitive (`SemaphoreSlim`/`TaskCompletionSource`/`ManualResetEvent(Slim)`/`AutoResetEvent`/`CountdownEvent`) as locals, then read for a `+=`-registered lambda that raises that primitive while the body outside every lambda waits on it — and, in that scope, a mutating call on the collection inside the lambda paired with a mention of it outside. Any `lock` in the scope abstains it. On a repository with no .NET source the same handoff is read in Java off the engine’s own token stream (test source sets, vendored and demonstration paths not): an `ArrayList`/`LinkedList`/`ArrayDeque`/`PriorityQueue`/`Hash*`/`LinkedHash*`/`Tree*` local and a `CountDownLatch`/`Semaphore`/`CompletableFuture` local, a lambda or anonymous class that raises the primitive and mutates the collection, and a wait outside it; any `synchronized` or `lock()` abstains the body. Because each of those primitives orders what the callback wrote before raising it, only a touch that provably overlaps the callback is convicted: one after the registration and before the next wait, or one in a loop registered-before, waiting on every pass and not declaring the collection. Deterministic, provable per finding. Advisory.

X27 · Collection changed while being enumerated10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether a `foreach` leaves the collection it is walking alone — a body that adds to or removes from the very collection the loop is enumerating invalidates the enumerator it is holding, so the next `MoveNext` throws `InvalidOperationException` and the remaining items are never seen.

Method: Roslyn syntax + semantics: `foreach` statements whose body calls a structural mutator (`Add`/`Remove`/`Clear`/`Insert`/…) on the very expression the loop is enumerating. Two arms. ARM A — the source is a concrete fragile BCL collection, or a live `Keys`/`Values` view over one, and the mutator resolves to that same collection's own member; concurrent and immutable collections and arrays are outside the population by construction, since their enumerators survive a structural change. ARM B — the source is an argument-less accessor CALL on a receiver whose body is in source: the accessor must return a stored field VERBATIM and a sibling member must structurally change that same field, both read off the implementations rather than from the members' names. A mutation the loop provably exits immediately after (`break`/`return`/`throw`/`goto`), or one written inside a nested loop or a lambda, is counted and never reported. Deterministic, provable per finding. Advisory.

X28 · Index access outside its own emptiness guard10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether a condition that tests a value for emptiness indexes that same value only where the test holds — an `||` written one parenthesis too far to the left leaves an index access outside the guard beside it, so the empty case the guard exists to anticipate reaches the index and throws.

Method: Roslyn syntax only, no semantic model: the OUTERMOST `&&`/`||` of every boolean condition, read for a symbol the condition tests for emptiness (`string.IsNullOrEmpty`/`IsNullOrWhiteSpace`, a `Length`/`Count` comparison against a literal, `Any()`, a `Length`/`Count` pattern, or a comparison against `""`) and ALSO indexes. Each `symbol[...]` access is placed by a boolean-reachability walk from the access up to the outermost connective: an access is COVERED when some enclosing step has it in the right operand and the left operand, under the truth value that step forces, proves the symbol non-empty — a recursion over `&&`/`||` whose true- and false-directions are asymmetric. A finding needs BOTH an uncovered access and a covered one on the same symbol in the same condition, which is the agreeing twin that separates a misplaced parenthesis from an unrelated length test. Bare index accesses with no emptiness test in the condition are neither counted nor reported; a non-identifier receiver and a lambda nested inside the condition are outside the population. Deterministic, provable per finding. Advisory.

X29 · Per-element action decided by a fixed element10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether a decision taken once per element is taken ABOUT that element — a test inside a counted loop that reads a fixed subscript of the very collection its guarded statement indexes by the loop variable applies element zero's answer to all of them, so the elements that differ from it are all handled wrongly, and in the same direction.

Method: Roslyn syntax only, no semantic model: every `for` statement declaring exactly ONE loop variable, and every `if` inside its body that is not under a nested loop or a lambda. A site enters the population when the `if`’s condition never mentions the loop variable while the statement it guards indexes some collection by that variable ALONE (`c[i]`; `c[i + 1]` and `c[i, j]` are outside it). A finding additionally needs the AGREEING TWIN at the same-collection grain: the condition must read THAT SAME collection at a subscript that does not move — written into the condition, or reached through a local declared BEFORE the loop, so an alias bound inside the body is not followed. Both collection expressions must be simple identifiers. On a repository with no .NET source the same rule reads JavaScript/TypeScript off the engine’s own token stream (tests included, bundles and vendored paths not): a `for (let|var|const x = …; …; …)` with one declarator and a braced body, an alias followed only when it is declared before the loop in a block that encloses it and never assigned inside the loop. Deterministic, provable per finding. Advisory.

X3 · Exception handling6.6 / 10Adequate✓ Tool-verified

Other · Code Health — Whether exceptions are handled rather than silently swallowed or rethrown with lost stack traces.

Method: Roslyn syntax scan: every catch clause counted; empty catches and bare rethrows flagged. Population is all catch clauses, not estimated. Deterministic, hard fact.

  • An empty catch block silently discards the error — failures vanish with no log and no rethrow. On a teardown path letting it propagate is not an option (throwing out of `Dispose()` masks the failure already in flight and abandons the rest of the cleanup), so make the swallow deliberate instead: record it through whatever this codebase already uses to report problems — or, if one specific failure truly cannot matter, catch exactly that exception type and say why in a comment on the catch (a comment on a catch-all still swallows everything else). — GameFramework/Network/NetworkManager.NetworkChannelBase.cs:383
  • `catch (ObjectDisposedException)` does nothing with the exception it caught — the body neither logs it, rethrows it, nor even names it, so the failure is discarded as completely as by an empty catch. Log it through whatever this codebase already uses to report problems, or let it propagate; if one specific failure genuinely cannot matter, catch exactly that exception type and say why in a comment on the catch. (×2) — GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:112, GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs:122

What to do

  • Swallowed exception (empty catch)
X30 · Support guard that admits what it rejects10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether a guard written as a NEGATED `||` says what its author meant — `!(a || b || x != k)` is `!a && !b && x == k` by De Morgan, so a bail-out that mixes capabilities the code needs with a fault it refuses turns inside out: it fires only where the capabilities are ABSENT, and lets every value the fault term names walk straight into the body that cannot handle it.

Method: Roslyn syntax only, no semantic model: every logical-not whose operand is a parenthesised `||` chain of two or more disjuncts, flattened (a left-nested `a || b || c` read once would see `(a || b)` as one disjunct). A site enters the population on that shape alone. A finding additionally needs the disjuncts to DISAGREE in polarity: at least one bare boolean read — an identifier or member access, never an invocation, which is a predicate rather than a capability flag — and at least one `x != <constant>`, the only form that negates into an exact-value pin (`== null` negates into a looser requirement and is outside the fault set). Consistently-polarised disjunctions, all-fault or all-capability, are counted and never reported; a negated `&&` is outside the population entirely. No same-receiver gate: it was measured to cost a real defect and remove no false positive. Deterministic, provable per finding. Advisory.

X32 · Type resolved by simple name across every loaded assembly10.0 / 10Exemplary○ Nothing flagged

Other · Code Health — Whether a plugin lookup names the type it means — searching every assembly loaded into the process for a candidate whose SIMPLE name equals a string supplied at runtime, and taking the first one found, is decided by assembly LOAD ORDER rather than by this source, so the same name can resolve to a different type on the next run.

Method: Roslyn syntax only, no semantic model: every invocation of `First`/`FirstOrDefault`/`Single`/`SingleOrDefault` whose OWN expression subtree contains both a `GetAssemblies()` call and a `GetTypes()`/`GetExportedTypes()` call — a single-element pick out of every type loaded into the process. A nested selector in the same chain sees no `GetAssemblies()` in its own subtree and is outside the population, so one lookup counts once however many links its chain has. A finding additionally needs both remaining halves: the selector must be `First`/`FirstOrDefault` (`Single`/`SingleOrDefault` reports the ambiguity rather than resolving it, and is counted and never reported), and the chain must carry an `==` comparison of `<lambda parameter>.Name` against something that is not a literal. The receiver must be a plain identifier bound by one of the chain’s own lambdas, which places `assembly.GetName().Name == "X"` outside the rule by construction. One exemption: a `.Name` test joined by `&&` to a `FullName`/`AssemblyQualifiedName` test on the same identifier is spared; joined by `||` it is not. Deterministic, provable per finding. Advisory.

Reference — by lens

The score is the rank-weighted fold of these lenses (worst-heaviest), each including its meta-dimensions; a lens with a Critical contributor is capped at Fair (its band reads "gated by …") and is never the strongest area however high its average.

LensScoreRatingImpact
Code Health85%StrongSolid.
Architecture67%Adequate — gated by D26, AX5Capped at Fair by a Critical contributor — resolve it before relying on this lens.
Maturity35%Weak — gated by D34, M2Capped at Fair by a Critical contributor — resolve it before relying on this lens.
Readiness17%Critical — gated by D8, D9, P1, P3Capped at Fair by a Critical contributor — resolve it before relying on this lens.
Security95%ExemplaryStrongest area.
Performance70%StrongSolid.
Unscored — 3 check(s) recorded observations but carry no score

These checks ran and found something, but they do not carry a score — either by design (an advisory check reports evidence rather than grading it) or because they could not be scored here. They are excluded from the score for that reason, not because there was nothing to see.

  • SC1 Supply-chain hygiene — 1 observation(s) recorded · Advisory — this card reports evidence and never carries a score, so there is nothing missing here.
  • X10 Duplicated predicate — 5 observation(s) recorded · Advisory — this card reports evidence and never carries a score.
  • X7 Silent fallback defaults — 1 observation(s) recorded · Advisory — this card reports evidence and never carries a score.
Not evidenced — 2 control(s) we could not find positive evidence for

These checks grade a working control, and the repository shows no evidence of one. That is deliberately not scored as a zero: a repository cannot show an ops runbook, a database TTL or an infrastructure-side audit log, so absence of evidence here is not evidence the control is missing. It is also not a statement that the check is irrelevant to this codebase — the thing it grades applies; we just could not see it. Excluded from the score either way.

  • P4 Deployment & Rollback — not evidenced — no deploy/rollback/approval signal in the repo; absence of evidence is not evidence of a manual release
  • P5 DR & Backup — not evidenced — repo shows no backup/RTO/RPO controls; absence of evidence is not evidence of a working control
Not included — 54 check(s) not relevant to this codebase

These checks had nothing to measure here (no tests, no git history, the codebase is small, or the architecture style doesn't apply), so they're omitted above rather than scored low.

