Public report of JustArchiNET/ArchiSteamFarm, 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 reportMeasured 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, 06:53 UTC · Survey ID cd_a535f6e3e2674530a303d361bd816c34
JustArchiNET/ArchiSteamFarm
Measured 23 October 2026, 06:43 UTC, at code version e4b892f
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.
Code coverage is not measured: No coverage collector is wired up.
Boundary Type-Coupling is not measured: Bounded contexts not declared.
CAI scoreAdequate
CriticalWeakAdequateStrongExemplary
No change 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: 37,036 lines of product code in 9 projects, tests not counted · Estimated rebuild effort: about 1.4 person-years · Weakest lens: Security and Compliance, 45
Findings by how serious they are
36 critical589 serious90 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, 06:43 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 ▸
75of 79 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.
698of 715 findings point to an exact file and line, so you can open each one in the code. The other 17 concern the repository as a whole, such as missing documentation.
79dimensions across 6 lenses, read from 37,036 lines of product code in 9 projects.
JustArchiNET/ArchiSteamFarm scores 54 out of 100 and is rated Adequate, while four of its six lenses score higher still: Architecture at 95, rated Exemplary, Production Readiness at 76 and Performance at 71, both rated Strong, and Code Health at 66, rated Adequate.
The score is lower than those four because the weakest lens counts most, and here that is Security and Compliance, which scores 45 and is rated Weak. Its Web-Security Posture dimension scores 0 out of 10, and until that reaches 4, Security and Compliance can't be rated higher than Adequate. The first actions are to resolve the 1 No ADRs found finding(s) in ADR Quality and to change the DEFAULT password format to a salted KDF (PBKDF2/scrypt/Argon2/BCrypt) rather than offering one as an option — an installation that never touches the setting is the one that gets breached, and if Security and Compliance rose to 70, the score would rise from 54 to about 61.
36 findings are critical: 19 in Static Analysis (SAST), nine in Explicit Debt, five in Web-Security Posture, two in IaC & Container Security and one in Project dependency cycles.
Watchdog couldn't measure Platform End-of-Life and Runtime accessibility in this code, so those dimensions are left out of the score. The product code is 37,036 lines, which would take an estimated 1.4 person-years, around €200,000, 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 forThe 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.
If Security and Compliance rose from 45 to 70, the lowest score rated Strong, the score would rise from 54 to about 61.
Code composition: what the lines of code are
Business logic 63%Supporting code 31%Tests 6%
New since the last survey: 158 findings
These 158 critical or serious findings weren't in the previous survey, on 9 October 2026. The first 100 are listed here, and the findings file in the download package lists them all.
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: 441 findings
These 441 critical or serious findings were in the previous survey, on 9 October 2026, and are gone from this one. The first 100 are listed here.
Code Duplication · Members sharing a duplicated core (46 members, 50+ identical tokens) ArchiSteamFarm/Steam/Interaction/Commands.cs
Code Duplication · Members sharing a duplicated core (12 members, 50+ identical tokens) ArchiSteamFarm/Steam/Interaction/Commands.cs
Code Duplication · Members sharing a duplicated core (4 members, 50+ identical tokens) ArchiSteamFarm/Steam/Interaction/Commands.cs
Cancellation propagation · Async method without CancellationToken: OnLicenseList ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs
Cancellation propagation · Async method without CancellationToken: OnSubmissionTimer ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs
Cancellation propagation · Async method without CancellationToken: Refresh ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs
Cancellation propagation · Async method without CancellationToken: Init ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: RestartOrExit ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: Update ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: CanHandleWriteEvent ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: InitRateLimiters ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnAutoUpdatesTimer ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnChanged ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnChangedConfigFile ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnChangedConfigFile ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnChangedFile ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnChangedKeysFile ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnConfigChanged ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnCreated ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnCreatedConfigFile ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnCreatedFile ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnCreatedJsonFile ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnCreatedKeysFile ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnDeleted ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnDeletedConfigFile ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnDeletedFile ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnDeletedJsonConfigFile ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnRenamed ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: ProtectAgainstCrashes ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: RegisterBots ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: UpdateAndRestart ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: UpdateFromArchive ArchiSteamFarm/Core/ASF.cs
Cancellation propagation · Async method without CancellationToken: OnBotShutdown ArchiSteamFarm/Core/Events.cs
Cancellation propagation · Async method without CancellationToken: CoreInit ArchiSteamFarm/Core/OS.cs
Cancellation propagation · Async method without CancellationToken: RegisterProcess ArchiSteamFarm/Core/OS.cs
Cancellation propagation · Async method without CancellationToken: LinuxKeepSystemActive ArchiSteamFarm/Core/OS.cs
Cancellation propagation · Async method without CancellationToken: InBackground ArchiSteamFarm/Core/Utilities.cs
Cancellation propagation · Async method without CancellationToken: InParallel ArchiSteamFarm/Core/Utilities.cs
Cancellation propagation · Async method without CancellationToken: InParallel ArchiSteamFarm/Core/Utilities.cs
Cancellation propagation · Async method without CancellationToken: UpdateCleanup ArchiSteamFarm/Core/Utilities.cs
Cancellation propagation · Async method without CancellationToken: UpdateFromArchive ArchiSteamFarm/Core/Utilities.cs
Cancellation propagation · Async method without CancellationToken: DeletePotentiallyUsedDirectory ArchiSteamFarm/Core/Utilities.cs
Cancellation propagation · Async method without CancellationToken: Decrypt REDACTED
Cancellation propagation · Async method without CancellationToken: ReadFromFile REDACTED
Cancellation propagation · Async method without CancellationToken: Save ArchiSteamFarm/Helpers/SerializableFile.cs
Cancellation propagation · Async method without CancellationToken: MakeReadOnly ArchiSteamFarm/Helpers/SerializableFile.cs
Cancellation propagation · Async method without CancellationToken: Write ArchiSteamFarm/Helpers/SerializableFile.cs
Cancellation propagation · Async method without CancellationToken: WriteContentSafely ArchiSteamFarm/Helpers/SerializableFile.cs
Cancellation propagation · Async method without CancellationToken: Restart REDACTED
Cancellation propagation · Async method without CancellationToken: Start REDACTED
Cancellation propagation · Async method without CancellationToken: Stop REDACTED
Cancellation propagation · Async method without CancellationToken: CreateWebApplication REDACTED
Cancellation propagation · Async method without CancellationToken: StartInternally REDACTED
Cancellation propagation · Async method without CancellationToken: StopInternally REDACTED
Cancellation propagation · Async method without CancellationToken: ASFPost REDACTED
Cancellation propagation · Async method without CancellationToken: UpdatePost REDACTED
Cancellation propagation · Async method without CancellationToken: AddLicensePost REDACTED
Cancellation propagation · Async method without CancellationToken: BotDelete REDACTED
Cancellation propagation · Async method without CancellationToken: BotPost REDACTED
Cancellation propagation · Async method without CancellationToken: GamesToRedeemInBackgroundDelete REDACTED
Cancellation propagation · Async method without CancellationToken: GamesToRedeemInBackgroundGet REDACTED
Cancellation propagation · Async method without CancellationToken: GamesToRedeemInBackgroundPost REDACTED
Cancellation propagation · Async method without CancellationToken: InputPost REDACTED
Cancellation propagation · Async method without CancellationToken: InventoryGet REDACTED
Cancellation propagation · Async method without CancellationToken: InventoryInfoGet REDACTED
Cancellation propagation · Async method without CancellationToken: PausePost REDACTED
Cancellation propagation · Async method without CancellationToken: RedeemPointsPost REDACTED
Cancellation propagation · Async method without CancellationToken: RedeemPost REDACTED
Cancellation propagation · Async method without CancellationToken: RemoveLicensePost REDACTED
Cancellation propagation · Async method without CancellationToken: RenamePost REDACTED
Cancellation propagation · Async method without CancellationToken: ResumePost REDACTED
Cancellation propagation · Async method without CancellationToken: StartPost REDACTED
Cancellation propagation · Async method without CancellationToken: StopPost REDACTED
Cancellation propagation · Async method without CancellationToken: AddLicense REDACTED
Cancellation propagation · Async method without CancellationToken: RemoveLicense REDACTED
Cancellation propagation · Async method without CancellationToken: CommandPost REDACTED
Cancellation propagation · Async method without CancellationToken: FileGet REDACTED
Cancellation propagation · Async method without CancellationToken: UpdatePost REDACTED
Rebuild cost: about €200,000 · Estimate
Cost to rebuild
€65,000 to €340,000, for 1,076 to 3,542 hours of work, about 1.4 person-years for 1 to 3 engineers
Difficulty of the problem
Standard, 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 54. 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.
Size
Medium: 37,036 lines of product code
Comment lines
The estimate prices 29,180 lines. Comment lines count towards the size of 37,036 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 ADRs found finding(s) in ADR Quality.
Raises the score by about 5 points · Low effort · ADR Quality
2
Change the DEFAULT password format to a salted KDF (PBKDF2/scrypt/Argon2/BCrypt) rather than offering one as an option — an installation that never touches the setting is the one that gets breached.
Keep the plaintext member only if an upgrade path needs to read existing configs, and warn on it at startup. This repository defaults 2 credential formats to a plaintext member, not one: `ArchiSteamFarm/Steam/Storage/BotConfig.cs:85` (`DefaultPasswordFormat` → `PlainText`), `ArchiSteamFarm/Storage/GlobalConfig.cs:89` (`DefaultIPCPasswordFormat` → `PlainText`). Each guards a different credential and each is a separate decision — changing only the default this row cites leaves the others storing their password verbatim.
Resolve the 5 EmptyCatchBlock finding(s) in Explicit Debt — start with ArchiLogger.cs (4), Bot.cs.
Raises the score by about 2 points · Low effort · Explicit Debt
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 €200,000 to build again, about 1.4 person-years of work. Its weakest lens is Security and Compliance, at 45 (Weak). Security and Compliance is about how well the product is protected, and how it handles personal data. Because the weakest lens counts most in the score, work on Security and Compliance also moves the score most.
Based on: the rebuild estimate · the Security and Compliance grade · how much each lens counts
What to do: Start with the Security and Compliance actions in Top priorities.