  • AC1 Text alternatives — No web markup found — accessibility is not applicable to this repository.
  • AC2 Forms & labels — No web markup found — accessibility is not applicable to this repository.
  • AC3 Page structure — No web markup found — accessibility is not applicable to this repository.
  • AC4 Keyboard semantics — No web markup found — accessibility is not applicable to this repository.
  • AC5 ARIA correctness — No web markup found — accessibility is not applicable to this repository.
  • AC6 Visual & motion safety — No web markup found — accessibility is not applicable to this repository.
  • AC7 A11y enforcement — No web markup found — accessibility is not applicable to this repository.
  • AX1 Captive dependencies — no DI registrations detected
  • AX2 Stateful singletons — no singleton implementations detected
  • AX7 Slice cohesion — not applicable — not a vertical-slice architecture
  • AX8 Test isolation — no test/production split to check
  • AX9 CQS / query purity — no CQRS query handlers detected — query purity is not applicable to this codebase
  • AXB1 Runtime evidence locked — no reproducible boot — This repository has nothing the runtime tiers could boot or serve — no markup, no UI framework or web-server dependency, no UI component source, no native UI project and no API definition — nothing here is a surface to boot — so runtime a11y/egress/header evidence has no subject here. Not applicable: this is neither a gap in the scan nor a finding about your code.
  • C1 Data Protection — No personal data detected in the analyzed source — no PII-typed entity/column names (Email, FirstName, DateOfBirth, …), no ASP.NET Identity / user-account model, and no stored user credentials. GDPR data-protection controls are therefore N/A here. If this is intentional, record the no-PII posture in an ADR; if the app does process personal data, name those fields conventionally so this dimension activates.
  • C2 Access Controls — No access-control surface detected in the analyzed source — no web/app surface to authorize (no HTTP API or web-UI project) and no authorization code at all (no [Authorize]/policies, no imperative guard methods). Access control is therefore N/A here — this is a library/CLI, which is authorized by its CALLER, not by itself. If this codebase grows request handlers, the dimension reactivates and a default-deny posture is expected then.
  • C3 Audit Trail — No personal data detected in the analyzed source — no PII-typed entity/column names (Email, FirstName, DateOfBirth, …), no ASP.NET Identity / user-account model, and no stored user credentials. GDPR data-protection controls are therefore N/A here. If this is intentional, record the no-PII posture in an ADR; if the app does process personal data, name those fields conventionally so this dimension activates.
  • C4 Data Retention — No personal data detected in the analyzed source — no PII-typed entity/column names (Email, FirstName, DateOfBirth, …), no ASP.NET Identity / user-account model, and no stored user credentials. GDPR data-protection controls are therefore N/A here. If this is intentional, record the no-PII posture in an ADR; if the app does process personal data, name those fields conventionally so this dimension activates.
  • C5 Data-Subject Rights — No personal data detected in the analyzed source — no PII-typed entity/column names (Email, FirstName, DateOfBirth, …), no ASP.NET Identity / user-account model, and no stored user credentials. GDPR data-protection controls are therefore N/A here. If this is intentional, record the no-PII posture in an ADR; if the app does process personal data, name those fields conventionally so this dimension activates.
  • D10 Test Quality — No tests were found in the analyzed repository to assess for quality.
  • D11 Test Reliability — No test suite was found to re-run, so reliability couldn't be assessed. Two searches produced that zero and both came back empty: the classifier that reads the loaded workspace recognised no suite it could run, and a walk of the source on disk — which covers the JS/TS `*.test.*` and `*.spec.*` conventions and probes for a Pester suite — found no test source in any other ecosystem either. Neither search reaches a suite that is missing from the loaded workspace and carries no name either walk recognises, so this is 'no suite found by those two searches', not a verdict that the repository has none.
  • D12 Dependency Hygiene — Dependency hygiene not measured
  • D14 License Compliance — Licence collector did not produce a result
  • D16 Bus Factor — single-maintainer repository — bus factor is not applicable
  • D20 ADR Quality — N/A — ADRs are expected on deployable products with a user-facing host, not consumed libraries; no ADR log is required here.
  • D22 Internal API Consistency — No intentionally-exposed public API to evaluate for consistency.
  • D23 Boundary Type-Coupling — single shared-core project — no cross-context coupling to assess
  • D25 ADR Conformance — no ADRs to check
  • D30 Dependency Vulnerabilities — nuget: `dotnet list package --vulnerable` could not read this solution's dependency graph — it reported an error for at least one project and returned no package data at all (typically a packages.config / non-PackageReference project, which the command cannot read). An unreadable dependency graph is not a clean one; migrate the project(s) to PackageReference to enable this scan
  • D31 IaC & Container Security — No Infrastructure-as-Code or container manifests found (Dockerfile, Docker Compose, Terraform, Kubernetes/Helm, CloudFormation, ARM, Bicep, Ansible); nothing to scan.
  • D32 Data Compliance (PII/GDPR) — No personal data was found crossing a boundary the PII/GDPR ruleset checks — nothing written to a log or console sink, placed in a URL or query string, or persisted to browser storage. That is a clean result for the LEAK surface only: this ruleset detects personal data escaping, it does not inventory the personal data a repository holds, so it is not evidence that this repository has no personal-data surface. The personal-data map (Appendix C) and the C1-C5 compliance cards are what speak to that.
  • D36 Supply-chain Provenance & Signing — No CI/build pipeline found (.github/.forgejo/.gitea workflows, .circleci, .buildkite, .woodpecker, .teamcity, .gitlab-ci.yml, .travis.yml, bitbucket-pipelines.yml, .drone.yml, .cirrus.yml, .woodpecker.yml, appveyor.yml, azure-pipelines*.yml, .pipelines/, .vsts-ci/, .azuredevops/, Jenkinsfile); there is no build to attest provenance for.
  • D37 Vulnerability-disclosure Policy — No vulnerability-disclosure policy file found (SECURITY.md/.markdown/.rst/.txt at root or under .github/.forgejo/.gitea/docs, .well-known/security.txt). A coordinated-disclosure policy may live off-repo, so this is not evidenced rather than failed.
  • D39 IL Efficiency — IL not measured — the analyzer's build of the target did not succeed
  • D40 Network Egress Confinement — No Kubernetes/orchestration workloads found in the repository manifests; network egress policy is a cluster-native control that may live at the platform/firewall layer, so there is nothing to assess here.
  • D41 Kernel & Syscall Confinement — No Kubernetes/orchestration workloads found in the repository manifests; seccomp/AppArmor/SELinux confinement is a workload-level control, so there is nothing to assess here.
  • D42 Runtime Threat Enforcement — No Kubernetes/orchestration workloads found in the repository manifests; runtime threat-detection and admission-control policy are cluster-level controls, so there is nothing to assess here.
  • D43 Malicious Dependencies — Not scored — no dependency manifest in a supported ecosystem was read for this repository. A gap in the analyzer's language coverage, NOT a finding that the repository is free of vulnerable dependencies (a Python pyproject.toml/requirements.txt (pip/uv/Poetry), a Swift Package.swift/Package.resolved, a Cargo manifest, a Go module (go.mod/go.sum), a Gradle version catalogue, a Maven POM, an sbt build (build.sbt), composer.json, package.json, a Dart pubspec.yaml, an Elixir mix.exs/mix.lock (Hex), a rebar.config / erlang.mk DEPS (Hex), a Ruby Gemfile/Gemfile.lock or .gemspec (Bundler/RubyGems) — not scanned yet).
  • D44 Platform End-of-Life — Platform end-of-life not assessed — this repository declares no platform this pass reads
  • D7 Architectural Integrity — no checkable ADRs and no dependency cycles — architectural integrity not assessed
  • DM1 Domain Modelling — not scored — this repository shows none of the 3 signals this lens looks for
  • ED1 Event-Driven — not scored — this repository shows none of the 3 signals this lens looks for
  • ED5 Idempotency — no mutating command handlers or message consumers detected — idempotency check not applicable
  • ES1 Event Sourcing — not scored — this repository shows none of the 3 signals this lens looks for
  • P12 CI test-gate honesty — no CI workflow found
  • P2 Observability — This repo is a library, not a deployed service — it has no process to operate, so production observability (structured logging, tracing/metrics, health checks) is N/A. A library may log via an injected ILogger, but the absence of operational telemetry is not a defect here. If it grows a host (web API, worker), the dimension reactivates.
  • P7 Outbound HTTP resilience — not applicable — this isn't a service/API/worker
  • P8 Schema migrations — no EF Core usage detected
  • P9 Domain vs controller coverage — no coverage report found on disk — produce a coverage report in a standard format (Cobertura — `dotnet test --collect:"XPlat Code Coverage"` with a `coverlet.collector` PackageReference) and commit it — a hosted scan measures a clone of the repository, so a report that exists only in a working tree, a CI runner's or your own, never reaches it; the artefact is commonly gitignored, so `git add -f` that one file (or un-ignore its path) and commit it alongside the code it measures, or wire coverage collection into CI, to enable this cross-layer check
  • S1 Web-Security Posture — No web surface detected in the analyzed source — no HTTP API or web-UI project (no controllers/minimal-API endpoints, no Razor/Blazor views) and no web middleware (HTTPS redirection, HSTS, security headers, cookies). Transport security, security headers, secure cookies, CSRF/input-validation and middleware-order controls are therefore N/A here — this is a library/CLI/worker, not a web app. Crypto hygiene was still checked and found nothing to flag. If this codebase becomes web-facing, the dimension reactivates automatically.
  • X2 Cancellation propagation — no async method does work a token could cancel
  • X4 Structured logging — This check asks whether log calls keep a message's values apart from its text, which needs a logger that can carry them as fields. This repository's C# was read, and every log call in it goes through a logger that takes one finished message — its own wrapper, log4net, Console or Debug — so an interpolated message there loses nothing the API could have kept. Calls through Microsoft.Extensions.Logging, Serilog, NLog or ZLogger, or any logger with a message-template overload, would be judged.
  • X5 Nullable reference types — no NRT-eligible projects
  • X6 Hand-rolled structured-format parsing — Advisory — this card reports evidence and never carries a score, so there is nothing missing here.
  • X9 Subsumed condition operand — Advisory — this card reports evidence and never carries a score, so there is nothing missing here.

Appendix A — Findings (grouped)

The findings behind the scores, grouped by severity, then by dimension and kind. The high-severity issues are enumerated in full below; items per group are capped at 25 with any overflow stated explicitly per group, never silently truncated. The complete machine-readable list of every finding (all severities) is the companion findings.md in this report's bundle.