If you do one thing first · First action
Resolve the 1 No ADRs found finding(s) in ADR Quality. Of all the actions in this report, it raises the score most for the work it takes: about 5 points for low effort, because it clears the 1 ADR Quality findings. The next survey will show the change in the score.
Based on: the ranked actions in Top priorities, by score gain and effort
What hard-to-read code costs each year · Cost
Four dimensions measure how easy the code is to work in: two measure how tangled its logic is, one how much of it is copied, and one how well each part sticks to a single job. In this codebase they average 5.7 out of 10. Code at that level is slower to change than clean code, and Watchdog estimates the extra work at 6% to 13% on every change. The history of the code shows how much it changes: about 4,305 lines over the last 90 days, which is about 17,459 lines a year. At that pace, the extra work comes to an estimated 2.5 to 15 engineer-days a year, and it grows as more code changes.
How this is estimated: The number of changed lines is measured from the history of the code. The rest rests on two assumptions of Watchdog's own: code scoring 8 out of 10 or more adds no extra work, and each point below 8 adds 2.5% to 5.6% to every change; and an engineer changes 150 to 400 lines in a day. The result is a range for planning, not a measurement.
Based on: Cyclomatic Complexity · Cognitive Complexity · Code Duplication · Cohesion (LCOM4) · the code's change history
What to do: Start with the files listed under Churn × Complexity Hotspots, which change often and are hard to read, because that is where the extra work is paid most often.
Architecture — module dependency graph
Project dependencies, layered top-to-bottom; arrows show direction. Any dashed red edge points upward or sideways — a layering smell or cycle. A clean layered graph has none.
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.
41 modules, with 120 dependencies between them. One loop runs through 11 of the modules, marked above the diagonal.
The table shows the 40 modules with the most connections; 1 more are left out to keep it readable.
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.
ArchiSteamFarm.NLog uses ArchiSteamFarm.Collections, so a change to ArchiSteamFarm.Collections can break ArchiSteamFarm.NLog, while a change to ArchiSteamFarm.NLog can't break ArchiSteamFarm.Collections.
Position
Below the diagonal: ArchiSteamFarm.NLog uses a module listed above it, which is the healthy direction.
12→27 ArchiSteamFarm.NLog uses ArchiSteamFarm.Corepart of a loop✕
Connections
1 pair of types, where a type in ArchiSteamFarm.NLog uses a type in ArchiSteamFarm.Core.
ArchiSteamFarm.NLog uses ArchiSteamFarm.Core, so a change to ArchiSteamFarm.Core can break ArchiSteamFarm.NLog, while a change to ArchiSteamFarm.NLog can't break ArchiSteamFarm.Core.
Position
Above the diagonal, so it is part of a loop. Neither module can be changed, tested or released on its own until one of these dependencies is removed.
ArchiSteamFarm.OfficialPlugins.ItemsMatcher.Data uses ArchiSteamFarm.Steam.Data, so a change to ArchiSteamFarm.Steam.Data can break ArchiSteamFarm.OfficialPlugins.ItemsMatcher.Data, while a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher.Data can't break ArchiSteamFarm.Steam.Data.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.ItemsMatcher.Data uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.SteamTokenDumper.Data uses ArchiSteamFarm.Steam.Data, so a change to ArchiSteamFarm.Steam.Data can break ArchiSteamFarm.OfficialPlugins.SteamTokenDumper.Data, while a change to ArchiSteamFarm.OfficialPlugins.SteamTokenDumper.Data can't break ArchiSteamFarm.Steam.Data.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.SteamTokenDumper.Data uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Cards uses ArchiSteamFarm.Collections, so a change to ArchiSteamFarm.Collections can break ArchiSteamFarm.Steam.Cards, while a change to ArchiSteamFarm.Steam.Cards can't break ArchiSteamFarm.Collections.
Position
Below the diagonal: ArchiSteamFarm.Steam.Cards uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Cards uses ArchiSteamFarm.Helpers, so a change to ArchiSteamFarm.Helpers can break ArchiSteamFarm.Steam.Cards, while a change to ArchiSteamFarm.Steam.Cards can't break ArchiSteamFarm.Helpers.
Position
Below the diagonal: ArchiSteamFarm.Steam.Cards uses a module listed above it, which is the healthy direction.
15→26 ArchiSteamFarm.Steam.Cards uses ArchiSteamFarm.Steampart of a loop✕
Connections
1 pair of types, where a type in ArchiSteamFarm.Steam.Cards uses a type in ArchiSteamFarm.Steam.
ArchiSteamFarm.Steam.Cards uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.Steam.Cards, while a change to ArchiSteamFarm.Steam.Cards can't break ArchiSteamFarm.Steam.
Position
Above the diagonal, so it is part of a loop. Neither module can be changed, tested or released on its own until one of these dependencies is removed.
ArchiSteamFarm.Steam.Exchange uses ArchiSteamFarm.Collections, so a change to ArchiSteamFarm.Collections can break ArchiSteamFarm.Steam.Exchange, while a change to ArchiSteamFarm.Steam.Exchange can't break ArchiSteamFarm.Collections.
Position
Below the diagonal: ArchiSteamFarm.Steam.Exchange uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Exchange uses ArchiSteamFarm.Steam.Data, so a change to ArchiSteamFarm.Steam.Data can break ArchiSteamFarm.Steam.Exchange, while a change to ArchiSteamFarm.Steam.Exchange can't break ArchiSteamFarm.Steam.Data.
Position
Below the diagonal: ArchiSteamFarm.Steam.Exchange uses a module listed above it, which is the healthy direction.
16→26 ArchiSteamFarm.Steam.Exchange uses ArchiSteamFarm.Steampart of a loop✕
Connections
1 pair of types, where a type in ArchiSteamFarm.Steam.Exchange uses a type in ArchiSteamFarm.Steam.
ArchiSteamFarm.Steam.Exchange uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.Steam.Exchange, while a change to ArchiSteamFarm.Steam.Exchange can't break ArchiSteamFarm.Steam.
Position
Above the diagonal, so it is part of a loop. Neither module can be changed, tested or released on its own until one of these dependencies is removed.
ArchiSteamFarm.Steam.Security uses ArchiSteamFarm.Helpers, so a change to ArchiSteamFarm.Helpers can break ArchiSteamFarm.Steam.Security, while a change to ArchiSteamFarm.Steam.Security can't break ArchiSteamFarm.Helpers.
Position
Below the diagonal: ArchiSteamFarm.Steam.Security uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Security uses ArchiSteamFarm.Steam.Data, so a change to ArchiSteamFarm.Steam.Data can break ArchiSteamFarm.Steam.Security, while a change to ArchiSteamFarm.Steam.Security can't break ArchiSteamFarm.Steam.Data.
Position
Below the diagonal: ArchiSteamFarm.Steam.Security uses a module listed above it, which is the healthy direction.
17→26 ArchiSteamFarm.Steam.Security uses ArchiSteamFarm.Steampart of a loop✕
Connections
1 pair of types, where a type in ArchiSteamFarm.Steam.Security uses a type in ArchiSteamFarm.Steam.
ArchiSteamFarm.Steam.Security uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.Steam.Security, while a change to ArchiSteamFarm.Steam.Security can't break ArchiSteamFarm.Steam.
Position
Above the diagonal, so it is part of a loop. Neither module can be changed, tested or released on its own until one of these dependencies is removed.
ArchiSteamFarm.Steam.SteamKit2 uses ArchiSteamFarm.Collections, so a change to ArchiSteamFarm.Collections can break ArchiSteamFarm.Steam.SteamKit2, while a change to ArchiSteamFarm.Steam.SteamKit2 can't break ArchiSteamFarm.Collections.
Position
Below the diagonal: ArchiSteamFarm.Steam.SteamKit2 uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Web.GitHub uses ArchiSteamFarm.Web.GitHub.Data, so a change to ArchiSteamFarm.Web.GitHub.Data can break ArchiSteamFarm.Web.GitHub, while a change to ArchiSteamFarm.Web.GitHub can't break ArchiSteamFarm.Web.GitHub.Data.
Position
Below the diagonal: ArchiSteamFarm.Web.GitHub uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Storage uses ArchiSteamFarm.Collections, so a change to ArchiSteamFarm.Collections can break ArchiSteamFarm.Storage, while a change to ArchiSteamFarm.Storage can't break ArchiSteamFarm.Collections.
Position
Below the diagonal: ArchiSteamFarm.Storage uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Storage uses ArchiSteamFarm.Helpers, so a change to ArchiSteamFarm.Helpers can break ArchiSteamFarm.Storage, while a change to ArchiSteamFarm.Storage can't break ArchiSteamFarm.Helpers.
Position
Below the diagonal: ArchiSteamFarm.Storage uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Storage uses ArchiSteamFarm.Steam.SteamKit2, so a change to ArchiSteamFarm.Steam.SteamKit2 can break ArchiSteamFarm.Storage, while a change to ArchiSteamFarm.Storage can't break ArchiSteamFarm.Steam.SteamKit2.
Position
Below the diagonal: ArchiSteamFarm.Storage uses a module listed above it, which is the healthy direction.
20→26 ArchiSteamFarm.Storage uses ArchiSteamFarm.Steampart of a loop✕
Connections
1 pair of types, where a type in ArchiSteamFarm.Storage uses a type in ArchiSteamFarm.Steam.
ArchiSteamFarm.Storage uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.Storage, while a change to ArchiSteamFarm.Storage can't break ArchiSteamFarm.Steam.
Position
Above the diagonal, so it is part of a loop. Neither module can be changed, tested or released on its own until one of these dependencies is removed.
ArchiSteamFarm.Web uses ArchiSteamFarm.Web.Responses, so a change to ArchiSteamFarm.Web.Responses can break ArchiSteamFarm.Web, while a change to ArchiSteamFarm.Web can't break ArchiSteamFarm.Web.Responses.
Position
Below the diagonal: ArchiSteamFarm.Web uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Web uses ArchiSteamFarm.NLog, so a change to ArchiSteamFarm.NLog can break ArchiSteamFarm.Web, while a change to ArchiSteamFarm.Web can't break ArchiSteamFarm.NLog.
Position
Below the diagonal: ArchiSteamFarm.Web uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.IPC.Responses uses ArchiSteamFarm.Web.GitHub.Data, so a change to ArchiSteamFarm.Web.GitHub.Data can break ArchiSteamFarm.IPC.Responses, while a change to ArchiSteamFarm.IPC.Responses can't break ArchiSteamFarm.Web.GitHub.Data.
Position
Below the diagonal: ArchiSteamFarm.IPC.Responses uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.IPC.Responses uses ArchiSteamFarm.Storage, so a change to ArchiSteamFarm.Storage can break ArchiSteamFarm.IPC.Responses, while a change to ArchiSteamFarm.IPC.Responses can't break ArchiSteamFarm.Storage.
Position
Below the diagonal: ArchiSteamFarm.IPC.Responses uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Interaction uses ArchiSteamFarm.Collections, so a change to ArchiSteamFarm.Collections can break ArchiSteamFarm.Steam.Interaction, while a change to ArchiSteamFarm.Steam.Interaction can't break ArchiSteamFarm.Collections.
Position
Below the diagonal: ArchiSteamFarm.Steam.Interaction uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Interaction uses ArchiSteamFarm.Helpers, so a change to ArchiSteamFarm.Helpers can break ArchiSteamFarm.Steam.Interaction, while a change to ArchiSteamFarm.Steam.Interaction can't break ArchiSteamFarm.Helpers.
Position
Below the diagonal: ArchiSteamFarm.Steam.Interaction uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Interaction uses ArchiSteamFarm.Steam.Data, so a change to ArchiSteamFarm.Steam.Data can break ArchiSteamFarm.Steam.Interaction, while a change to ArchiSteamFarm.Steam.Interaction can't break ArchiSteamFarm.Steam.Data.
Position
Below the diagonal: ArchiSteamFarm.Steam.Interaction uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Interaction uses ArchiSteamFarm.Storage, so a change to ArchiSteamFarm.Storage can break ArchiSteamFarm.Steam.Interaction, while a change to ArchiSteamFarm.Steam.Interaction can't break ArchiSteamFarm.Storage.
Position
Below the diagonal: ArchiSteamFarm.Steam.Interaction uses a module listed above it, which is the healthy direction.
23→26 ArchiSteamFarm.Steam.Interaction uses ArchiSteamFarm.Steampart of a loop✕
Connections
3 pairs of types, where a type in ArchiSteamFarm.Steam.Interaction uses a type in ArchiSteamFarm.Steam.
ArchiSteamFarm.Steam.Interaction uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.Steam.Interaction, while a change to ArchiSteamFarm.Steam.Interaction can't break ArchiSteamFarm.Steam.
Position
Above the diagonal, so it is part of a loop. Neither module can be changed, tested or released on its own until one of these dependencies is removed.
ArchiSteamFarm.Steam.Storage uses ArchiSteamFarm.Collections, so a change to ArchiSteamFarm.Collections can break ArchiSteamFarm.Steam.Storage, while a change to ArchiSteamFarm.Steam.Storage can't break ArchiSteamFarm.Collections.
Position
Below the diagonal: ArchiSteamFarm.Steam.Storage uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Storage uses ArchiSteamFarm.Helpers, so a change to ArchiSteamFarm.Helpers can break ArchiSteamFarm.Steam.Storage, while a change to ArchiSteamFarm.Steam.Storage can't break ArchiSteamFarm.Helpers.
Position
Below the diagonal: ArchiSteamFarm.Steam.Storage uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Storage uses ArchiSteamFarm.Steam.Data, so a change to ArchiSteamFarm.Steam.Data can break ArchiSteamFarm.Steam.Storage, while a change to ArchiSteamFarm.Steam.Storage can't break ArchiSteamFarm.Steam.Data.
Position
Below the diagonal: ArchiSteamFarm.Steam.Storage uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Storage uses ArchiSteamFarm.Steam.Security, so a change to ArchiSteamFarm.Steam.Security can break ArchiSteamFarm.Steam.Storage, while a change to ArchiSteamFarm.Steam.Storage can't break ArchiSteamFarm.Steam.Security.
Position
Below the diagonal: ArchiSteamFarm.Steam.Storage uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Storage uses ArchiSteamFarm.Storage, so a change to ArchiSteamFarm.Storage can break ArchiSteamFarm.Steam.Storage, while a change to ArchiSteamFarm.Steam.Storage can't break ArchiSteamFarm.Storage.
Position
Below the diagonal: ArchiSteamFarm.Steam.Storage uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Integration uses ArchiSteamFarm.Steam.Data, so a change to ArchiSteamFarm.Steam.Data can break ArchiSteamFarm.Steam.Integration, while a change to ArchiSteamFarm.Steam.Integration can't break ArchiSteamFarm.Steam.Data.
Position
Below the diagonal: ArchiSteamFarm.Steam.Integration uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Integration uses ArchiSteamFarm.Web.Responses, so a change to ArchiSteamFarm.Web.Responses can break ArchiSteamFarm.Steam.Integration, while a change to ArchiSteamFarm.Steam.Integration can't break ArchiSteamFarm.Web.Responses.
Position
Below the diagonal: ArchiSteamFarm.Steam.Integration uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Integration uses ArchiSteamFarm.NLog, so a change to ArchiSteamFarm.NLog can break ArchiSteamFarm.Steam.Integration, while a change to ArchiSteamFarm.Steam.Integration can't break ArchiSteamFarm.NLog.
Position
Below the diagonal: ArchiSteamFarm.Steam.Integration uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Integration uses ArchiSteamFarm.Web, so a change to ArchiSteamFarm.Web can break ArchiSteamFarm.Steam.Integration, while a change to ArchiSteamFarm.Steam.Integration can't break ArchiSteamFarm.Web.
Position
Below the diagonal: ArchiSteamFarm.Steam.Integration uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam.Integration uses ArchiSteamFarm.Steam.Interaction, so a change to ArchiSteamFarm.Steam.Interaction can break ArchiSteamFarm.Steam.Integration, while a change to ArchiSteamFarm.Steam.Integration can't break ArchiSteamFarm.Steam.Interaction.
Position
Below the diagonal: ArchiSteamFarm.Steam.Integration uses a module listed above it, which is the healthy direction.
25→26 ArchiSteamFarm.Steam.Integration uses ArchiSteamFarm.Steampart of a loop✕
Connections
2 pairs of types, where a type in ArchiSteamFarm.Steam.Integration uses a type in ArchiSteamFarm.Steam.
ArchiSteamFarm.Steam.Integration uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.Steam.Integration, while a change to ArchiSteamFarm.Steam.Integration can't break ArchiSteamFarm.Steam.
Position
Above the diagonal, so it is part of a loop. Neither module can be changed, tested or released on its own until one of these dependencies is removed.
25→27 ArchiSteamFarm.Steam.Integration uses ArchiSteamFarm.Corepart of a loop✕
Connections
1 pair of types, where a type in ArchiSteamFarm.Steam.Integration uses a type in ArchiSteamFarm.Core.
ArchiSteamFarm.Steam.Integration uses ArchiSteamFarm.Core, so a change to ArchiSteamFarm.Core can break ArchiSteamFarm.Steam.Integration, while a change to ArchiSteamFarm.Steam.Integration can't break ArchiSteamFarm.Core.
Position
Above the diagonal, so it is part of a loop. Neither module can be changed, tested or released on its own until one of these dependencies is removed.
ArchiSteamFarm.Steam uses ArchiSteamFarm.Collections, so a change to ArchiSteamFarm.Collections can break ArchiSteamFarm.Steam, while a change to ArchiSteamFarm.Steam can't break ArchiSteamFarm.Collections.
Position
Below the diagonal: ArchiSteamFarm.Steam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam uses ArchiSteamFarm.Steam.Data, so a change to ArchiSteamFarm.Steam.Data can break ArchiSteamFarm.Steam, while a change to ArchiSteamFarm.Steam can't break ArchiSteamFarm.Steam.Data.
Position
Below the diagonal: ArchiSteamFarm.Steam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam uses ArchiSteamFarm.Steam.Integration.Callbacks, so a change to ArchiSteamFarm.Steam.Integration.Callbacks can break ArchiSteamFarm.Steam, while a change to ArchiSteamFarm.Steam can't break ArchiSteamFarm.Steam.Integration.Callbacks.
Position
Below the diagonal: ArchiSteamFarm.Steam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam uses ArchiSteamFarm.NLog, so a change to ArchiSteamFarm.NLog can break ArchiSteamFarm.Steam, while a change to ArchiSteamFarm.Steam can't break ArchiSteamFarm.NLog.
Position
Below the diagonal: ArchiSteamFarm.Steam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam uses ArchiSteamFarm.Steam.Cards, so a change to ArchiSteamFarm.Steam.Cards can break ArchiSteamFarm.Steam, while a change to ArchiSteamFarm.Steam can't break ArchiSteamFarm.Steam.Cards.
Position
Below the diagonal: ArchiSteamFarm.Steam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam uses ArchiSteamFarm.Steam.Exchange, so a change to ArchiSteamFarm.Steam.Exchange can break ArchiSteamFarm.Steam, while a change to ArchiSteamFarm.Steam can't break ArchiSteamFarm.Steam.Exchange.
Position
Below the diagonal: ArchiSteamFarm.Steam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam uses ArchiSteamFarm.Steam.Security, so a change to ArchiSteamFarm.Steam.Security can break ArchiSteamFarm.Steam, while a change to ArchiSteamFarm.Steam can't break ArchiSteamFarm.Steam.Security.
Position
Below the diagonal: ArchiSteamFarm.Steam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam uses ArchiSteamFarm.Storage, so a change to ArchiSteamFarm.Storage can break ArchiSteamFarm.Steam, while a change to ArchiSteamFarm.Steam can't break ArchiSteamFarm.Storage.
Position
Below the diagonal: ArchiSteamFarm.Steam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam uses ArchiSteamFarm.Steam.Interaction, so a change to ArchiSteamFarm.Steam.Interaction can break ArchiSteamFarm.Steam, while a change to ArchiSteamFarm.Steam can't break ArchiSteamFarm.Steam.Interaction.