Critical — 4 finding(s)
AX3 · Project dependency cycles · Namespace dependency cycle · ×1
  • Namespace dependency cycle GameFramework/FileSystem/FileSystem.BlockData.cs:12 — The namespaces GameFramework ↔ GameFramework.Download ↔ GameFramework.FileSystem ↔ GameFramework.ObjectPool ↔ GameFramework.Resource depend on each other. The lightest dependency in the cycle is GameFramework.FileSystem → GameFramework (GameFramework.FileSystem.FileSystem → GameFramework.GameFrameworkMultiDictionary, 2 type pair(s)); cut that one first, e.g. by moving the shared type to a namespace both can use or inverting it behind an interface.
D17 · Explicit Debt · EmptyCatchBlock · ×1
  • EmptyCatchBlock GameFramework/Network/NetworkManager.NetworkChannelBase.cs:383 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Record it through whatever this codebase already uses to report problems, or let it propagate. Where swallowing one specific failure really is correct — as it often is on a teardown/dispose path where throwing would mask the original failure — catch exactly that exception type and write down WHY in a comment on the catch. Both are needed: a comment on a catch-all still swallows every failure nobody anticipated, and a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all.
D28 · Secrets (history) · REDACTED · ×1
  • REDACTED
D8 · Code Coverage · No automated tests · ×1
  • No automated tests — No automated tests — no test code was found in this repository. Untested code is the largest single risk to changing it safely. Start with the code you change most often: add a suite in a framework a runner can collect (xUnit, NUnit or MSTest), and run it in CI so the gap cannot reopen.
Serious — 94 finding(s)
D3 · God Classes · TooManyMethods · ×12
  • TooManyMethods: ObjectPoolManager GameFramework/ObjectPool/ObjectPoolManager.cs — TooManyMethods — 300 significant lines (blank, comment-only and punctuation-only lines excluded), 93 methods. The bar is 30 methods; this is 63 over it, 3.10× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: ResourceManager GameFramework/Resource/ResourceManager.cs — TooManyMethods — 1007 significant lines (blank, comment-only and punctuation-only lines excluded), 91 methods. The bar is 30 methods; this is 61 over it, 3.03× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: GameFrameworkLog GameFramework/Base/Log/GameFrameworkLog.cs — TooManyMethods — 365 significant lines (blank, comment-only and punctuation-only lines excluded), 91 methods. The bar is 30 methods; this is 61 over it, 3.03× the bar. The type holds no instance state, so there is no shared data to group its members by. To reduce it, split it by area instead: give each cohesive family of members its own smaller type, so no one type has to be read whole to change one of them.
  • TooManyMethods: EntityManager GameFramework/Entity/EntityManager.cs — TooManyMethods — 489 significant lines (blank, comment-only and punctuation-only lines excluded), 66 methods. The bar is 30 methods; this is 36 over it, 2.20× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: Converter GameFramework/Utility/Utility.Converter.cs — TooManyMethods — 200 significant lines (blank, comment-only and punctuation-only lines excluded), 64 methods. The bar is 30 methods; this is 34 over it, 2.13× the bar. The type holds no instance state, so there is no shared data to group its members by. To reduce it, split it by area instead: give each cohesive family of members its own smaller type, so no one type has to be read whole to change one of them.
  • TooManyMethods: UIManager GameFramework/UI/UIManager.cs — TooManyMethods — 377 significant lines (blank, comment-only and punctuation-only lines excluded), 49 methods. The bar is 30 methods; this is 19 over it, 1.63× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: FileSystem GameFramework/FileSystem/FileSystem.cs — TooManyMethods — 575 significant lines (blank, comment-only and punctuation-only lines excluded), 44 methods. The bar is 30 methods; this is 14 over it, 1.47× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: LocalizationManager GameFramework/Localization/LocalizationManager.cs — TooManyMethods — 242 significant lines (blank, comment-only and punctuation-only lines excluded), 40 methods. The bar is 30 methods; this is 10 over it, 1.33× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: SoundManager GameFramework/Sound/SoundManager.cs — TooManyMethods — 267 significant lines (blank, comment-only and punctuation-only lines excluded), 36 methods. The bar is 30 methods; this is 6 over it, 1.20× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: ConfigManager GameFramework/Config/ConfigManager.cs — TooManyMethods — 129 significant lines (blank, comment-only and punctuation-only lines excluded), 32 methods. The bar is 30 methods; this is 2 over it, 1.07× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: DataTableManager GameFramework/DataTable/DataTableManager.cs — TooManyMethods — 153 significant lines (blank, comment-only and punctuation-only lines excluded), 31 methods. The bar is 30 methods; this is 1 over it, 1.03× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: WebRequestManager GameFramework/WebRequest/WebRequestManager.cs — TooManyMethods — 131 significant lines (blank, comment-only and punctuation-only lines excluded), 31 methods. The bar is 30 methods; this is 1 over it, 1.03× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
D4 · Code Duplication · Duplicated block (12 lines × 2) · ×6
  • Duplicated block (12 lines × 2) GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:216 — GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:216-227 | GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:243-254 — both copies are in the same file, so extract the block into one function there and call it from each site — the copies drift apart the first time only one of them is edited. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:216` it begins part-way through the construct above it, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
  • Duplicated block (12 lines × 2) GameFramework/Resource/PackageVersionList.cs:18 — GameFramework/Resource/PackageVersionList.cs:18-29 | GameFramework/Resource/UpdatableVersionList.cs:18-29 — before extracting anything, compare `GameFramework/Resource/PackageVersionList.cs` and `GameFramework/Resource/UpdatableVersionList.cs` as WHOLE FILES: 92% of the shorter file's lines also appear in the other, so this reads as one file having been copied from the other rather than as a helper waiting to be extracted. The 1 duplicated block(s) this scan matched between them are fragments of that copy, not the extent of it — treat the file pair as the unit. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place.
  • Duplicated block (12 lines × 2) GameFramework/Sound/PlaySoundParams.cs:34 — GameFramework/Sound/PlaySoundParams.cs:34-45 | GameFramework/Sound/PlaySoundParams.cs:236-247 — both copies are in the same file, so extract the block into one function there and call it from each site — the copies drift apart the first time only one of them is edited. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Sound/PlaySoundParams.cs:34` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
  • Duplicated block (12 lines × 2) GameFramework/Resource/ResourceManager.ResourceGroup.cs:87 — GameFramework/Resource/ResourceManager.ResourceGroup.cs:87-98 | GameFramework/Resource/ResourceManager.ResourceGroupCollection.cs:120-131 — before extracting anything, compare `GameFramework/Resource/ResourceManager.ResourceGroup.cs` and `GameFramework/Resource/ResourceManager.ResourceGroupCollection.cs` as WHOLE FILES: this scan already matched 4 separate duplicated blocks between them, totalling at least 45 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
  • Duplicated block (12 lines × 2) GameFramework/Resource/ResourceManager.ResourceGroup.cs:130 — GameFramework/Resource/ResourceManager.ResourceGroup.cs:130-141 | GameFramework/Resource/ResourceManager.ResourceGroupCollection.cs:163-174 — before extracting anything, compare `GameFramework/Resource/ResourceManager.ResourceGroup.cs` and `GameFramework/Resource/ResourceManager.ResourceGroupCollection.cs` as WHOLE FILES: this scan already matched 4 separate duplicated blocks between them, totalling at least 45 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
  • Duplicated block (12 lines × 2) GameFramework/Resource/ResourceManager.ResourceGroup.cs:151 — GameFramework/Resource/ResourceManager.ResourceGroup.cs:151-162 | GameFramework/Resource/ResourceManager.ResourceGroupCollection.cs:184-195 — before extracting anything, compare `GameFramework/Resource/ResourceManager.ResourceGroup.cs` and `GameFramework/Resource/ResourceManager.ResourceGroupCollection.cs` as WHOLE FILES: this scan already matched 4 separate duplicated blocks between them, totalling at least 45 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
D4 · Code Duplication · Duplicated block (16 lines × 2) · ×4
  • Duplicated block (16 lines × 2) GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:88 — GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:88-103 | GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs:98-113 — before extracting anything, compare `GameFramework/Network/NetworkManager.TcpNetworkChannel.cs` and `GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs` as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 139 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
  • Duplicated block (16 lines × 2) GameFramework/Resource/ResourceManager.cs:2451 — GameFramework/Resource/ResourceManager.cs:2451-2466 | GameFramework/Resource/ResourceManager.cs:2561-2576 — both copies are in the same file, so extract the block into one function there and call it from each site — the copies drift apart the first time only one of them is edited.
  • Duplicated block (16 lines × 2) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:600 — GameFramework/Resource/ResourceManager.ResourceUpdater.cs:600-615 | GameFramework/Resource/ResourceManager.ResourceUpdater.cs:914-929 — both copies are in the same file, so extract the block into one function there and call it from each site — the copies drift apart the first time only one of them is edited. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Resource/ResourceManager.ResourceUpdater.cs:600` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it.
  • Duplicated block (16 lines × 2) GameFramework/Network/NetworkManager.ReceiveState.cs:68 — GameFramework/Network/NetworkManager.ReceiveState.cs:68-83 | GameFramework/Network/NetworkManager.SendState.cs:49-64 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from both call sites, so a change lands once. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
D3 · God Classes · FileTooLong · ×3
  • FileTooLong: Resource/ResourceManager.cs GameFramework/Resource/ResourceManager.cs — FileTooLong — 984 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 484 over it, 1.97× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: FileSystem/FileSystem.cs GameFramework/FileSystem/FileSystem.cs — FileTooLong — 577 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 77 over it, 1.15× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: Resource/ResourceManager.ResourceUpdater.cs GameFramework/Resource/ResourceManager.ResourceUpdater.cs — FileTooLong — 505 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 5 over it, 1.01× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
D4 · Code Duplication · Duplicated block (9 lines × 2) · ×3
  • Duplicated block (9 lines × 2) GameFramework/Resource/ResourceManager.ResourceChecker.cs:300 — GameFramework/Resource/ResourceManager.ResourceChecker.cs:300-308 | GameFramework/Resource/ResourceManager.ResourceIniter.cs:106-114 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from both call sites, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Resource/ResourceManager.ResourceChecker.cs:300` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
  • Duplicated block (9 lines × 2) GameFramework/FileSystem/FileSystem.cs:1177 — GameFramework/FileSystem/FileSystem.cs:1177-1185 | GameFramework/FileSystem/FileSystem.cs:1187-1195 — both copies are in the same file, so extract the block into one function there and call it from each site — the copies drift apart the first time only one of them is edited.
  • Duplicated block (9 lines × 2) GameFramework/Resource/ResourceManager.ResourceGroup.cs:182 — GameFramework/Resource/ResourceManager.ResourceGroup.cs:182-190 | GameFramework/Resource/ResourceManager.ResourceGroupCollection.cs:224-232 — before extracting anything, compare `GameFramework/Resource/ResourceManager.ResourceGroup.cs` and `GameFramework/Resource/ResourceManager.ResourceGroupCollection.cs` as WHOLE FILES: this scan already matched 4 separate duplicated blocks between them, totalling at least 45 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
D35 · Change Coupling · Change coupling · ×2
  • Change coupling: ConfigManager.cs ↔ ILocalizationManager.cs GameFramework/Config/ConfigManager.cs:1 — `GameFramework/Config/ConfigManager.cs` and `GameFramework/Localization/ILocalizationManager.cs` change together 50% of the time (5 of the 10 commits that touched whichever of the two files changed less often, counting a file under its earlier names as well — a repo-wide or module-wide sweep is evidence about the sweep rather than about any pair inside it and is left out of BOTH sides of this ratio, while a dependency bump, a formatter/rename sweep, or a commit whose edit to one of the two files was a tool directive such as //go:generate or whitespace only is left out of the shared count ONLY, so the two sides are not taken over identical commit sets). They sit in different directories, but in this ecosystem the namespace is declared in the FILE, not by the folder — so the two may well share one namespace and reference each other with no import for this pass to see. Read the pair before acting: if one derives from or overrides the other, the dependency is explicit in the type declaration and the co-change is definitional; if one registers itself into the other through a hook or an initialiser, the missing dependency is DELIBERATE and the thing to add is a comment saying so; if they simply belong together, co-locate them; if none of these holds, the coupling is hidden and worth breaking. You can check this without leaving the row: of the 5 shared commits counted here, the most recent 3 are `912935fc` 修正数据提供者获取缓冲流大小的接口; `c222de87` 为数据表、全局配置和本地化增加Add、Remove接口; `a015a0b0` 配置、数据表、本地化模块增加二进制流的读取方式 — run `git show` on any of them.
  • Change coupling: IConfigManager.cs ↔ ILocalizationManager.cs GameFramework/Config/IConfigManager.cs:1 — `GameFramework/Config/IConfigManager.cs` and `GameFramework/Localization/ILocalizationManager.cs` change together 50% of the time (5 of the 10 commits that touched whichever of the two files changed less often, counting a file under its earlier names as well — a repo-wide or module-wide sweep is evidence about the sweep rather than about any pair inside it and is left out of BOTH sides of this ratio, while a dependency bump, a formatter/rename sweep, or a commit whose edit to one of the two files was a tool directive such as //go:generate or whitespace only is left out of the shared count ONLY, so the two sides are not taken over identical commit sets). They sit in different directories, but in this ecosystem the namespace is declared in the FILE, not by the folder — so the two may well share one namespace and reference each other with no import for this pass to see. Read the pair before acting: if one derives from or overrides the other, the dependency is explicit in the type declaration and the co-change is definitional; if one registers itself into the other through a hook or an initialiser, the missing dependency is DELIBERATE and the thing to add is a comment saying so; if they simply belong together, co-locate them; if none of these holds, the coupling is hidden and worth breaking. You can check this without leaving the row: of the 5 shared commits counted here, the most recent 3 are `912935fc` 修正数据提供者获取缓冲流大小的接口; `c222de87` 为数据表、全局配置和本地化增加Add、Remove接口; `a015a0b0` 配置、数据表、本地化模块增加二进制流的读取方式 — run `git show` on any of them.
D4 · Code Duplication · Duplicated block (19 lines × 2) · ×2