Position
Below the diagonal: ArchiSteamFarm.Steam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam uses ArchiSteamFarm.Steam.Storage, so a change to ArchiSteamFarm.Steam.Storage can break ArchiSteamFarm.Steam, while a change to ArchiSteamFarm.Steam can't break ArchiSteamFarm.Steam.Storage.
Position
Below the diagonal: ArchiSteamFarm.Steam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Steam uses ArchiSteamFarm.Steam.Integration, so a change to ArchiSteamFarm.Steam.Integration can break ArchiSteamFarm.Steam, while a change to ArchiSteamFarm.Steam can't break ArchiSteamFarm.Steam.Integration.
Position
Below the diagonal: ArchiSteamFarm.Steam uses a module listed above it, which is the healthy direction.
26→27 ArchiSteamFarm.Steam uses ArchiSteamFarm.Corepart of a loop✕
Connections
1 pair of types, where a type in ArchiSteamFarm.Steam uses a type in ArchiSteamFarm.Core.
ArchiSteamFarm.Steam uses ArchiSteamFarm.Core, so a change to ArchiSteamFarm.Core can break ArchiSteamFarm.Steam, while a change to ArchiSteamFarm.Steam can't break ArchiSteamFarm.Core.
Position
Above the diagonal, so it is part of a loop. Neither module can be changed, tested or released on its own until one of these dependencies is removed.
ArchiSteamFarm.Core uses ArchiSteamFarm.Helpers, so a change to ArchiSteamFarm.Helpers can break ArchiSteamFarm.Core, while a change to ArchiSteamFarm.Core can't break ArchiSteamFarm.Helpers.
Position
Below the diagonal: ArchiSteamFarm.Core uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Core uses ArchiSteamFarm.NLog, so a change to ArchiSteamFarm.NLog can break ArchiSteamFarm.Core, while a change to ArchiSteamFarm.Core can't break ArchiSteamFarm.NLog.
Position
Below the diagonal: ArchiSteamFarm.Core uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Core uses ArchiSteamFarm.Storage, so a change to ArchiSteamFarm.Storage can break ArchiSteamFarm.Core, while a change to ArchiSteamFarm.Core can't break ArchiSteamFarm.Storage.
Position
Below the diagonal: ArchiSteamFarm.Core uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Core uses ArchiSteamFarm.Web, so a change to ArchiSteamFarm.Web can break ArchiSteamFarm.Core, while a change to ArchiSteamFarm.Core can't break ArchiSteamFarm.Web.
Position
Below the diagonal: ArchiSteamFarm.Core uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Core uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.Core, while a change to ArchiSteamFarm.Core can't break ArchiSteamFarm.Steam.
Position
Below the diagonal: ArchiSteamFarm.Core uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.NLog.Targets uses ArchiSteamFarm.Collections, so a change to ArchiSteamFarm.Collections can break ArchiSteamFarm.NLog.Targets, while a change to ArchiSteamFarm.NLog.Targets can't break ArchiSteamFarm.Collections.
Position
Below the diagonal: ArchiSteamFarm.NLog.Targets uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.NLog.Targets uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.NLog.Targets, while a change to ArchiSteamFarm.NLog.Targets can't break ArchiSteamFarm.Steam.
Position
Below the diagonal: ArchiSteamFarm.NLog.Targets uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins.Interfaces uses ArchiSteamFarm.Helpers, so a change to ArchiSteamFarm.Helpers can break ArchiSteamFarm.Plugins.Interfaces, while a change to ArchiSteamFarm.Plugins.Interfaces can't break ArchiSteamFarm.Helpers.
Position
Below the diagonal: ArchiSteamFarm.Plugins.Interfaces uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins.Interfaces uses ArchiSteamFarm.Steam.Data, so a change to ArchiSteamFarm.Steam.Data can break ArchiSteamFarm.Plugins.Interfaces, while a change to ArchiSteamFarm.Plugins.Interfaces can't break ArchiSteamFarm.Steam.Data.
Position
Below the diagonal: ArchiSteamFarm.Plugins.Interfaces uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins.Interfaces uses ArchiSteamFarm.Steam.Integration.Callbacks, so a change to ArchiSteamFarm.Steam.Integration.Callbacks can break ArchiSteamFarm.Plugins.Interfaces, while a change to ArchiSteamFarm.Plugins.Interfaces can't break ArchiSteamFarm.Steam.Integration.Callbacks.
Position
Below the diagonal: ArchiSteamFarm.Plugins.Interfaces uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins.Interfaces uses ArchiSteamFarm.Web.GitHub.Data, so a change to ArchiSteamFarm.Web.GitHub.Data can break ArchiSteamFarm.Plugins.Interfaces, while a change to ArchiSteamFarm.Plugins.Interfaces can't break ArchiSteamFarm.Web.GitHub.Data.
Position
Below the diagonal: ArchiSteamFarm.Plugins.Interfaces uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins.Interfaces uses ArchiSteamFarm.Steam.Exchange, so a change to ArchiSteamFarm.Steam.Exchange can break ArchiSteamFarm.Plugins.Interfaces, while a change to ArchiSteamFarm.Plugins.Interfaces can't break ArchiSteamFarm.Steam.Exchange.
Position
Below the diagonal: ArchiSteamFarm.Plugins.Interfaces uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins.Interfaces uses ArchiSteamFarm.Storage, so a change to ArchiSteamFarm.Storage can break ArchiSteamFarm.Plugins.Interfaces, while a change to ArchiSteamFarm.Plugins.Interfaces can't break ArchiSteamFarm.Storage.
Position
Below the diagonal: ArchiSteamFarm.Plugins.Interfaces uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins.Interfaces uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.Plugins.Interfaces, while a change to ArchiSteamFarm.Plugins.Interfaces can't break ArchiSteamFarm.Steam.
Position
Below the diagonal: ArchiSteamFarm.Plugins.Interfaces uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.CustomPlugins.PeriodicGC uses ArchiSteamFarm.Plugins.Interfaces, so a change to ArchiSteamFarm.Plugins.Interfaces can break ArchiSteamFarm.CustomPlugins.PeriodicGC, while a change to ArchiSteamFarm.CustomPlugins.PeriodicGC can't break ArchiSteamFarm.Plugins.Interfaces.
Position
Below the diagonal: ArchiSteamFarm.CustomPlugins.PeriodicGC uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.IPC uses ArchiSteamFarm.NLog.Targets, so a change to ArchiSteamFarm.NLog.Targets can break ArchiSteamFarm.IPC, while a change to ArchiSteamFarm.IPC can't break ArchiSteamFarm.NLog.Targets.
Position
Below the diagonal: ArchiSteamFarm.IPC uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.IPC.Requests uses ArchiSteamFarm.Helpers, so a change to ArchiSteamFarm.Helpers can break ArchiSteamFarm.IPC.Requests, while a change to ArchiSteamFarm.IPC.Requests can't break ArchiSteamFarm.Helpers.
Position
Below the diagonal: ArchiSteamFarm.IPC.Requests uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.IPC.Requests uses ArchiSteamFarm.Storage, so a change to ArchiSteamFarm.Storage can break ArchiSteamFarm.IPC.Requests, while a change to ArchiSteamFarm.IPC.Requests can't break ArchiSteamFarm.Storage.
Position
Below the diagonal: ArchiSteamFarm.IPC.Requests uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.IPC.Requests uses ArchiSteamFarm.Steam.Storage, so a change to ArchiSteamFarm.Steam.Storage can break ArchiSteamFarm.IPC.Requests, while a change to ArchiSteamFarm.IPC.Requests can't break ArchiSteamFarm.Steam.Storage.
Position
Below the diagonal: ArchiSteamFarm.IPC.Requests uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.IPC.Requests uses ArchiSteamFarm.Core, so a change to ArchiSteamFarm.Core can break ArchiSteamFarm.IPC.Requests, while a change to ArchiSteamFarm.IPC.Requests can't break ArchiSteamFarm.Core.
Position
Below the diagonal: ArchiSteamFarm.IPC.Requests uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins uses ArchiSteamFarm.Helpers, so a change to ArchiSteamFarm.Helpers can break ArchiSteamFarm.Plugins, while a change to ArchiSteamFarm.Plugins can't break ArchiSteamFarm.Helpers.
Position
Below the diagonal: ArchiSteamFarm.Plugins uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins uses ArchiSteamFarm.Steam.Data, so a change to ArchiSteamFarm.Steam.Data can break ArchiSteamFarm.Plugins, while a change to ArchiSteamFarm.Plugins can't break ArchiSteamFarm.Steam.Data.
Position
Below the diagonal: ArchiSteamFarm.Plugins uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins uses ArchiSteamFarm.Steam.Integration.Callbacks, so a change to ArchiSteamFarm.Steam.Integration.Callbacks can break ArchiSteamFarm.Plugins, while a change to ArchiSteamFarm.Plugins can't break ArchiSteamFarm.Steam.Integration.Callbacks.
Position
Below the diagonal: ArchiSteamFarm.Plugins uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins uses ArchiSteamFarm.Steam.Exchange, so a change to ArchiSteamFarm.Steam.Exchange can break ArchiSteamFarm.Plugins, while a change to ArchiSteamFarm.Plugins can't break ArchiSteamFarm.Steam.Exchange.
Position
Below the diagonal: ArchiSteamFarm.Plugins uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins uses ArchiSteamFarm.Storage, so a change to ArchiSteamFarm.Storage can break ArchiSteamFarm.Plugins, while a change to ArchiSteamFarm.Plugins can't break ArchiSteamFarm.Storage.
Position
Below the diagonal: ArchiSteamFarm.Plugins uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.Plugins, while a change to ArchiSteamFarm.Plugins can't break ArchiSteamFarm.Steam.
Position
Below the diagonal: ArchiSteamFarm.Plugins uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.Plugins uses ArchiSteamFarm.Plugins.Interfaces, so a change to ArchiSteamFarm.Plugins.Interfaces can break ArchiSteamFarm.Plugins, while a change to ArchiSteamFarm.Plugins can't break ArchiSteamFarm.Plugins.Interfaces.