  • Duplicated block (19 lines × 2) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:721 — GameFramework/Resource/ResourceManager.ResourceUpdater.cs:721-739 | GameFramework/Resource/ResourceManager.ResourceVerifier.cs:284-302 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from both call sites, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Resource/ResourceManager.ResourceUpdater.cs:721` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it.
  • Duplicated block (19 lines × 2) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:850 — GameFramework/Resource/ResourceManager.ResourceUpdater.cs:850-868 | GameFramework/Resource/ResourceManager.VersionListProcessor.cs:181-199 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from both call sites, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Resource/ResourceManager.ResourceUpdater.cs:850` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it.
D4 · Code Duplication · Duplicated block (17 lines × 2) · ×2
  • Duplicated block (17 lines × 2) GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:57 — GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:57-73 | GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs:55-71 — before extracting anything, compare `GameFramework/Network/NetworkManager.TcpNetworkChannel.cs` and `GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs` as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 139 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
  • Duplicated block (17 lines × 2) GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:155 — GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:155-171 | GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs:164-180 — before extracting anything, compare `GameFramework/Network/NetworkManager.TcpNetworkChannel.cs` and `GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs` as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 139 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
D4 · Code Duplication · Duplicated block (10 lines × 2) · ×2
  • Duplicated block (10 lines × 2) GameFramework/Resource/ResourceManager.ResourceChecker.cs:310 — GameFramework/Resource/ResourceManager.ResourceChecker.cs:310-319 | GameFramework/Resource/ResourceManager.ResourceIniter.cs:116-125 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from both call sites, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Resource/ResourceManager.ResourceChecker.cs:310` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
  • Duplicated block (10 lines × 2) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:873 — GameFramework/Resource/ResourceManager.ResourceUpdater.cs:873-882 | GameFramework/Resource/ResourceManager.VersionListProcessor.cs:204-213 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from both call sites, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Resource/ResourceManager.ResourceUpdater.cs:873` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
X3 · Exception handling · Swallowed exception (caught, then discarded) · ×2
  • Swallowed exception (caught, then discarded) GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:112 — `catch (ObjectDisposedException)` does nothing with the exception it caught — the body neither logs it, rethrows it, nor even names it, so the failure is discarded as completely as by an empty catch. Log it through whatever this codebase already uses to report problems, or let it propagate; if one specific failure genuinely cannot matter, catch exactly that exception type and say why in a comment on the catch.
  • Swallowed exception (caught, then discarded) GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs:122 — `catch (ObjectDisposedException)` does nothing with the exception it caught — the body neither logs it, rethrows it, nor even names it, so the failure is discarded as completely as by an empty catch. Log it through whatever this codebase already uses to report problems, or let it propagate; if one specific failure genuinely cannot matter, catch exactly that exception type and say why in a comment on the catch.
AX5 · Architecture & structure · Appears unstructured (no recognised architecture) · ×1
  • Appears unstructured (no recognised architecture) — ~52.3k production LoC (367 types) across 1 project(s) / 20 namespace(s) with no recognised architectural style or layering — at this size, deliberate module boundaries would help. No DDD/clean/vertical-slice/CQRS/transaction-script organisation was detected — code is likely organised ad hoc, which makes change and onboarding harder as it grows.
D1 · Cyclomatic Complexity · ResourceUpdater.ApplyResource (cyclomatic 30) · ×1
  • ResourceUpdater.ApplyResource (cyclomatic 30) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:509 — ResourceUpdater.ApplyResource has cyclomatic complexity 30 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top. This file is where this pass's cyclomatic complexity CONCENTRATES: GameFramework/Resource/ResourceManager.ResourceUpdater.cs holds 2 of the 9 methods over the threshold — including the worst — and 30 of the 63 points over it (48%), 2.3× the next-largest file (GameFramework/Resource/ResourceManager.ResourceChecker.cs at 13). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository.
D1 · Cyclomatic Complexity · ResourceUpdater.OnDownloadSuccess (cyclomatic 30) · ×1
  • ResourceUpdater.OnDownloadSuccess (cyclomatic 30) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:817 — ResourceUpdater.OnDownloadSuccess has cyclomatic complexity 30 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top. This file is where this pass's cyclomatic complexity CONCENTRATES: GameFramework/Resource/ResourceManager.ResourceUpdater.cs holds 2 of the 9 methods over the threshold — including the worst — and 30 of the 63 points over it (48%), 2.3× the next-largest file (GameFramework/Resource/ResourceManager.ResourceChecker.cs at 13). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository.
D1 · Cyclomatic Complexity · ResourceChecker.RefreshCheckInfoStatus (cyclomatic 24) · ×1
  • ResourceChecker.RefreshCheckInfoStatus (cyclomatic 24) GameFramework/Resource/ResourceManager.ResourceChecker.cs:122 — ResourceChecker.RefreshCheckInfoStatus has cyclomatic complexity 24 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · ResourceVerifier.VerifyResource (cyclomatic 24) · ×1
  • ResourceVerifier.VerifyResource (cyclomatic 24) GameFramework/Resource/ResourceManager.ResourceVerifier.cs:147 — ResourceVerifier.VerifyResource has cyclomatic complexity 24 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · ResourceChecker.OnLoadUpdatableVersionListSuccess (cyclomatic 19) · ×1
  • ResourceChecker.OnLoadUpdatableVersionListSuccess (cyclomatic 19) GameFramework/Resource/ResourceManager.ResourceChecker.cs:255 — ResourceChecker.OnLoadUpdatableVersionListSuccess has cyclomatic complexity 19 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table.
D1 · Cyclomatic Complexity · ResourceIniter.OnLoadPackageVersionListSuccess (cyclomatic 19) · ×1
  • ResourceIniter.OnLoadPackageVersionListSuccess (cyclomatic 19) GameFramework/Resource/ResourceManager.ResourceIniter.cs:67 — ResourceIniter.OnLoadPackageVersionListSuccess has cyclomatic complexity 19 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · LoadResourceAgent.Start (cyclomatic 19) · ×1
  • LoadResourceAgent.Start (cyclomatic 19) GameFramework/Resource/ResourceManager.ResourceLoader.LoadResourceAgent.cs:143 — LoadResourceAgent.Start has cyclomatic complexity 19 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · UIGroup.Refresh (cyclomatic 17) · ×1
  • UIGroup.Refresh (cyclomatic 17) GameFramework/UI/UIManager.UIGroup.cs:393 — UIGroup.Refresh has cyclomatic complexity 17 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · CheckInfo.RefreshStatus (cyclomatic 16) · ×1
  • CheckInfo.RefreshStatus (cyclomatic 16) GameFramework/Resource/ResourceManager.ResourceChecker.CheckInfo.cs:256 — CheckInfo.RefreshStatus has cyclomatic complexity 16 (threshold 15). To reduce it, name the conditions: bind each compound test to a well-named local or a small predicate function, so the body reads as a sequence of named decisions rather than a chain of operators.
D15 · Churn × Complexity Hotspots · Hotspot · ×1
  • Hotspot: GameFramework/Resource/ResourceManager.ResourceVerifier.cs GameFramework/Resource/ResourceManager.ResourceVerifier.cs:147 — GameFramework/Resource/ResourceManager.ResourceVerifier.cs changed 3 times in last 90 days, and the most complex body those changes touched has cyclomatic complexity 24 in ResourceVerifier.VerifyResource at line 147. Frequent change and high complexity in one file compound: schedule the next change to it to include carving out the part being edited, with the area under test before it moves. Counted over 2021-06-30..2021-09-28, the 90 days ending at the analysed commit. Reproduce with `git log --since='2021-06-30 20:05:45 +08:00' --until='2021-09-28 20:05:45 +08:00' --full-history --no-merges -- GameFramework/Resource/ResourceManager.ResourceVerifier.cs`: merges are excluded because a merge re-states changes already counted at their own commits, and history is NOT path-simplified because a change that reached the file through a merged branch is still a change to it. That command counts raw commits and can read HIGHER than this row, which counts a cherry-picked re-land, and a revert together with the commit it undoes, once each — a difference of several commits on a file whose history was re-landed or reverted inside the window.
D2 · Cognitive Complexity · ResourceChecker.RefreshCheckInfoStatus (cognitive 53) · ×1
  • ResourceChecker.RefreshCheckInfoStatus (cognitive 53) GameFramework/Resource/ResourceManager.ResourceChecker.cs:122 — ResourceChecker.RefreshCheckInfoStatus has cognitive complexity 53 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · UIGroup.Refresh (cognitive 53) · ×1
  • UIGroup.Refresh (cognitive 53) GameFramework/UI/UIManager.UIGroup.cs:393 — UIGroup.Refresh has cognitive complexity 53 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · ResourceUpdater.ApplyResource (cognitive 45) · ×1
  • ResourceUpdater.ApplyResource (cognitive 45) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:509 — ResourceUpdater.ApplyResource has cognitive complexity 45 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ResourceVerifier.VerifyResource (cognitive 40) · ×1
  • ResourceVerifier.VerifyResource (cognitive 40) GameFramework/Resource/ResourceManager.ResourceVerifier.cs:147 — ResourceVerifier.VerifyResource has cognitive complexity 40 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · ResourceUpdater.OnDownloadSuccess (cognitive 38) · ×1
  • ResourceUpdater.OnDownloadSuccess (cognitive 38) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:817 — ResourceUpdater.OnDownloadSuccess has cognitive complexity 38 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ResourceIniter.OnLoadPackageVersionListSuccess (cognitive 30) · ×1
  • ResourceIniter.OnLoadPackageVersionListSuccess (cognitive 30) GameFramework/Resource/ResourceManager.ResourceIniter.cs:67 — ResourceIniter.OnLoadPackageVersionListSuccess has cognitive complexity 30 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ResourceChecker.OnLoadUpdatableVersionListSuccess (cognitive 29) · ×1
  • ResourceChecker.OnLoadUpdatableVersionListSuccess (cognitive 29) GameFramework/Resource/ResourceManager.ResourceChecker.cs:255 — ResourceChecker.OnLoadUpdatableVersionListSuccess has cognitive complexity 29 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · LoadResourceAgent.Start (cognitive 26) · ×1
  • LoadResourceAgent.Start (cognitive 26) GameFramework/Resource/ResourceManager.ResourceLoader.LoadResourceAgent.cs:143 — LoadResourceAgent.Start has cognitive complexity 26 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ResourceManager.GetFileSystem (cognitive 23) · ×1
  • ResourceManager.GetFileSystem (cognitive 23) GameFramework/Resource/ResourceManager.cs:2292 — ResourceManager.GetFileSystem has cognitive complexity 23 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · ResourceUpdater.GenerateReadWriteVersionList (cognitive 23) · ×1
  • ResourceUpdater.GenerateReadWriteVersionList (cognitive 23) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:679 — ResourceUpdater.GenerateReadWriteVersionList has cognitive complexity 23 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ResourceVerifier.GenerateReadWriteVersionList (cognitive 23) · ×1
  • ResourceVerifier.GenerateReadWriteVersionList (cognitive 23) GameFramework/Resource/ResourceManager.ResourceVerifier.cs:241 — ResourceVerifier.GenerateReadWriteVersionList has cognitive complexity 23 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ResourceUpdater.Update (cognitive 22) · ×1
  • ResourceUpdater.Update (cognitive 22) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:198 — ResourceUpdater.Update has cognitive complexity 22 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ResourceGroupCollection.ResourceGroupCollection.ctor (cognitive 21) · ×1
  • ResourceGroupCollection.ResourceGroupCollection.ctor (cognitive 21) GameFramework/Resource/ResourceManager.ResourceGroupCollection.cs:30 — ResourceGroupCollection.ResourceGroupCollection.ctor has cognitive complexity 21 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · FileSystem.AllocBlock (cognitive 18) · ×1
  • FileSystem.AllocBlock (cognitive 18) GameFramework/FileSystem/FileSystem.cs:1224 — FileSystem.AllocBlock has cognitive complexity 18 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · GameFrameworkMultiDictionary.Remove (cognitive 17) · ×1
  • GameFrameworkMultiDictionary.Remove (cognitive 17) GameFramework/Base/GameFrameworkMultiDictionary.cs:132 — GameFrameworkMultiDictionary.Remove has cognitive complexity 17 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · NetworkChannelBase.Update (cognitive 17) · ×1
  • NetworkChannelBase.Update (cognitive 17) GameFramework/Network/NetworkManager.NetworkChannelBase.cs:236 — NetworkChannelBase.Update has cognitive complexity 17 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · NetworkChannelBase.ProcessSend (cognitive 17) · ×1
  • NetworkChannelBase.ProcessSend (cognitive 17) GameFramework/Network/NetworkManager.NetworkChannelBase.cs:493 — NetworkChannelBase.ProcessSend has cognitive complexity 17 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ResourceLoader.LoadAsset (cognitive 17) · ×1
  • ResourceLoader.LoadAsset (cognitive 17) GameFramework/Resource/ResourceManager.ResourceLoader.cs:306 — ResourceLoader.LoadAsset has cognitive complexity 17 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body. This shape REPEATS in the file: one other method here (ResourceLoader.LoadScene) has the same decision points, in the same order, at the same nesting depths — so this is one pattern written twice rather than two separate problems. Splitting this body alone leaves the other exactly as it is. Where these are variations on one operation, the change that clears both is the shared one: lift the common shape into a single routine the variants call, parameterised by whatever genuinely differs between them, and keep in each method only the part that is not shared.
D2 · Cognitive Complexity · ResourceLoader.LoadScene (cognitive 17) · ×1
  • ResourceLoader.LoadScene (cognitive 17) GameFramework/Resource/ResourceManager.ResourceLoader.cs:373 — ResourceLoader.LoadScene has cognitive complexity 17 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body. This shape REPEATS in the file: one other method here (ResourceLoader.LoadAsset) has the same decision points, in the same order, at the same nesting depths — so this is one pattern written twice rather than two separate problems. Splitting this body alone leaves the other exactly as it is. Where these are variations on one operation, the change that clears both is the shared one: lift the common shape into a single routine the variants call, parameterised by whatever genuinely differs between them, and keep in each method only the part that is not shared.
D2 · Cognitive Complexity · SoundGroup.PlaySound (cognitive 17) · ×1
  • SoundGroup.PlaySound (cognitive 17) GameFramework/Sound/SoundManager.SoundGroup.cs:152 — SoundGroup.PlaySound has cognitive complexity 17 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · Verifier.GetCrc32 (cognitive 17) · ×1
  • Verifier.GetCrc32 (cognitive 17) GameFramework/Utility/Utility.Verifier.cs:139 — Verifier.GetCrc32 has cognitive complexity 17 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · DataTable.RemoveDataRow (cognitive 16) · ×1
  • DataTable.RemoveDataRow (cognitive 16) GameFramework/DataTable/DataTableManager.DataTable.cs:434 — DataTable.RemoveDataRow has cognitive complexity 16 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ResourceUpdater.ApplyResources (cognitive 16) · ×1
  • ResourceUpdater.ApplyResources (cognitive 16) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:316 — ResourceUpdater.ApplyResources has cognitive complexity 16 (threshold 15). To reduce it, split the body: most of this score is breadth rather than depth — checks laid out side by side rather than stacked — so group the statements between the checks into named steps and move each step into its own function. Some of it IS depth: where a check sits inside another whose only job is to reach it, merge the two into one condition.
D3 · God Classes · ClassTooLong · ×1
  • ClassTooLong: ResourceUpdater GameFramework/Resource/ResourceManager.ResourceUpdater.cs — ClassTooLong — 500 significant lines (blank, comment-only and punctuation-only lines excluded), 17 methods. The bar is 400 significant lines; this is 100 over it, 1.25× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
D4 · Code Duplication · Near-duplicate member pair (24 shared lines) · ×1
  • Near-duplicate member pair (24 shared lines) GameFramework/Resource/ResourceManager.ResourceChecker.cs:256 — GameFramework/Resource/ResourceManager.ResourceChecker.cs:256-361 | GameFramework/Resource/ResourceManager.ResourceIniter.cs:68-173 — These two members are variants of one another: 24 of their lines are already reported as duplicated blocks below, spread through both bodies rather than gathered into one. Read them as a single construct written twice. The repair is at the members' grain — factor the shared pipeline into one implementation the two call with their differences as parameters or as an injected step, or, where the difference is systematic (sync against async, one transport against another), generate one from the other. Extracting the individual blocks below is not the same fix: it leaves the two bodies in place and the next edit still has to be made twice.
D4 · Code Duplication · Members sharing a duplicated core (4 members, 50+ identical tokens) · ×1
  • Members sharing a duplicated core (4 members, 50+ identical tokens) GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:154 — GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:154-171 | GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:174-208 | GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs:163-180 | GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs:183-217 — These 4 members share a duplicated core: a run of at least 50 identical tokens appears in every one of them. That run is NOT broken out as duplicated-block rows below — it is what admitted this row, and the blocks below cover only the part of it that clears the block floor, so they understate the correspondence. Read the members as one construct written 4 times. The repair is at the members' grain — factor the shared implementation out once and have all of them call it with their differences as parameters or as an injected step, or, where the difference is systematic, generate them from one template. Extracting the individual blocks below is not the same fix: it leaves every body in place and the next edit still has to be made 4 times.
D4 · Code Duplication · Duplicated block (175 lines × 2) · ×1
  • Duplicated block (175 lines × 2) GameFramework/Setting/ISettingHelper.cs:30 — GameFramework/Setting/ISettingHelper.cs:30-204 | GameFramework/Setting/ISettingManager.cs:36-210 — before extracting anything, compare `GameFramework/Setting/ISettingHelper.cs` and `GameFramework/Setting/ISettingManager.cs` as WHOLE FILES: 98% of the shorter file's lines also appear in the other, so this reads as one file having been copied from the other rather than as a helper waiting to be extracted. The 1 duplicated block(s) this scan matched between them are fragments of that copy, not the extent of it — treat the file pair as the unit. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `GameFramework/Setting/ISettingManager.cs:30` calls `SetSettingHelper` and `GameFramework/Setting/ISettingHelper.cs:24` does not — after which the two agree again for 4 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
D4 · Code Duplication · Duplicated block (43 lines × 2) · ×1
  • Duplicated block (43 lines × 2) GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:107 — GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:107-149 | GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs:117-159 — before extracting anything, compare `GameFramework/Network/NetworkManager.TcpNetworkChannel.cs` and `GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs` as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 139 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just after the matched lines, `GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:150` calls `ReceiveAsync` and `GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs:160` does not — after which the two agree again for 4 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
D4 · Code Duplication · Duplicated block (34 lines × 2) · ×1
  • Duplicated block (34 lines × 2) GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:175 — GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:175-208 | GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs:184-217 — before extracting anything, compare `GameFramework/Network/NetworkManager.TcpNetworkChannel.cs` and `GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs` as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 139 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
D4 · Code Duplication · Duplicated block (33 lines × 2) · ×1
  • Duplicated block (33 lines × 2) GameFramework/Fsm/Fsm.cs:136 — GameFramework/Fsm/Fsm.cs:136-168 | GameFramework/Fsm/Fsm.cs:179-211 — both copies are in the same file, so extract the block into one function there and call it from each site — the copies drift apart the first time only one of them is edited. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit. Note first that the copies are not typed on the same thing: the declarations holding them bind `states` to `params FsmState<T>[]` in one and `List<FsmState<T>>` in another, and the duplicated lines use it. The extracted unit therefore needs a parameter type that fits BOTH — their common supertype where they have one, or a new abstraction over them where they do not — and settling that is the step that comes BEFORE the extraction above. Where the two types are deliberately unrelated, the duplication is the price of that separation and the honest resolution is to record the decision rather than to extract.
D4 · Code Duplication · Duplicated block (21 lines × 2) · ×1
  • Duplicated block (21 lines × 2) GameFramework/Base/DataProvider/DataProvider.cs:404 — GameFramework/Base/DataProvider/DataProvider.cs:404-424 | GameFramework/Base/DataProvider/DataProvider.cs:472-492 — both copies are in the same file, so extract the block into one function there and call it from each site — the copies drift apart the first time only one of them is edited. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Base/DataProvider/DataProvider.cs:404` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (20 lines × 2) · ×1
  • Duplicated block (20 lines × 2) GameFramework/Resource/ResourceManager.ResourceChecker.cs:380 — GameFramework/Resource/ResourceManager.ResourceChecker.cs:380-399 | GameFramework/Resource/ResourceManager.ResourceChecker.cs:448-467 — both copies are in the same file, so extract the block into one function there and call it from each site — the copies drift apart the first time only one of them is edited. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Resource/ResourceManager.ResourceChecker.cs:380` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (16 lines × 3) · ×1
  • Duplicated block (16 lines × 3) GameFramework/Base/DataProvider/DataProvider.cs:224 — GameFramework/Base/DataProvider/DataProvider.cs:224-239 | GameFramework/Base/DataProvider/DataProvider.cs:414-429 | GameFramework/Base/DataProvider/DataProvider.cs:482-497 — all 3 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Base/DataProvider/DataProvider.cs:224` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just after the matched lines, `GameFramework/Base/DataProvider/DataProvider.cs:244` calls `GameFrameworkException`, `Format` and `GameFramework/Base/DataProvider/DataProvider.cs:498` does not — after which the two agree again for 2 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
D4 · Code Duplication · Duplicated block (6 lines × 2) · ×1
  • Duplicated block (6 lines × 2) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:900 — GameFramework/Resource/ResourceManager.ResourceUpdater.cs:900-905 | GameFramework/Resource/ResourceManager.ResourceVerifier.cs:222-227 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from both call sites, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Resource/ResourceManager.ResourceUpdater.cs:900` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it.
D4 · Code Duplication · Duplicated block (12 lines × 4) · ×1
  • Duplicated block (12 lines × 4) GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:159 — GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:159-170 | GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:186-197 | GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs:168-179 | GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs:195-206 — before extracting anything, compare `GameFramework/Network/NetworkManager.TcpNetworkChannel.cs` and `GameFramework/Network/NetworkManager.TcpWithSyncReceiveNetworkChannel.cs` as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 139 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Network/NetworkManager.TcpNetworkChannel.cs:159` it begins part-way through the construct above it, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (4–14 lines × 3) · ×1
  • Duplicated block (4–14 lines × 3) GameFramework/Resource/ResourceManager.ResourceLoader.cs:642 — GameFramework/Resource/ResourceManager.ResourceLoader.cs:642-655 | GameFramework/Resource/ResourceManager.ResourceLoader.cs:730-743 | GameFramework/Resource/ResourceManager.ResourceLoader.cs:916-919 — all 3 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Resource/ResourceManager.ResourceLoader.cs:642` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. The matched lines also transfer control out of the body holding them, which cannot survive a move into a called unit unchanged: have the extracted unit return that decision and let each site act on it. Note that the copies do not run to the end of the range shown: their LAST lines are different code, not the same code under different names — the matched region ends inside that line. Extract the lines above it, and read the last line of each site separately.
D4 · Code Duplication · Duplicated block (12 lines × 3) · ×1
  • Duplicated block (12 lines × 3) GameFramework/Resource/ResourceManager.cs:808 — GameFramework/Resource/ResourceManager.cs:808-819 | GameFramework/Resource/ResourceManager.cs:2450-2461 | GameFramework/Resource/ResourceManager.cs:2560-2571 — all 3 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited.
D4 · Code Duplication · Duplicated block (11 lines × 3) · ×1
  • Duplicated block (11 lines × 3) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:571 — GameFramework/Resource/ResourceManager.ResourceUpdater.cs:571-581 | GameFramework/Resource/ResourceManager.ResourceUpdater.cs:887-897 | GameFramework/Resource/ResourceManager.ResourceVerifier.cs:209-219 — there are 3 copies across 2 file(s) — more copies than files, so at least one file holds the block twice. Extract it once into a single shared function every call site can reach and call it from all 3 sites; resolving a subset leaves the remainder to drift apart. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Resource/ResourceManager.ResourceUpdater.cs:571` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. Note that the copies do not run to the end of the range shown: their LAST lines are different code, not the same code under different names — the matched region ends inside that line. Extract the lines above it, and read the last line of each site separately.
D4 · Code Duplication · Duplicated block (8 lines × 2) · ×1
  • Duplicated block (8 lines × 2) GameFramework/Resource/ResourceManager.ResourceLoader.cs:690 — GameFramework/Resource/ResourceManager.ResourceLoader.cs:690-697 | GameFramework/Resource/ResourceManager.ResourceLoader.cs:779-786 — both copies are in the same file, so extract the block into one function there and call it from each site — the copies drift apart the first time only one of them is edited. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Resource/ResourceManager.ResourceLoader.cs:690` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. The `return` at the foot of the matched lines is the enclosing body's own terminal exit, not an early one: it moves with them unchanged, and each site calls the extracted unit from the position that `return` occupied — no decision has to be handed back and re-acted on.
D4 · Code Duplication · Duplicated block (8 lines × 4) · ×1
  • Duplicated block (8 lines × 4) GameFramework/Resource/ResourceManager.ResourceUpdater.cs:570 — GameFramework/Resource/ResourceManager.ResourceUpdater.cs:570-577 | GameFramework/Resource/ResourceManager.ResourceUpdater.cs:886-893 | GameFramework/Resource/ResourceManager.ResourceVerifier.cs:165-172 | GameFramework/Resource/ResourceManager.ResourceVerifier.cs:208-215 — there are 4 copies across 2 file(s) — more copies than files, so at least one file holds the block twice. Extract it once into a single shared function every call site can reach and call it from all 4 sites; resolving a subset leaves the remainder to drift apart. Read the line range as the matched WINDOW rather than a finished unit: at `GameFramework/Resource/ResourceManager.ResourceUpdater.cs:570` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. Note that the copies do not run to the end of the range shown: their LAST lines are different code, not the same code under different names — the matched region ends inside that line. Extract the lines above it, and read the last line of each site separately. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `GameFramework/Resource/ResourceManager.ResourceVerifier.cs:162` calls `PrepareCachedStream`, `ReadFile` and `GameFramework/Resource/ResourceManager.ResourceVerifier.cs:207` does not — after which the two agree again for 2 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
D4 · Code Duplication · Duplicated block (5 lines × 2) · ×1
  • Duplicated block (5 lines × 2) GameFramework/Resource/ResourceManager.ResourceChecker.cs:275 — GameFramework/Resource/ResourceManager.ResourceChecker.cs:275-279 | GameFramework/Resource/ResourceManager.ResourceIniter.cs:82-86 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from both call sites, so a change lands once. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just after the matched lines, `GameFramework/Resource/ResourceManager.ResourceChecker.cs:280` calls `ResourceNameComparer` and `GameFramework/Resource/ResourceManager.ResourceIniter.cs:87` does not — after which the two agree again for 4 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
D6 · Cohesion (LCOM4) · Low cohesion · ×1
  • Low cohesion: UIManager (LCOM4 4) GameFramework/UI/UIManager.cs:18 — UIManager's methods fall into 4 groups that share no field and call none of each other, against a bar of more than 3 for this run (LCOM4, configurable — your repository's bar is the one quoted here). Each group is a set of methods reachable from one another through shared fields or direct calls, so 4 groups means the type has that many internally-connected clusters with nothing tying them together. Types whose shape makes a high count expected — and which would otherwise dominate this list — are excluded before this row is raised, so this is a genuine split candidate rather than a metric reading. It is still a shape, not a defect: confirm the groups match responsibilities you can name before splitting.
P1 · CI/CD gates · No CI pipeline · ×1
  • No CI pipeline — No CI workflow found (.github/workflows, azure-pipelines.yml, .gitlab-ci.yml, …) — changes aren't gated by an automated build/test.
SC1 · Supply-chain hygiene · NuGet dependencies are not locked · ×1