Position
Below the diagonal: ArchiSteamFarm.Plugins uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.IPC.Controllers.Api uses ArchiSteamFarm.Steam.Security, so a change to ArchiSteamFarm.Steam.Security can break ArchiSteamFarm.IPC.Controllers.Api, while a change to ArchiSteamFarm.IPC.Controllers.Api can't break ArchiSteamFarm.Steam.Security.
Position
Below the diagonal: ArchiSteamFarm.IPC.Controllers.Api uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.IPC.Controllers.Api uses ArchiSteamFarm.IPC.Responses, so a change to ArchiSteamFarm.IPC.Responses can break ArchiSteamFarm.IPC.Controllers.Api, while a change to ArchiSteamFarm.IPC.Controllers.Api can't break ArchiSteamFarm.IPC.Responses.
Position
Below the diagonal: ArchiSteamFarm.IPC.Controllers.Api uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.IPC.Controllers.Api uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.IPC.Controllers.Api, while a change to ArchiSteamFarm.IPC.Controllers.Api can't break ArchiSteamFarm.Steam.
Position
Below the diagonal: ArchiSteamFarm.IPC.Controllers.Api uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.IPC.Controllers.Api uses ArchiSteamFarm.NLog.Targets, so a change to ArchiSteamFarm.NLog.Targets can break ArchiSteamFarm.IPC.Controllers.Api, while a change to ArchiSteamFarm.IPC.Controllers.Api can't break ArchiSteamFarm.NLog.Targets.
Position
Below the diagonal: ArchiSteamFarm.IPC.Controllers.Api uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.IPC.Controllers.Api uses ArchiSteamFarm.Plugins.Interfaces, so a change to ArchiSteamFarm.Plugins.Interfaces can break ArchiSteamFarm.IPC.Controllers.Api, while a change to ArchiSteamFarm.IPC.Controllers.Api can't break ArchiSteamFarm.Plugins.Interfaces.
Position
Below the diagonal: ArchiSteamFarm.IPC.Controllers.Api uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.IPC.Controllers.Api uses ArchiSteamFarm.IPC.Requests, so a change to ArchiSteamFarm.IPC.Requests can break ArchiSteamFarm.IPC.Controllers.Api, while a change to ArchiSteamFarm.IPC.Controllers.Api can't break ArchiSteamFarm.IPC.Requests.
Position
Below the diagonal: ArchiSteamFarm.IPC.Controllers.Api uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses ArchiSteamFarm.Collections, so a change to ArchiSteamFarm.Collections can break ArchiSteamFarm.OfficialPlugins.ItemsMatcher, while a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher can't break ArchiSteamFarm.Collections.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses ArchiSteamFarm.Helpers, so a change to ArchiSteamFarm.Helpers can break ArchiSteamFarm.OfficialPlugins.ItemsMatcher, while a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher can't break ArchiSteamFarm.Helpers.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses ArchiSteamFarm.Steam.Data, so a change to ArchiSteamFarm.Steam.Data can break ArchiSteamFarm.OfficialPlugins.ItemsMatcher, while a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher can't break ArchiSteamFarm.Steam.Data.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses ArchiSteamFarm.Steam.Integration.Callbacks, so a change to ArchiSteamFarm.Steam.Integration.Callbacks can break ArchiSteamFarm.OfficialPlugins.ItemsMatcher, while a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher can't break ArchiSteamFarm.Steam.Integration.Callbacks.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses ArchiSteamFarm.Web.Responses, so a change to ArchiSteamFarm.Web.Responses can break ArchiSteamFarm.OfficialPlugins.ItemsMatcher, while a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher can't break ArchiSteamFarm.Web.Responses.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses ArchiSteamFarm.OfficialPlugins.ItemsMatcher.Data, so a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher.Data can break ArchiSteamFarm.OfficialPlugins.ItemsMatcher, while a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher can't break ArchiSteamFarm.OfficialPlugins.ItemsMatcher.Data.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses ArchiSteamFarm.Steam.Exchange, so a change to ArchiSteamFarm.Steam.Exchange can break ArchiSteamFarm.OfficialPlugins.ItemsMatcher, while a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher can't break ArchiSteamFarm.Steam.Exchange.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses ArchiSteamFarm.Web, so a change to ArchiSteamFarm.Web can break ArchiSteamFarm.OfficialPlugins.ItemsMatcher, while a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher can't break ArchiSteamFarm.Web.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses ArchiSteamFarm.IPC.Responses, so a change to ArchiSteamFarm.IPC.Responses can break ArchiSteamFarm.OfficialPlugins.ItemsMatcher, while a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher can't break ArchiSteamFarm.IPC.Responses.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.OfficialPlugins.ItemsMatcher, while a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher can't break ArchiSteamFarm.Steam.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses ArchiSteamFarm.Plugins.Interfaces, so a change to ArchiSteamFarm.Plugins.Interfaces can break ArchiSteamFarm.OfficialPlugins.ItemsMatcher, while a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher can't break ArchiSteamFarm.Plugins.Interfaces.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses ArchiSteamFarm.Plugins, so a change to ArchiSteamFarm.Plugins can break ArchiSteamFarm.OfficialPlugins.ItemsMatcher, while a change to ArchiSteamFarm.OfficialPlugins.ItemsMatcher can't break ArchiSteamFarm.Plugins.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.ItemsMatcher uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.MobileAuthenticator uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.OfficialPlugins.MobileAuthenticator, while a change to ArchiSteamFarm.OfficialPlugins.MobileAuthenticator can't break ArchiSteamFarm.Steam.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.MobileAuthenticator uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.MobileAuthenticator uses ArchiSteamFarm.Plugins.Interfaces, so a change to ArchiSteamFarm.Plugins.Interfaces can break ArchiSteamFarm.OfficialPlugins.MobileAuthenticator, while a change to ArchiSteamFarm.OfficialPlugins.MobileAuthenticator can't break ArchiSteamFarm.Plugins.Interfaces.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.MobileAuthenticator uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.MobileAuthenticator uses ArchiSteamFarm.Plugins, so a change to ArchiSteamFarm.Plugins can break ArchiSteamFarm.OfficialPlugins.MobileAuthenticator, while a change to ArchiSteamFarm.OfficialPlugins.MobileAuthenticator can't break ArchiSteamFarm.Plugins.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.MobileAuthenticator uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.Monitoring uses ArchiSteamFarm.Steam.Exchange, so a change to ArchiSteamFarm.Steam.Exchange can break ArchiSteamFarm.OfficialPlugins.Monitoring, while a change to ArchiSteamFarm.OfficialPlugins.Monitoring can't break ArchiSteamFarm.Steam.Exchange.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.Monitoring uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.Monitoring uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.OfficialPlugins.Monitoring, while a change to ArchiSteamFarm.OfficialPlugins.Monitoring can't break ArchiSteamFarm.Steam.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.Monitoring uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.Monitoring uses ArchiSteamFarm.Plugins.Interfaces, so a change to ArchiSteamFarm.Plugins.Interfaces can break ArchiSteamFarm.OfficialPlugins.Monitoring, while a change to ArchiSteamFarm.OfficialPlugins.Monitoring can't break ArchiSteamFarm.Plugins.Interfaces.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.Monitoring uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.Monitoring uses ArchiSteamFarm.Plugins, so a change to ArchiSteamFarm.Plugins can break ArchiSteamFarm.OfficialPlugins.Monitoring, while a change to ArchiSteamFarm.OfficialPlugins.Monitoring can't break ArchiSteamFarm.Plugins.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.Monitoring uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.CustomPlugins.ExamplePlugin uses ArchiSteamFarm.Steam.Data, so a change to ArchiSteamFarm.Steam.Data can break ArchiSteamFarm.CustomPlugins.ExamplePlugin, while a change to ArchiSteamFarm.CustomPlugins.ExamplePlugin can't break ArchiSteamFarm.Steam.Data.
Position
Below the diagonal: ArchiSteamFarm.CustomPlugins.ExamplePlugin uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.CustomPlugins.ExamplePlugin uses ArchiSteamFarm.Steam.Exchange, so a change to ArchiSteamFarm.Steam.Exchange can break ArchiSteamFarm.CustomPlugins.ExamplePlugin, while a change to ArchiSteamFarm.CustomPlugins.ExamplePlugin can't break ArchiSteamFarm.Steam.Exchange.
Position
Below the diagonal: ArchiSteamFarm.CustomPlugins.ExamplePlugin uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.CustomPlugins.ExamplePlugin uses ArchiSteamFarm.Web, so a change to ArchiSteamFarm.Web can break ArchiSteamFarm.CustomPlugins.ExamplePlugin, while a change to ArchiSteamFarm.CustomPlugins.ExamplePlugin can't break ArchiSteamFarm.Web.
Position
Below the diagonal: ArchiSteamFarm.CustomPlugins.ExamplePlugin uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.CustomPlugins.ExamplePlugin uses ArchiSteamFarm.IPC.Responses, so a change to ArchiSteamFarm.IPC.Responses can break ArchiSteamFarm.CustomPlugins.ExamplePlugin, while a change to ArchiSteamFarm.CustomPlugins.ExamplePlugin can't break ArchiSteamFarm.IPC.Responses.
Position
Below the diagonal: ArchiSteamFarm.CustomPlugins.ExamplePlugin uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.CustomPlugins.ExamplePlugin uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.CustomPlugins.ExamplePlugin, while a change to ArchiSteamFarm.CustomPlugins.ExamplePlugin can't break ArchiSteamFarm.Steam.
Position
Below the diagonal: ArchiSteamFarm.CustomPlugins.ExamplePlugin uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.CustomPlugins.ExamplePlugin uses ArchiSteamFarm.Plugins.Interfaces, so a change to ArchiSteamFarm.Plugins.Interfaces can break ArchiSteamFarm.CustomPlugins.ExamplePlugin, while a change to ArchiSteamFarm.CustomPlugins.ExamplePlugin can't break ArchiSteamFarm.Plugins.Interfaces.