  • NuGet dependencies are not locked — No packages.lock.json and no central package management — restores aren't reproducible or pinned (SSDF PW.4.4). Enable <RestorePackagesWithLockFile>true</RestorePackagesWithLockFile> (commit the lockfile) or adopt Directory.Packages.props. Advisory — never scored.
X3 · Exception handling · Swallowed exception (empty catch) · ×1
  • Swallowed exception (empty catch) GameFramework/Network/NetworkManager.NetworkChannelBase.cs:383 — An empty catch block silently discards the error — failures vanish with no log and no rethrow. On a teardown path letting it propagate is not an option (throwing out of `Dispose()` masks the failure already in flight and abandons the rest of the cleanup), so make the swallow deliberate instead: record it through whatever this codebase already uses to report problems — or, if one specific failure truly cannot matter, catch exactly that exception type and say why in a comment on the catch (a comment on a catch-all still swallows everything else).
Minor — 229 finding(s)
D34 · Knowledge Freshness · Orphaned file · ×181
  • Orphaned file GameFramework/Entity/EntityManager.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/FileSystem/FileSystem.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Resource/ResourceManager.ResourceUpdater.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Localization/LocalizationManager.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Resource/ResourceManager.ResourceLoader.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/UI/UIManager.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/ObjectPool/IObjectPoolManager.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Utility/Utility.Converter.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Utility/Utility.Text.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Base/GameFrameworkFunc.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Resource/IResourceManager.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Sound/SoundManager.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Base/GameFrameworkAction.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Utility/Utility.Text.ITextHelper.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Localization/ILocalizationManager.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Resource/ResourceManager.ResourceChecker.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/ObjectPool/ObjectPoolManager.ObjectPool.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Network/NetworkManager.NetworkChannelBase.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Base/DataProvider/DataProvider.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Setting/SettingManager.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Scene/SceneManager.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/WebRequest/WebRequestManager.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Fsm/Fsm.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/Resource/ResourceManager.ResourceVerifier.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • Orphaned file GameFramework/DataTable/DataTableManager.DataTable.cs:1 — No one still active in this repository holds living knowledge of this file: everyone who made a meaningful change to it has gone quiet, or what the current team did to it (moves, reformatting, log-level or import edits, renames) never needed understanding it. If it breaks, no one currently understands it. Attach the read to the next change that touches it: have a second person review that change, and leave behind a short comment or test recording what the file is for.
  • + 156 more in this group — see findings.md.
AX6 · Interface segregation · Fat interface · ×26
  • Fat interface: ITextHelper (16 members) GameFramework/Utility/Utility.Text.ITextHelper.cs:17 — `ITextHelper` declares 16 members under just 1 distinct name(s): `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`, `Format`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 16 separate responsibilities: a caller binds to 1 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 16 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface.
  • Fat interface: IConfigManager (20 members) GameFramework/Config/IConfigManager.cs:15 — `IConfigManager` declares 20 members under just 15 distinct name(s): `Count`, `CachedBytesSize`, `SetResourceManager`, `SetDataProviderHelper`, `SetConfigHelper`, `EnsureCachedBytesSize`, `FreeCachedBytes`, `HasConfig`, `GetBool`, `GetBool`, `GetInt`, `GetInt`, `GetFloat`, `GetFloat`, `GetString`, `GetString`, `AddConfig`, `AddConfig`, `RemoveConfig`, `RemoveAllConfigs`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 20 separate responsibilities: a caller binds to 15 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 20 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface.
  • Fat interface: IDataNode (20 members) GameFramework/DataNode/IDataNode.cs:15 — `IDataNode` declares 20 members under just 14 distinct name(s): `Name`, `FullName`, `Parent`, `ChildCount`, `GetData`, `GetData`, `SetData`, `SetData`, `HasChild`, `HasChild`, `GetChild`, `GetChild`, `GetOrAddChild`, `GetAllChild`, `GetAllChild`, `RemoveChild`, `RemoveChild`, `Clear`, `ToString`, `ToDataString`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 20 separate responsibilities: a caller binds to 14 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 20 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface.
  • Fat interface: IDataNodeManager (16 members) GameFramework/DataNode/IDataNodeManager.cs:13 — `IDataNodeManager` declares 16 members under just 7 distinct name(s): `Root`, `GetData`, `GetData`, `GetData`, `GetData`, `SetData`, `SetData`, `SetData`, `SetData`, `GetNode`, `GetNode`, `GetOrAddNode`, `GetOrAddNode`, `RemoveNode`, `RemoveNode`, `Clear`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 16 separate responsibilities: a caller binds to 7 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 16 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface.
  • Fat interface: IDataTable<T> (23 members) GameFramework/DataTable/IDataTable.cs:17 — `IDataTable<T>` declares 23 members under just 14 distinct name(s): `Name`, `FullName`, `Type`, `Count`, `this[]`, `MinIdDataRow`, `MaxIdDataRow`, `HasDataRow`, `HasDataRow`, `GetDataRow`, `GetDataRow`, `GetDataRows`, `GetDataRows`, `GetDataRows`, `GetDataRows`, `GetDataRows`, `GetDataRows`, `GetAllDataRows`, `GetAllDataRows`, `AddDataRow`, `AddDataRow`, `RemoveDataRow`, `RemoveAllDataRows`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 23 separate responsibilities: a caller binds to 14 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 23 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface.
  • Fat interface: IDataTableManager (27 members) GameFramework/DataTable/IDataTableManager.cs:17 — `IDataTableManager` declares 27 members under just 12 distinct name(s): `Count`, `CachedBytesSize`, `SetResourceManager`, `SetDataProviderHelper`, `SetDataTableHelper`, `EnsureCachedBytesSize`, `FreeCachedBytes`, `HasDataTable`, `HasDataTable`, `HasDataTable`, `HasDataTable`, `GetDataTable`, `GetDataTable`, `GetDataTable`, `GetDataTable`, `GetAllDataTables`, `GetAllDataTables`, `CreateDataTable`, `CreateDataTable`, `CreateDataTable`, `CreateDataTable`, `DestroyDataTable`, `DestroyDataTable`, `DestroyDataTable`, `DestroyDataTable`, `DestroyDataTable`, `DestroyDataTable`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 27 separate responsibilities: a caller binds to 12 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 27 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface.
  • Fat interface: IDownloadManager (29 members) GameFramework/Download/IDownloadManager.cs:16 — `IDownloadManager` declares 29 members: `Paused`, `TotalAgentCount`, `FreeAgentCount`, `WorkingAgentCount`, `WaitingTaskCount`, `FlushSize`, `Timeout`, `CurrentSpeed`, `DownloadStart`, `DownloadUpdate`, `DownloadSuccess`, `DownloadFailure`, `AddDownloadAgentHelper`, `GetDownloadInfo`, `GetDownloadInfos`, `GetDownloadInfos`, `GetAllDownloadInfos`, `GetAllDownloadInfos`, `AddDownload`, `AddDownload`, `AddDownload`, `AddDownload`, `AddDownload`, `AddDownload`, `AddDownload`, `AddDownload`, `RemoveDownload`, `RemoveDownloads`, `RemoveAllDownloads`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 29 declarations carry 20 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 20 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • Fat interface: IEntityGroup (17 members) GameFramework/Entity/IEntityGroup.cs:15 — `IEntityGroup` declares 17 members under just 13 distinct name(s): `Name`, `EntityCount`, `InstanceAutoReleaseInterval`, `InstanceCapacity`, `InstanceExpireTime`, `InstancePriority`, `Helper`, `HasEntity`, `HasEntity`, `GetEntity`, `GetEntity`, `GetEntities`, `GetEntities`, `GetAllEntities`, `GetAllEntities`, `SetEntityInstanceLocked`, `SetEntityInstancePriority`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 17 separate responsibilities: a caller binds to 13 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 17 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface.
  • Fat interface: IEntityManager (63 members) GameFramework/Entity/IEntityManager.cs:18 — `IEntityManager` declares 63 members: `EntityCount`, `EntityGroupCount`, `ShowEntitySuccess`, `ShowEntityFailure`, `ShowEntityUpdate`, `ShowEntityDependencyAsset`, `HideEntityComplete`, `SetObjectPoolManager`, `SetResourceManager`, `SetEntityHelper`, `HasEntityGroup`, `GetEntityGroup`, `GetAllEntityGroups`, `GetAllEntityGroups`, `AddEntityGroup`, `HasEntity`, `HasEntity`, `GetEntity`, `GetEntity`, `GetEntities`, `GetEntities`, `GetAllLoadedEntities`, `GetAllLoadedEntities`, `GetAllLoadingEntityIds`, `GetAllLoadingEntityIds`, `IsLoadingEntity`, `IsValidEntity`, `ShowEntity`, `ShowEntity`, `ShowEntity`, `ShowEntity`, `HideEntity`, `HideEntity`, `HideEntity`, `HideEntity`, `HideAllLoadedEntities`, `HideAllLoadedEntities`, `HideAllLoadingEntities`, `GetParentEntity`, `GetParentEntity`, and 23 more. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 63 declarations carry 32 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 32 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • Fat interface: IFileSystem (31 members) GameFramework/FileSystem/IFileSystem.cs:16 — `IFileSystem` declares 31 members under just 13 distinct name(s): `FullPath`, `Access`, `FileCount`, `MaxFileCount`, `GetFileInfo`, `GetAllFileInfos`, `GetAllFileInfos`, `HasFile`, `ReadFile`, `ReadFile`, `ReadFile`, `ReadFile`, `ReadFile`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `ReadFileSegment`, `WriteFile`, `WriteFile`, `WriteFile`, `WriteFile`, `WriteFile`, `SaveAsFile`, `RenameFile`, `DeleteFile`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 31 separate responsibilities: a caller binds to 13 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 31 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface.
  • Fat interface: IFsm<T> (22 members) GameFramework/Fsm/IFsm.cs:17 — `IFsm<T>` declares 22 members: `Name`, `FullName`, `Owner`, `FsmStateCount`, `IsRunning`, `IsDestroyed`, `CurrentState`, `CurrentStateTime`, `Start`, `Start`, `HasState`, `HasState`, `GetState`, `GetState`, `GetAllStates`, `GetAllStates`, `HasData`, `GetData`, `GetData`, `SetData`, `SetData`, `RemoveData`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 22 declarations carry 16 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 16 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • Fat interface: IFsmManager (21 members) GameFramework/Fsm/IFsmManager.cs:16 — `IFsmManager` declares 21 members under just 6 distinct name(s): `Count`, `HasFsm`, `HasFsm`, `HasFsm`, `HasFsm`, `GetFsm`, `GetFsm`, `GetFsm`, `GetFsm`, `GetAllFsms`, `GetAllFsms`, `CreateFsm`, `CreateFsm`, `CreateFsm`, `CreateFsm`, `DestroyFsm`, `DestroyFsm`, `DestroyFsm`, `DestroyFsm`, `DestroyFsm`, `DestroyFsm`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 21 separate responsibilities: a caller binds to 6 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 21 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface.
  • Fat interface: ILocalizationManager (31 members) GameFramework/Localization/ILocalizationManager.cs:15 — `ILocalizationManager` declares 31 members under just 15 distinct name(s): `Language`, `SystemLanguage`, `DictionaryCount`, `CachedBytesSize`, `SetResourceManager`, `SetDataProviderHelper`, `SetLocalizationHelper`, `EnsureCachedBytesSize`, `FreeCachedBytes`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `GetString`, `HasRawString`, `GetRawString`, `AddRawString`, `RemoveRawString`, `RemoveAllRawStrings`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 31 separate responsibilities: a caller binds to 15 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 31 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface.
  • Fat interface: INetworkChannel (19 members) GameFramework/Network/INetworkChannel.cs:17 — `INetworkChannel` declares 19 members: `Name`, `Socket`, `Connected`, `ServiceType`, `AddressFamily`, `SendPacketCount`, `SentPacketCount`, `ReceivePacketCount`, `ReceivedPacketCount`, `ResetHeartBeatElapseSecondsWhenReceivePacket`, `MissHeartBeatCount`, `HeartBeatInterval`, `HeartBeatElapseSeconds`, `RegisterHandler`, `SetDefaultHandler`, `Connect`, `Connect`, `Close`, `Send`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 19 declarations carry 18 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 18 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • Fat interface: IObjectPool<T> (28 members) GameFramework/ObjectPool/IObjectPool.cs:16 — `IObjectPool<T>` declares 28 members: `Name`, `FullName`, `ObjectType`, `Count`, `CanReleaseCount`, `AllowMultiSpawn`, `AutoReleaseInterval`, `Capacity`, `ExpireTime`, `Priority`, `Register`, `CanSpawn`, `CanSpawn`, `Spawn`, `Spawn`, `Unspawn`, `Unspawn`, `SetLocked`, `SetLocked`, `SetPriority`, `SetPriority`, `ReleaseObject`, `ReleaseObject`, `Release`, `Release`, `Release`, `Release`, `ReleaseAllUnused`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 28 declarations carry 19 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 19 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • Fat interface: IObjectPoolManager (85 members) GameFramework/ObjectPool/IObjectPoolManager.cs:16 — `IObjectPoolManager` declares 85 members under just 10 distinct name(s): `Count`, `HasObjectPool`, `HasObjectPool`, `HasObjectPool`, `HasObjectPool`, `HasObjectPool`, `GetObjectPool`, `GetObjectPool`, `GetObjectPool`, `GetObjectPool`, `GetObjectPool`, `GetObjectPools`, `GetObjectPools`, `GetAllObjectPools`, `GetAllObjectPools`, `GetAllObjectPools`, `GetAllObjectPools`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, `CreateSingleSpawnObjectPool`, and 45 more. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. That is an OVERLOAD SET, not 85 separate responsibilities: a caller binds to 10 operation(s) and uses the overload it selected, so the Interface-Segregation harm does NOT apply on the caller's side and splitting this into role-interfaces would scatter one operation without relieving anything. The burden that does remain is the IMPLEMENTER's — all 85 signatures must be written and kept in step. Reduce it by collapsing overloads (optional or default parameters, or an options object) rather than by segregating the interface.