Position
Below the diagonal: ArchiSteamFarm.CustomPlugins.ExamplePlugin uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.CustomPlugins.ExamplePlugin uses ArchiSteamFarm.IPC.Controllers.Api, so a change to ArchiSteamFarm.IPC.Controllers.Api can break ArchiSteamFarm.CustomPlugins.ExamplePlugin, while a change to ArchiSteamFarm.CustomPlugins.ExamplePlugin can't break ArchiSteamFarm.IPC.Controllers.Api.
Position
Below the diagonal: ArchiSteamFarm.CustomPlugins.ExamplePlugin uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.CustomPlugins.SignInWithSteam uses ArchiSteamFarm.CustomPlugins.SignInWithSteam.Data, so a change to ArchiSteamFarm.CustomPlugins.SignInWithSteam.Data can break ArchiSteamFarm.CustomPlugins.SignInWithSteam, while a change to ArchiSteamFarm.CustomPlugins.SignInWithSteam can't break ArchiSteamFarm.CustomPlugins.SignInWithSteam.Data.
Position
Below the diagonal: ArchiSteamFarm.CustomPlugins.SignInWithSteam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.CustomPlugins.SignInWithSteam uses ArchiSteamFarm.IPC.Responses, so a change to ArchiSteamFarm.IPC.Responses can break ArchiSteamFarm.CustomPlugins.SignInWithSteam, while a change to ArchiSteamFarm.CustomPlugins.SignInWithSteam can't break ArchiSteamFarm.IPC.Responses.
Position
Below the diagonal: ArchiSteamFarm.CustomPlugins.SignInWithSteam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.CustomPlugins.SignInWithSteam uses ArchiSteamFarm.Plugins.Interfaces, so a change to ArchiSteamFarm.Plugins.Interfaces can break ArchiSteamFarm.CustomPlugins.SignInWithSteam, while a change to ArchiSteamFarm.CustomPlugins.SignInWithSteam can't break ArchiSteamFarm.Plugins.Interfaces.
Position
Below the diagonal: ArchiSteamFarm.CustomPlugins.SignInWithSteam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.CustomPlugins.SignInWithSteam uses ArchiSteamFarm.IPC.Controllers.Api, so a change to ArchiSteamFarm.IPC.Controllers.Api can break ArchiSteamFarm.CustomPlugins.SignInWithSteam, while a change to ArchiSteamFarm.CustomPlugins.SignInWithSteam can't break ArchiSteamFarm.IPC.Controllers.Api.
Position
Below the diagonal: ArchiSteamFarm.CustomPlugins.SignInWithSteam uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.SteamTokenDumper uses ArchiSteamFarm.Helpers, so a change to ArchiSteamFarm.Helpers can break ArchiSteamFarm.OfficialPlugins.SteamTokenDumper, while a change to ArchiSteamFarm.OfficialPlugins.SteamTokenDumper can't break ArchiSteamFarm.Helpers.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.SteamTokenDumper uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.SteamTokenDumper uses ArchiSteamFarm.Steam, so a change to ArchiSteamFarm.Steam can break ArchiSteamFarm.OfficialPlugins.SteamTokenDumper, while a change to ArchiSteamFarm.OfficialPlugins.SteamTokenDumper can't break ArchiSteamFarm.Steam.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.SteamTokenDumper uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.SteamTokenDumper uses ArchiSteamFarm.Plugins.Interfaces, so a change to ArchiSteamFarm.Plugins.Interfaces can break ArchiSteamFarm.OfficialPlugins.SteamTokenDumper, while a change to ArchiSteamFarm.OfficialPlugins.SteamTokenDumper can't break ArchiSteamFarm.Plugins.Interfaces.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.SteamTokenDumper uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.SteamTokenDumper uses ArchiSteamFarm.Plugins, so a change to ArchiSteamFarm.Plugins can break ArchiSteamFarm.OfficialPlugins.SteamTokenDumper, while a change to ArchiSteamFarm.OfficialPlugins.SteamTokenDumper can't break ArchiSteamFarm.Plugins.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.SteamTokenDumper uses a module listed above it, which is the healthy direction.
ArchiSteamFarm.OfficialPlugins.SteamTokenDumper uses ArchiSteamFarm.IPC.Controllers.Api, so a change to ArchiSteamFarm.IPC.Controllers.Api can break ArchiSteamFarm.OfficialPlugins.SteamTokenDumper, while a change to ArchiSteamFarm.OfficialPlugins.SteamTokenDumper can't break ArchiSteamFarm.IPC.Controllers.Api.
Position
Below the diagonal: ArchiSteamFarm.OfficialPlugins.SteamTokenDumper uses a module listed above it, which is the healthy direction.
At a glance — Code Health · 66% · Adequate · gated by D1, D2 ·
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 category
Findings
Severity
A05:2025 — Injection
70
High / Critical
A02:2025 — Security Misconfiguration
8
High / Critical
A03:2025 — Software Supply Chain Failures
2
Medium
Roadmap
Immediately secure the system by enforcing strong password hashing as the default for all credential types to prevent breaches from unconfigured installations. Concurrently, establish a robust documentation foundation by recording significant design decisions in an ADR folder and adding a clear quick-start guide to the README. Finally, enhance data protection by centralizing key management in a vault and encrypting sensitive database columns to eliminate gaps in data-at-rest security.
Ranked by impact ÷ effort. "Helps" is the estimated gain on the 0–100 health score.
Do this
Helps
Effort
Dimension
Resolve the 1 No ADRs found finding(s) in ADR Quality.
Change the DEFAULT password format to a salted KDF (PBKDF2/scrypt/Argon2/BCrypt) rather than offering one as an option — an installation that never touches the setting is the one that gets breached. Keep the plaintext member only if an upgrade path needs to read existing configs, and warn on it at startup. This repository defaults 2 credential formats to a plaintext member, not one: `ArchiSteamFarm/Steam/Storage/BotConfig.cs:85` (`DefaultPasswordFormat` → `PlainText`), `ArchiSteamFarm/Storage/GlobalConfig.cs:89` (`DefaultIPCPasswordFormat` → `PlainText`). Each guards a different credential and each is a separate decision — changing only the default this row cites leaves the others storing their password verbatim.
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.
Explicit Debt: Dead code: ShouldSerializeAcceptGifts
ArchiSteamFarm/Core/ASF.cs
6.0
Mixed
Explicit Debt: TodoComment
REDACTED
6.0
Mixed
Explicit Debt: TodoComment
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 — 36
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 — 589
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 — 90
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. 75 of 79 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 — 79 dimensions across the health lenses
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
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, 698 of 715 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.)
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.
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.
Method
Backs
Version
Evaluator
Roslyn static analysis
Complexity, cohesion, coupling, dead code, API surface, layering
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.
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 (57 contributor(s) across 14505 commit(s) sampled, automation and bot accounts excluded). One of them holds 81% of the history; the other 56 hold 0.3% 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.
D23 Boundary Type-Coupling — 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. Large codebase (36,487 production LoC in the .NET projects) with no declared bounded contexts — cross-boundary type coupling is unassessed Bounded contexts cannot be inferred from a codebase that is not physically organised by them (D-321), so with none declared there are no boundaries for the coupling pass to measure across. You can widen what we reach: name this codebase's bounded contexts (≥2 module groups, e.g. per subsystem) so cross-boundary type coupling can be assessed. Declare them in `.codehealth/config.yaml` at the repository root (create it if absent), mapping each context name to the module-path or namespace prefixes that belong to it — e.g. `architecture:` → `contexts:` → `Billing: ["src/billing", "Acme.Billing"]`, `Catalog: ["src/catalog", "Acme.Catalog"]`.
D32 Data Compliance (PII/GDPR) — 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. `ArchiSteamFarm/Helpers/Json/JsonDisallowNullAttribute.cs`, `ArchiSteamFarm/IPC/Controllers/Api/ArchiController.cs` produced a parse error, so every rule in this engine's `gdpr.yml` was absent there. That absence is NOT a clean result: these rules detect personal data crossing a boundary into a log sink, a URL or browser storage, and a file that was never parsed cannot report any of the three. The rest of the tree analysed normally and its rows above stand; only these files are unaccounted for. You can widen what we reach: fix the syntax error (or exclude the file deliberately) and re-scan to cover it.
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 REDACTED) is simply not read here yet.
AXR1 Runtime accessibility — 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. Render strategy: boot via REDACTED (REDACTED). docker build failed (exit 1) — DEPRECATED: The legacy builder is deprecated and will be removed in a future release.
Install the buildx component to build images with BuildKit:
https://docs.docker.com/go/bui…; runtime evidence skipped.
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.
X2 Cancellation propagation — measured, with a gap in what it reached — Watchdog measured this, but not all of it. What it did not reach is a gap on our side — a collector, parser or image we have not built yet — so the numbers on that dimension cover less than the repository, and the part left out is not evidence that it would have passed. 426 further occurrence(s) are not listed individually; the score already reflects all 466.
X20 Mistyped argument guard — measured, with a gap in what it reached — Watchdog measured this, but not all of it. What it did not reach is a gap on our side — a collector, parser or image we have not built yet — so the numbers on that dimension cover less than the repository, and the part left out is not evidence that it would have passed. 30 further occurrence(s) are not listed individually; the score already reflects all 70.
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.
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.
D10 Test Quality: Assertion density is structural — it cannot tell a meaningful behavioural assertion from a trivial one, only that an assertion is present.
D11 Test Reliability: Flakiness is inferred from history/markers — Watchdog runs the suite once (for coverage), not the repeated runs under varied conditions that reveal nondeterminism, so a flaky test never recorded as failing is invisible here.
D12 Dependency Hygiene: Dependency health reads manifests and lockfiles — a vulnerability in a vendored/copied dependency, or risk from how a dependency is actually used, is outside this view.
D13 Secret Scanning: Secret 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").
D14 License Compliance: License compatibility is checked against declared package metadata and a policy — mislabelled or missing license metadata, and obligations that depend on how you distribute, are not resolved here.
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.
D20 ADR Quality: ADR quality is an LLM read of the decision records present — it cannot know about decisions made and never recorded, and its verdict is sampled and advisory.
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").
D30 Dependency Vulnerabilities: CVE matching depends on accurate package/version metadata and on the advisory databases — a vulnerability with no published advisory, or in code not declared as a dependency, is not seen. Coverage needs a RESOLVED graph: an unpinned requirements.txt, or a pom without a resolved build, yields partial coverage rather than a clean verdict. An ecosystem the analyzer cannot scan is reported as unmeasured, never as clean.
D31 IaC & Container Security: IaC scanning checks Dockerfiles/Terraform/Kubernetes against best-practice rules — it cannot see the live cloud account, runtime configuration, or drift between the committed config and what is actually deployed.
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.
P4 Deployment & Rollback: Approval/branch-protection rules live in repository settings the scan cannot see — only their in-repo evidence (config files, workflows) is checked, so a control enforced purely in the host's settings reads as "not evidenced".
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.
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.
79 method(s) exceeded the cyclomatic complexity threshold of 15; the worst was Commands.Response at 123. A further 3 method(s) were over the threshold but excluded as flat dispatchers (a long switch/match over independent cases: many branches, almost no nesting), the largest being SteamUtilities.ToSteamClientLanguage at 30 — they are counted neither in the figure above nor in this dimension's score.
+ 72 more group(s) — more in Appendix A; the complete list is findings.md.
What to do
Bring the 4 bodies over 60 down to 60 or less in Cyclomatic Complexity — start with Commands.Response (cyclomatic 123), RemoteCommunication.OnPersonaState (cyclomatic 109), RemoteCommunication.MatchActively (cyclomatic 106). — 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 4 together lifts Cyclomatic Complexity from 3.2 to about 4.8/10, projected with the scoring formula itself and assuming each lands exactly at 60; a cleaner split scores higher.
Enforce Cyclomatic Complexity in CI to reach Verified (currently Documented). — 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.
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.
+ 82 more group(s) — more in Appendix A; the complete list is findings.md.
What to do
Bring the 9 bodies over 60 down to 60 or less in Cognitive Complexity — start with RemoteCommunication.MatchActively (cognitive 370), Commands.ResponseRedeem (cognitive 244), RemoteCommunication.OnPersonaState (cognitive 205). — 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 Cognitive Complexity from 2.0 to about 4.4/10, projected with the scoring formula itself and assuming each lands exactly at 60; a cleaner split scores higher.
Enforce Cognitive Complexity in CI to reach Verified (currently Documented). — 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.
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D3 · God Classes8.1 / 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.
Resolve the 11 MethodTooLong finding(s) in God Classes — start with RemoteCommunication.cs (3), Commands.cs (2), Bot.cs (2). — One of this dimension's main actionable groups (11 warning-level).
Resolve the 10 FileTooLong finding(s) in God Classes — start with Bot.cs, Commands.cs, ArchiWebHandler.cs. — One of this dimension's main actionable groups (10 warning-level).
Resolve the 10 TooManyMethods finding(s) in God Classes — start with Commands.cs, Bot.cs, ArchiWebHandler.cs. — One of this dimension's main actionable groups (10 warning-level).
Enforce God Classes in CI to reach Verified (currently Documented). — 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.
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.
96 duplicated block group(s) detected. A further 10 rows report members as variants of one another; they aggregate block groups already counted above and are not themselves counted.
+ 66 more group(s) — more in Appendix A; the complete list is findings.md.
What to do
Resolve the 6 Duplicated block (5 lines × 2) finding(s) in Code Duplication — start with Commands.cs, REDACTED, RemoteCommunication.cs. — One of this dimension's main actionable groups (6 warning-level).
Resolve the 5 Duplicated block (11 lines × 2) finding(s) in Code Duplication — start with Commands.cs (4), MatchingUtilities.cs. — One of this dimension's main actionable groups (5 warning-level).
Resolve the 4 Duplicated block (16 lines × 2) finding(s) in Code Duplication — start with ArchiWebHandler.cs, ASF.cs, Commands.cs. — One of this dimension's main actionable groups (4 warning-level).
Enforce Code Duplication in CI to reach Verified (currently Documented). — 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.
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D5 · Coupling9.1 / 10Stronggated by 1 serious finding✓ 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.
Off the main sequence: ArchiSteamFarmArchiSteamFarm/ArchiSteamFarm.csproj:1
What to do
Resolve the 1 Off the main sequence finding(s) in Coupling — start with ArchiSteamFarm.csproj. — One of this dimension's main actionable groups (1 warning-level).
Enforce Coupling in CI to reach Verified (currently Documented). — Hardens enforcement from Documented toward Prevented — provenance only; does not change the score.
Detailed fixes: d5_recommendation.md · top locations in Appendix A, every location in findings.md.
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.
Resolve the 3 Low cohesion finding(s) in Cohesion (LCOM4) — start with BotDatabase.cs, ArchiHandler.cs, GlobalDatabase.cs. — One of this dimension's main actionable groups (3 warning-level).
Enforce Cohesion (LCOM4) in CI to reach Verified (currently Documented). — 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.
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D9 · Test Distribution10.0 / 10Exemplary✓ 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.
82 test methods: 82 unit, 0 integration, 0 BDD, 0 e2e.
✓ On the Gold path — maintain.
Detailed fixes: d9_recommendation.md.
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D10 · Test Quality9.3 / 10Stronggated by 4 serious findings✓ Tool-verified
What it measures: Whether the tests truly assert behaviour rather than just running the code.
Method: Per-test assertions, skips, and mock references analyzed via Roslyn; structured skip-reason tags (BUG:/ENV:) separate documented deferrals from debt. Deterministic.
0 skipped, 4 zero-assertion, no mocking-framework packages referenced (hand-written doubles or no mocking) across 82 tests.
No assertions: IgnoresCommandPrefixFollowedByWhitespace · ×4ArchiSteamFarm.Tests/Bot.cs:73
What to do
Resolve the 4 No assertions finding(s) in Test Quality — start with ConcurrentTests.cs (3), Bot.cs. — One of this dimension's main actionable groups (4 warning-level).
Enforce Test Quality in CI to reach Verified (currently Documented). — Hardens enforcement from Documented toward Prevented — provenance only; does not change the score.
Detailed fixes: d10_recommendation.md · top locations in Appendix A, every location in findings.md.
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D11 · Test Reliability10.0 / 10Exemplary✓ Tool-verified
What it measures: Whether the tests pass reliably, with no flakiness.
Method: Suite re-run N times within tiered wall-clock budgets (unit to e2e); tests failing non-deterministically across runs flagged; guarded tests retried when #if guards detected.
What it measures: Whether dependencies are current, secure, and not bloated.
Method: Manifest scan via dotnet list package across all projects; worst-signal-per-package deduction (saturating for vulnerabilities, capped-linear for deprecation/outdated) per KLoC. Exhaustive, deterministic.
Resolve the 2 Prerelease dependency finding(s) in Dependency Hygiene. — One of this dimension's main actionable groups (2 warning-level).
Enforce Dependency Hygiene in CI to reach Verified (currently Documented). — Hardens enforcement from Documented toward Verified — provenance only; does not change the score.
Detailed fixes: d12_recommendation.md · top locations in Appendix A, every location in findings.md.
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.
What it measures: Whether the licenses of third-party packages are compatible with your policy.
Method: Third-party package licenses resolved from declared package metadata and checked against the configured policy (allow/deny/copyleft). Deterministic; clean = no incompatible license found at metadata depth.
0 of 230 packages use a banned license. ★ DEPTH: this repository's MSBuild projects declare 23 direct `PackageReference`(s), and 207 further package(s) were reached beyond them by closing the graph over nuget.org's own nuspec dependency graph — so a banned licence pulled in only by a dependency's OWN dependencies is inside this verdict. A package whose licence nuget.org could not be asked for is not graded, and version ranges are taken at their lower bound, so this is the closure as that graph states it rather than a restored consumer's exact resolution.
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.
Resolve the 9 Hotspot finding(s) in Churn × Complexity Hotspots — start with RemoteCommunication.cs, Bot.cs, ArchiWebHandler.cs. — One of this dimension's main actionable groups (9 warning-level).
Detailed fixes: d15_recommendation.md · top locations in Appendix A, every location in findings.md.
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.
Dead code: ShouldSerializeNonce · ×75ArchiSteamFarm/Steam/Data/Confirmation.cs:64
TodoComment · ×4ArchiSteamFarm/Core/ASF.cs:946
BareSuppressMessage repeated across 45 filesArchiSteamFarm.CustomPlugins.ExamplePlugin/MeowResponse.cs:31
What to do
Resolve the 75 Dead code finding(s) in Explicit Debt — start with GlobalConfig.cs (36), BotConfig.cs (35), PackageData.cs (3). — One of this dimension's main actionable groups (75 warning-level).
Resolve the 5 EmptyCatchBlock finding(s) in Explicit Debt — start with ArchiLogger.cs (4), Bot.cs. — One of this dimension's main actionable groups (5 issue-level).
Resolve the 4 NoWarnInCsproj finding(s) in Explicit Debt — start with Directory.Build.props (3), ArchiSteamFarm.csproj. — One of this dimension's main actionable groups (4 issue-level).
Enforce Explicit Debt in CI to reach Verified (currently Documented). — 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.
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.
9 projects, 253 source files, 38174 hand-written lines of code (36487 production / 1687 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), 8 inter-project edges.
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.
The repository's root README gives a strong overview (ArchiSteamFarm project) and links to GitHub actions, Docker, commits, downloads, the ASF Wiki, Steam group, Discord, and Crowdin localization status. It also shows an excellent badge-driven presence for each of its six README files: the main ArchiSteamFarm README is the repository's single root document; the six plugin/Localization READMEs are all subdirectories documenting their own directories (Strings.resx localization). The XML-doc coverage at 8% across 1175 namespaces indicates a sparse documentation set, but none of the visible documents fall under any of the missing-installation, missing-usage, or missing-contributing categories. There is no architecture/design docs and no internal jargon; the unstructured wall-of-text quality is high.
Resolve the 2 Documentation finding(s) in Documentation Quality — start with README.md (2). — One of this dimension's main actionable groups (2 recommendation-level).
Detailed fixes: d19_recommendation.md · top locations in Appendix A, every location in findings.md.