  • Fat interface: IResourceManager (108 members) GameFramework/Resource/IResourceManager.cs:19 — `IResourceManager` declares 108 members: `ReadOnlyPath`, `ReadWritePath`, `ResourceMode`, `CurrentVariant`, `PackageVersionListSerializer`, `UpdatableVersionListSerializer`, `ReadOnlyVersionListSerializer`, `ReadWriteVersionListSerializer`, `ResourcePackVersionListSerializer`, `ApplicableGameVersion`, `InternalResourceVersion`, `AssetCount`, `ResourceCount`, `ResourceGroupCount`, `UpdatePrefixUri`, `GenerateReadWriteVersionListLength`, `ApplyingResourcePackPath`, `ApplyWaitingCount`, `UpdateRetryCount`, `UpdatingResourceGroup`, `UpdateWaitingCount`, `UpdateWaitingWhilePlayingCount`, `UpdateCandidateCount`, `LoadTotalAgentCount`, `LoadFreeAgentCount`, `LoadWorkingAgentCount`, `LoadWaitingTaskCount`, `AssetAutoReleaseInterval`, `AssetCapacity`, `AssetExpireTime`, `AssetPriority`, `ResourceAutoReleaseInterval`, `ResourceCapacity`, `ResourceExpireTime`, `ResourcePriority`, `ResourceVerifyStart`, `ResourceVerifySuccess`, `ResourceVerifyFailure`, `ResourceApplyStart`, `ResourceApplySuccess`, and 68 more. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 108 declarations carry 80 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 80 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • Fat interface: ISceneManager (23 members) GameFramework/Scene/ISceneManager.cs:17 — `ISceneManager` declares 23 members: `LoadSceneSuccess`, `LoadSceneFailure`, `LoadSceneUpdate`, `LoadSceneDependencyAsset`, `UnloadSceneSuccess`, `UnloadSceneFailure`, `SetResourceManager`, `SceneIsLoaded`, `GetLoadedSceneAssetNames`, `GetLoadedSceneAssetNames`, `SceneIsLoading`, `GetLoadingSceneAssetNames`, `GetLoadingSceneAssetNames`, `SceneIsUnloading`, `GetUnloadingSceneAssetNames`, `GetUnloadingSceneAssetNames`, `HasScene`, `LoadScene`, `LoadScene`, `LoadScene`, `LoadScene`, `UnloadScene`, `UnloadScene`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 23 declarations carry 16 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 16 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • Fat interface: ISettingHelper (26 members) GameFramework/Setting/ISettingHelper.cs:16 — `ISettingHelper` declares 26 members: `Count`, `Load`, `Save`, `GetAllSettingNames`, `GetAllSettingNames`, `HasSetting`, `RemoveSetting`, `RemoveAllSettings`, `GetBool`, `GetBool`, `SetBool`, `GetInt`, `GetInt`, `SetInt`, `GetFloat`, `GetFloat`, `SetFloat`, `GetString`, `GetString`, `SetString`, `GetObject`, `GetObject`, `GetObject`, `GetObject`, `SetObject`, `SetObject`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 26 declarations carry 17 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 17 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • Fat interface: ISettingManager (27 members) GameFramework/Setting/ISettingManager.cs:16 — `ISettingManager` declares 27 members: `Count`, `SetSettingHelper`, `Load`, `Save`, `GetAllSettingNames`, `GetAllSettingNames`, `HasSetting`, `RemoveSetting`, `RemoveAllSettings`, `GetBool`, `GetBool`, `SetBool`, `GetInt`, `GetInt`, `SetInt`, `GetFloat`, `GetFloat`, `SetFloat`, `GetString`, `GetString`, `SetString`, `GetObject`, `GetObject`, `GetObject`, `GetObject`, `SetObject`, `SetObject`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 27 declarations carry 18 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 18 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • Fat interface: ISoundAgent (26 members) GameFramework/Sound/ISoundAgent.cs:13 — `ISoundAgent` declares 26 members: `SoundGroup`, `SerialId`, `IsPlaying`, `Length`, `Time`, `Mute`, `MuteInSoundGroup`, `Loop`, `Priority`, `Volume`, `VolumeInSoundGroup`, `Pitch`, `PanStereo`, `SpatialBlend`, `MaxDistance`, `DopplerLevel`, `Helper`, `Play`, `Play`, `Stop`, `Stop`, `Pause`, `Pause`, `Resume`, `Resume`, `Reset`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 26 declarations carry 22 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 22 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • Fat interface: ISoundAgentHelper (19 members) GameFramework/Sound/ISoundAgentHelper.cs:15 — `ISoundAgentHelper` declares 19 members: `IsPlaying`, `Length`, `Time`, `Mute`, `Loop`, `Priority`, `Volume`, `Pitch`, `PanStereo`, `SpatialBlend`, `MaxDistance`, `DopplerLevel`, `ResetSoundAgent`, `Play`, `Stop`, `Pause`, `Resume`, `Reset`, `SetSoundAsset`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • Fat interface: ISoundManager (34 members) GameFramework/Sound/ISoundManager.cs:17 — `ISoundManager` declares 34 members: `SoundGroupCount`, `PlaySoundSuccess`, `PlaySoundFailure`, `PlaySoundUpdate`, `PlaySoundDependencyAsset`, `SetResourceManager`, `SetSoundHelper`, `HasSoundGroup`, `GetSoundGroup`, `GetAllSoundGroups`, `GetAllSoundGroups`, `AddSoundGroup`, `AddSoundGroup`, `AddSoundAgentHelper`, `GetAllLoadingSoundSerialIds`, `GetAllLoadingSoundSerialIds`, `IsLoadingSound`, `PlaySound`, `PlaySound`, `PlaySound`, `PlaySound`, `PlaySound`, `PlaySound`, `PlaySound`, `PlaySound`, `StopSound`, `StopSound`, `StopAllLoadedSounds`, `StopAllLoadedSounds`, `StopAllLoadingSounds`, `PauseSound`, `PauseSound`, `ResumeSound`, `ResumeSound`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 34 declarations carry 20 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 20 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • Fat interface: IUIForm (17 members) GameFramework/UI/IUIForm.cs:13 — `IUIForm` declares 17 members: `SerialId`, `UIFormAssetName`, `Handle`, `UIGroup`, `DepthInUIGroup`, `PauseCoveredUIForm`, `OnInit`, `OnRecycle`, `OnOpen`, `OnClose`, `OnPause`, `OnResume`, `OnCover`, `OnReveal`, `OnRefocus`, `OnUpdate`, `OnDepthChanged`. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • Fat interface: IUIManager (51 members) GameFramework/UI/IUIManager.cs:18 — `IUIManager` declares 51 members: `UIGroupCount`, `InstanceAutoReleaseInterval`, `InstanceCapacity`, `InstanceExpireTime`, `InstancePriority`, `OpenUIFormSuccess`, `OpenUIFormFailure`, `OpenUIFormUpdate`, `OpenUIFormDependencyAsset`, `CloseUIFormComplete`, `SetObjectPoolManager`, `SetResourceManager`, `SetUIFormHelper`, `HasUIGroup`, `GetUIGroup`, `GetAllUIGroups`, `GetAllUIGroups`, `AddUIGroup`, `AddUIGroup`, `HasUIForm`, `HasUIForm`, `GetUIForm`, `GetUIForm`, `GetUIForms`, `GetUIForms`, `GetAllLoadedUIForms`, `GetAllLoadedUIForms`, `GetAllLoadingUIFormSerialIds`, `GetAllLoadingUIFormSerialIds`, `IsLoadingUIForm`, `IsLoadingUIForm`, `IsValidUIForm`, `OpenUIForm`, `OpenUIForm`, `OpenUIForm`, `OpenUIForm`, `OpenUIForm`, `OpenUIForm`, `OpenUIForm`, `OpenUIForm`, and 11 more. Counted as the author wrote them — a property is ONE member and its get/set accessors are not counted separately, and an event counts once. Those 51 declarations carry 31 distinct name(s), so part of the width is overloading rather than separate responsibilities — but 31 operations clears the >15 bar on its own, so the row is about responsibilities, not signatures. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces.
  • + 1 more in this group — see findings.md.
X10 · Duplicated predicate · Duplicated predicate · ×5
  • Duplicated predicate GameFramework/Resource/ResourceManager.ResourceLoader.AssetObject.cs:41 — `base.CustomCanReleaseFlag && targetReferenceCount <= 0` appears character-identically in 2 files — GameFramework/Resource/ResourceManager.ResourceLoader.AssetObject.cs, GameFramework/Resource/ResourceManager.ResourceLoader.ResourceObject.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate GameFramework/Base/EventPool/EventPool.cs:259 — `current != null && current != range.Terminal` appears character-identically in 2 files — GameFramework/Base/EventPool/EventPool.cs, GameFramework/Base/GameFrameworkMultiDictionary.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate GameFramework/Resource/ResourceManager.ResourceGroup.cs:91 — `m_ResourceInfos.TryGetValue(resourceName, out resourceInfo) && resourceInfo.Ready` appears character-identically in 2 files — GameFramework/Resource/ResourceManager.ResourceGroup.cs, GameFramework/Resource/ResourceManager.ResourceGroupCollection.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate GameFramework/Utility/Utility.Compression.cs:104 — `offset < 0 || length < 0 || offset + length > bytes.Length` appears character-identically in 2 files — GameFramework/Utility/Utility.Compression.cs, GameFramework/Utility/Utility.Verifier.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate GameFramework/Resource/ResourceManager.ResourceChecker.cs:289 — `resource.Variant != null && resource.Variant != m_CurrentVariant` appears character-identically in 2 files — GameFramework/Resource/ResourceManager.ResourceChecker.cs, GameFramework/Resource/ResourceManager.ResourceIniter.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
D34 · Knowledge Freshness · Most significant orphaned file · ×3
  • Most significant orphaned file GameFramework/Base/Log/GameFrameworkLog.cs:1 — One of the orphaned files carrying the most lost knowledge — ranked by size weighted by the file's role in the codebase, the same weighting behind the score above, so core code outranks equally large plumbing. A reasonable place to start a read-through before the aggregate risk above bites.
  • Most significant orphaned file GameFramework/Resource/ResourceManager.cs:1 — One of the orphaned files carrying the most lost knowledge — ranked by size weighted by the file's role in the codebase, the same weighting behind the score above, so core code outranks equally large plumbing. A reasonable place to start a read-through before the aggregate risk above bites.
  • Most significant orphaned file GameFramework/ObjectPool/ObjectPoolManager.cs:1 — One of the orphaned files carrying the most lost knowledge — ranked by size weighted by the file's role in the codebase, the same weighting behind the score above, so core code outranks equally large plumbing. A reasonable place to start a read-through before the aggregate risk above bites.
D18 · Solution Shape · Single-project monolith · ×1
  • Single-project monolith — The whole codebase lives in one project — at this size, splitting along clear seams (domain / infrastructure / hosting) would make boundaries explicit and builds faster.
D21 · Naming Consistency · Inconsistent predicate naming for boolean properties/methods checking existence or state. 'Exist' is a verb form (or noun used as verb), whereas 'IsResourceLoading' uses the standard 'Is...' prefix for a boolean state. While 'Exist' is grammatically acceptable as a predicate, the codebase predominantly uses 'Is...' for boolean members (e.g., IsLoadFromBinary, IsResourceLoading, SceneIsUnloading). Using 'Exist' breaks the established 'Is...' convention for boolean properties. · ×1
  • Inconsistent predicate naming for boolean properties/methods checking existence or state. 'Exist' is a verb form (or noun used as verb), whereas 'IsResourceLoading' uses the standard 'Is...' prefix for a boolean state. While 'Exist' is grammatically acceptable as a predicate, the codebase predominantly uses 'Is...' for boolean members (e.g., IsLoadFromBinary, IsResourceLoading, SceneIsUnloading). Using 'Exist' breaks the established 'Is...' convention for boolean properties. — Rename 'Exist' to 'IsExist' or 'Exists' to align with the 'Is...' convention used by other boolean members like 'IsResourceLoading' and 'IsLoadFromBinary'. 'Exists' is generally preferred over 'IsExist' in C# idioms. (symbols: GameFramework.Resource.ResourceManager.ResourceChecker.CheckInfo.Exist, GameFramework.Resource.ResourceManager.ResourceLoader.LoadResourceAgent.IsResourceLoading)
D26 · Project Cohesion · Projects may be oversized for their cohesion · ×1
  • Projects may be oversized for their cohesion — 1 of 1 project(s) overshoot their size bounds, lowering Project Cohesion to 0.0/10. The most over is `GameFramework` (52315 LoC, 267 public types across 20 namespaces). Review these for cohesion — draw the boundary inside the assembly first (group each responsibility into its own namespace/folder and keep the cross-boundary members internal), since splitting a published assembly moves types between packages and breaks consumers.
D27 · Navigability · Pass-through layer · ×1
  • Pass-through layer GameFramework/Event/EventManager.cs:15 — EventManager: all 7 public methods forward their arguments unchanged to m_EventPool and add no behaviour — an extra hop (and usually an extra interface) to trace through. Call m_EventPool directly, or give the layer a job.
D28 · Secrets (history) · Rotate the exposed credentials · ×1
  • REDACTED
D34 · Knowledge Freshness · Dormant codebase · ×1
  • Dormant codebase — 184 of 184 significant files have no living knowledge — the codebase as a whole is dormant, not 184 separate risks. Counted over 184 of the 329 production source files in this repository: the rest are under the ~2,400-byte size floor this dimension measures over. Re-engage owners or document before change.
D9 · Test Distribution · No tests found · ×1
  • No tests found — No test suite could be collected — no discoverable tests to count. If this repository does test, wiring the suite to a framework a runner can collect (xUnit, NUnit or MSTest) is what makes it countable here; a pipeline step that invokes a runner is not evidence on its own, because a runner over an empty suite passes. Tests written as plain executables or shell/PowerShell harnesses are not collectible this way and are not scored here.
M2 · Architecture documentation · No ADRs · ×1
  • No ADRs — No Architecture Decision Records found — no conventional ADR directory, no numbered `NNNN-title` documents in any markup this check reads, and nothing ADR-shaped by content. Design rationale recorded elsewhere (a design-notes tree, a mailing list, pull-request discussion) is not visible to this check and is not re-findable per decision, so a future maintainer cannot ask why one choice was made and get an answer.
M2 · Architecture documentation · No architecture diagram/doc · ×1
  • No architecture diagram/doc — No C4/Structurizr/PlantUML/Mermaid/Graphviz/D2 diagram, no drawn diagram named for the architecture, no file named `architecture` or `design` in any markup this check reads, and nothing in the README, docs or contributor guides that announces the shape — no `## Architecture` heading, no "architecture overview"/"high-level design" phrasing, no "the architecture is …" introduction, no guided code tour. A shape laid out in prose that never names itself as the architecture is not visible to this check, and neither is one kept outside the repository, so this row reports the absence of a re-findable shape document — not evidence that nobody wrote the shape down.
M3 · Folder & project structure · No src/ separation · ×1
  • No src/ separation — Production code isn't grouped under a src/ folder — it all sits under GameFramework/ alongside the root build files, so the conventional src/ boundary between the product and its tooling isn't drawn.
P3 · Security & performance tooling · No SAST · ×1
  • No SAST — No static application security testing detected. For this repository's stack, add CodeQL's csharp pack, or a .NET security analyzer package (or `semgrep --config=auto`, which runs on any language) — this repository has no CI pipeline yet, so run it locally to clear the existing findings, then make it a step of the first workflow you add so a regression fails the build. What was searched, so you can tell an absence from a miss: the 0 CI workflow file(s) in this repository, and the scanner and linter configuration checked in beside them. A scan that runs outside CI, one configured in your forge's web UI rather than in a committed file, or a tool whose name is none of those this check carries, is not seen — if that is your case the row is wrong, and saying so is more useful than adding a second scanner.
P6 · Release Hygiene · No changelog · ×1
  • No changelog — No CHANGELOG/HISTORY/RELEASES file — what shipped when isn't easy to reconstruct for support or audit. (Versioning/tagging makes releases traceable, but a changelog records the what.)
PF1 · Benchmark discipline · No performance benchmarks · ×1
  • No performance benchmarks — No benchmark suite was found by the two searches this check runs. FIRST, a BenchmarkDotNet package reference in any project file — every project the workspace loaded, plus a walk of project files on disk that never loaded, because a benchmark suite is exactly the project a partial load drops. SECOND, a script harness: a file whose name contains `benchmark` and ends `.py`, `.sh`, `.ps1`, `.bash`, `.rb`, `.js` or `.mjs`, credited ONLY when this repository's CI text also mentions benchmarks — a harness no pipeline runs is read as a fixture, deliberately. Neither search can see a benchmark suite in another ecosystem's idiom (a Go `testing.B` file, a JMH or criterion project, a pytest-benchmark run), so this is 'no benchmark found by those two searches', not a verdict that the repository has none. Where code is performance-sensitive, a benchmark guards against silent regressions — but it's a bonus here, not a deduction.
X7 · Silent fallback defaults · Silent fallback default in catch · ×1
  • Silent fallback default in catch GameFramework/FileSystem/FileSystem.cs:1288 — `AllocBlock` swallows every exception into `return -1;` — a data error becomes a silent behavior change with no trail. Log the failure or let validation throw.
Minor — 1 finding(s)
D19 · Documentation Quality · XML-doc coverage · ×1
  • XML-doc coverage: GameFramework GameFramework/GameFramework.csproj — GameFramework: 89 % XML-doc coverage (2412/2703).

Appendix B — Reproduction & audit trail

Every external tool invocation behind a deep-scan dimension — the tool, its captured version, the exact command, how many findings it yielded, and a link to the retained raw output. To reproduce any finding: check out the same commit and run the command shown (repo-relative — never an absolute scratch path). The complete raw scanner output is retained verbatim under artifacts/raw/ (indexed in artifacts/raw/index.json); per-invocation exit codes and wall-clock durations are in sidecar.json — kept out of this table so the rendered report stays byte-identical across runs of the same commit.

DimensionToolVersionCommandFindingsRaw output
D28 · Secrets (history)gitleaks—gitleaks detect --no-banner --config /opt/gitleaks-rules/watchdog-gitleaks.toml --report-format json --report-path /tmp/watchdog-gitleaks-cb73281af0b849bd87bd37213f6c6244/history.json --exit-code 0 --source .1artifacts/raw/gitleaks-history.json
D28 · Secrets (history)gitleaks—gitleaks detect --no-git --no-banner --config /opt/gitleaks-rules/watchdog-gitleaks.toml --report-format json --report-path /tmp/watchdog-gitleaks-cb73281af0b849bd87bd37213f6c6244/tree.json --exit-code 0 --source .0artifacts/raw/gitleaks-tree.json
D29 · Static Analysis (SAST)semgrep—semgrep --config /opt/semgrep-rules/security-audit.yml --config /opt/semgrep-rules/owasp-top-ten.yml --config /opt/semgrep-rules/watchdog-sast.yml --json --quiet --timeout 10 --timeout-threshold 3 --metrics off .0artifacts/raw/semgrep.json
D30 · Dependency Vulnerabilitiesnuget—nuget: not applicable — nuget: `dotnet list package --vulnerable` could not read this solution's dependency graph — it reported an error for at least one project and returned no package data at all (typically a packages.config / non-PackageReference project, which the command cannot read). An unreadable dependency graph is not a clean one; migrate the project(s) to PackageReference to enable this scan0—
D31 · IaC & Container Securitytrivy—trivy: not applicable — No Infrastructure-as-Code or container manifests found (Dockerfile, Docker Compose, Terraform, Kubernetes/Helm, CloudFormation, ARM, Bicep, Ansible); nothing to scan.0—
D32 · Data Compliance (PII/GDPR)semgrep—semgrep: not applicable — No personal data was found crossing a boundary the PII/GDPR ruleset checks — nothing written to a log or console sink, placed in a URL or query string, or persisted to browser storage. That is a clean result for the LEAK surface only: this ruleset detects personal data escaping, it does not inventory the personal data a repository holds, so it is not evidence that this repository has no personal-data surface. The personal-data map (Appendix C) and the C1-C5 compliance cards are what speak to that.0—
D36 · Supply-chain Provenance & Signingprovenance—provenance: not applicable — No CI/build pipeline found (.github/.forgejo/.gitea workflows, .circleci, .buildkite, .woodpecker, .teamcity, .gitlab-ci.yml, .travis.yml, bitbucket-pipelines.yml, .drone.yml, .cirrus.yml, .woodpecker.yml, appveyor.yml, azure-pipelines*.yml, .pipelines/, .vsts-ci/, .azuredevops/, Jenkinsfile); there is no build to attest provenance for.0—
D37 · Vulnerability-disclosure Policydisclosure—disclosure: not applicable — No vulnerability-disclosure policy file found (SECURITY.md/.markdown/.rst/.txt at root or under .github/.forgejo/.gitea/docs, .well-known/security.txt). A coordinated-disclosure policy may live off-repo, so this is not evidenced rather than failed.0—
D40 · Network Egress Confinementruntime-hardening—runtime-hardening: not applicable — No Kubernetes/orchestration workloads found in the repository manifests; network egress policy is a cluster-native control that may live at the platform/firewall layer, so there is nothing to assess here.0—
D41 · Kernel & Syscall Confinementruntime-hardening—runtime-hardening: not applicable — No Kubernetes/orchestration workloads found in the repository manifests; seccomp/AppArmor/SELinux confinement is a workload-level control, so there is nothing to assess here.0—
D42 · Runtime Threat Enforcementruntime-hardening—runtime-hardening: not applicable — No Kubernetes/orchestration workloads found in the repository manifests; runtime threat-detection and admission-control policy are cluster-level controls, so there is nothing to assess here.0—
D43 · Malicious Dependenciesnone (no readable dependency manifest)—none (no readable dependency manifest): not applicable — Not scored — no dependency manifest in a supported ecosystem was read for this repository. A gap in the analyzer's language coverage, NOT a finding that the repository is free of vulnerable dependencies (a Python pyproject.toml/requirements.txt (pip/uv/Poetry), a Swift Package.swift/Package.resolved, a Cargo manifest, a Go module (go.mod/go.sum), a Gradle version catalogue, a Maven POM, an sbt build (build.sbt), composer.json, package.json, a Dart pubspec.yaml, an Elixir mix.exs/mix.lock (Hex), a rebar.config / erlang.mk DEPS (Hex), a Ruby Gemfile/Gemfile.lock or .gemspec (Bundler/RubyGems) — not scanned yet).0—

Run 01a1683b-79b7-7df1-9e3e-1c03efbd8a38 · every finding is also locatable in findings.md, and the complete scoring record (with exit codes + durations) in sidecar.json.

Appendix C — Personal-data map

Every field, property and record parameter whose name is conventional personal data — 9 field(s) across 1 category, each with an exact repo-relative file:line. This is the data inventory a compliance review starts from — right-to-erasure, retention, minimisation. Detected by NAME, from the C# syntax tree, with a deliberately specific identifier classifier — the same one the C1–C5 compliance cards use to decide whether personal data is present, so CardDefinition or FileName don't trip. Two caveats stated rather than glossed: those cards additionally require corroboration (a persistence/account signal, or two distinct PII categories) that this inventory deliberately does not, so it lists more than they gate on; and D32 Data Compliance shares nothing with it — that dimension is a separate semgrep ruleset for personal data leaking into logs, URLs and browser storage, and a clean D32 result says nothing about this list. Informational — it feeds no score.

Name — 9 field(s)
  • DataNode.FullName GameFramework/DataNode/DataNodeManager.DataNode.cs:67
  • IDataNode.FullName GameFramework/DataNode/IDataNode.cs:28
  • DataTableBase.FullName GameFramework/DataTable/DataTableBase.cs:53
  • IDataTable.FullName GameFramework/DataTable/IDataTable.cs:30
  • FsmBase.FullName GameFramework/Fsm/FsmBase.cs:45
  • IFsm.FullName GameFramework/Fsm/IFsm.cs:30
  • IObjectPool.FullName GameFramework/ObjectPool/IObjectPool.cs:29
  • ObjectPoolBase.FullName GameFramework/ObjectPool/ObjectPoolBase.cs:50
  • ResourceName.FullName GameFramework/Resource/ResourceManager.ResourceName.cs:84

Downloadable artifacts

Machine-readable and reproducible from this commit + frozen rubric — drop them straight into a contract appendix, a CRA dossier, or a downstream SCA / VEX tool.

⬇ Findings, MITRE CWE-tagged .sarif⬇ Health changelog .md