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D20 · ADR Quality0.0 / 10Critical✓ Tool-verified
What it measures: Whether architecture decisions are recorded well (context, decision, consequences).
Method: Per-ADR judgment by language model at low temperature with two-pass stability; confidence is share of ADRs evaluated; enforcement-field presence detected deterministically. 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.
0 naming inconsistencies across 200 sampled symbols.
✓ On the Gold path — maintain.
Detailed fixes: d21_recommendation.md.
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D24 · Comment ValueExemplary◐ 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.
1 of 9 projects flagged as possibly oversized/incoherent.
Projects may be oversized for their cohesion
What to do
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.
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.
90 % of calls cross a namespace and 1 % go through an interface, but 100 % of collaborators are co-located — so a call's collaborators sit together and tracing stays easy. Baseline: medium — clean/modular boundaries expected.
What it measures: Whether any secrets were ever committed — scanned across the full git history, not just now.
Method: Secret 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.
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).
70 finding(s): 0 critical, 19 high, 50 medium, 1 low. semgrep hit a parse error in 3 file(s) — `ArchiSteamFarm/Helpers/Json/JsonDisallowNullAttribute.cs` (lines 30–32), `ArchiSteamFarm/IPC/Controllers/Api/ArchiController.cs` (lines 30–38), `REDACTED` — so no absence of findings in the named regions is evidence of anything; rows reported elsewhere in those files are real. Fix the syntax error (or exclude the file deliberately) and re-scan to cover them. Separately, one or more rules could not re-parse an embedded snippet in 5 file(s) (e.g. a workflow `run:` block read as shell). Those files WERE scanned and their other rows are unaffected; only those rules' view of those snippets is missing.
REDACTED
REDACTED
REDACTED
REDACTED
REDACTED
+ 3 more group(s) — more in Appendix A; the complete list is findings.md.
What to do
Resolve the 8 REDACTED finding(s) in Static Analysis (SAST) — start with REDACTED (4), REDACTED (4). — One of this dimension's main actionable groups (8 issue-level).
Resolve the 4 REDACTED finding(s) in Static Analysis (SAST) — start with REDACTED, REDACTED, REDACTED. — One of this dimension's main actionable groups (4 issue-level).
Resolve the 4 REDACTED finding(s) in Static Analysis (SAST) — start with REDACTED (2), REDACTED (2). — One of this dimension's main actionable groups (4 issue-level).
Detailed fixes: d29_recommendation.md · top locations in Appendix A, every location in findings.md.
What it measures: Whether any dependency has a known published vulnerability (CVE), direct or transitive, in ANY ecosystem the repository declares — Dart pub, Elixir and Erlang via Hex, Go modules, Java and Kotlin via Maven/Gradle, JavaScript/npm, .NET/NuGet, PHP/Composer, Python/PyPI, RubyGems, Rust/Cargo and Swift.
Method: Dependency-CVE scan across every ecosystem the repository declares, scored ONCE. Three sources are unioned and deduplicated by advisory identity (rule id + alias closure, CVE<->GHSA) scoped to package+version, keeping the worst severity: `osv-scanner --recursive` over osv.dev for Dart pub, Elixir/Hex (and Erlang, whose `rebar.lock` syft first converts to a CycloneDX SBOM the scanner reads, with rows attributed back to the lock), Go, Java and Kotlin via Maven/Gradle (and Scala, whose sbt build's pinned direct declarations are written into a CycloneDX SBOM the scanner reads, with rows attributed back to the build file), npm, PHP/Composer, Python/PyPI, RubyGems, Rust/Cargo and Swift; `trivy fs --scanners vuln` for npm lockfiles; and `dotnet list package --vulnerable --include-transitive` for NuGet (with per-advisory collapse of the project x target-framework fan-out), plus a DECLARED-dependency arm that resolves a published gem's gemspec against rubygems.org where no Gemfile.lock is committed. `SeverityScore(c,h,m,l, normalizer 8.0)`. NotApplicable only when NO ecosystem is readable; if any applicable ecosystem could not be scanned the findings are REPORTED and the score is withheld. Supersedes the npm and OSV arms, retired 2026-09-05.
Resolve the 2 High IaC finding(s) in IaC & Container Security — start with REDACTED, REDACTED. — One of this dimension's main actionable groups (2 issue-level).
Resolve the 6 Medium IaC finding(s) in IaC & Container Security — start with REDACTED (3), REDACTED (3). — One of this dimension's main actionable groups (6 warning-level).
Detailed fixes: d31_recommendation.md · top locations in Appendix A, every location in findings.md.
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.
Every significant source file has living knowledge — recently and meaningfully worked. Counted over 132 of the 231 production source files in this repository: the rest are under the ~2,400-byte size floor this dimension measures over.
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.
What it measures: Whether the build pipeline provides supply-chain integrity — generated provenance/attestation, signed artifacts (cosign/sigstore), an SBOM, and pinned build actions. Presence of the configuration, not a runtime guarantee.
Method: Supply-chain provenance/signing read deterministically from CI/build config (.github/workflows, .gitlab-ci.yml, azure-pipelines, Jenkinsfile, .circleci) + the release surface: four signals — generated provenance/attestation (SLSA/in-toto/actions-attest), artifact signing (cosign/sigstore/gitsign), an SBOM (syft/sbom-action/*.spdx.json/*.cdx.json), and SHA-pinned build actions — scored 10·present/denom. NotApplicable without a build pipeline. Detects configuration presence, not runtime enforcement.
What it measures: Whether the repository publishes a coordinated-vulnerability-disclosure policy (SECURITY.md or security.txt) with a reporting contact, so finders know how to report a vulnerability. Presence of a policy file with a contact, not whether the policy is adequate or honoured.
Method: Vulnerability-disclosure policy read deterministically from the repo: a SECURITY.md (root/.github/docs) or .well-known/security.txt / security.txt, regex-checked for a reporting contact (email / URL / mailto). Present + contact → 10; present without a contact → 4; NotApplicable when no policy file exists (it may live off-repo). Detects the policy file's presence + contact, not its adequacy.
A vulnerability-disclosure policy (.github/SECURITY.md) is published with a reporting contact.
✓ On the Gold path — maintain.
Detailed fixes: d37_recommendation.md.
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D39 · IL Efficiency9.9 / 10Exemplary✓ Tool-verified
Method: IL instruction count per method, read from the BUILT first-party assemblies via Mono.Cecil (the target is compiled on a deep run); scored on the fraction of methods whose emitted IL body exceeds the size threshold. Sees compiler-generated bloat source can't; not-applicable when the target fails to build. Deterministic.
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.
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 ArchiSteamFarm.Core ↔ ArchiSteamFarm.NLog ↔ ArchiSteamFarm.Steam ↔ ArchiSteamFarm.Steam.Cards ↔ ArchiSteamFarm.Steam.Exchange ↔ ArchiSteamFarm.Steam.Integration ↔ ArchiSteamFarm.Steam.Interaction ↔ ArchiSteamFarm.Steam.Security ↔ ArchiSteamFarm.Steam.Storage ↔ ArchiSteamFarm.Storage ↔ ArchiSteamFarm.Web depend on each other. The lightest dependency in the cycle is ArchiSteamFarm.Core → ArchiSteamFarm.NLog (ArchiSteamFarm.Core.ASF → ArchiSteamFarm.NLog.ArchiLogger, 1 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. — ArchiSteamFarm/Core/ASF.cs:41
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.
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.
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.
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.
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AX8 · Test isolation10.0 / 10Exemplary✓ Tool-verified
Other · Architecture — Whether production projects stay free of references to test projects — tests may depend on production, never the reverse.
Method: Csproj graph: each production project checked for references to test projects (identified by test-framework presence, not name). Zero violations is clean. Deterministic.
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C1 · Data Protection6.5 / 10Adequate✓ Tool-verified
Other · Security — Whether sensitive data is encrypted at rest and in transit and keys are vaulted.
Method: Roslyn plus filesystem scan: encryption presence (EF ColumnEncryption, key-vault references, HTTPS enforcement) and key-derivation KDF detection. Deterministic.
No in-app HTTPS enforcement, but ForwardedHeaders / 127.0.0.1 binding indicates a reverse-proxy topology — adding UseHttpsRedirection in the app would be wrong in this layout. Verify the reverse proxy enforces TLS. — REDACTED:139
What to do
Strengthen data-at-rest protection: vault your keys (Azure Key Vault / AWS KMS / IDataProtector key ring) and encrypt the most sensitive columns (EF HasConversion encryption or provider-native column encryption) — partial coverage still leaves gaps.
Do you agree with this assessment?
C2 · Access Controls7.0 / 10Strong✓ Tool-verified
Other · Security — Whether access is authorized by default — a framework authorization attribute/decorator or policy, or imperative guard methods (throw-on-violation) called from handlers.
Method: Roslyn scan: [Authorize] usage and authorization policies, plus imperative throw-on-violation guard methods detected via syntax. Deterministic.
Authorization IS enforced here (by an auth-gate middleware that short-circuits unauthorized requests) — this is NOT a claim that the code is unprotected. What's missing is a NAMED rule set: the middleware encodes the access rules inline, so the rules can't be listed, reviewed or tested apart from the middleware body that applies them. Recommendation, not a defect.
What to do
Name the access rules — give each one a named predicate/policy object your middleware consults, so the rule set can be reviewed and unit-tested independently of the pipeline that enforces it.
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.
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.
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.
63 code files changed in the last 6 months but the README was not touched — it may no longer reflect the system.
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 9 of 9 project(s) that lack one — worth up to 2 pts.
Review the README against recent changes; refresh the parts that drifted.
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.
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.
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's spread across several top-level directories, so there's no one place that says 'this is the product'.
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.
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.
`/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 106 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters. (×7) — root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:106, root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:106, root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:106, …
`/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 132 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters. (×7) — root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:132, root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:132, root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:132, …
What to do
Replace `Console.Write…` in service code with the project's injected `ILogger<T>` (message templates with named properties), so delivery outcomes and failures reach the log pipeline with a level and a category.
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.
What to do
Enable Dependabot/Renovate or a dependency-review gate.
Add gitleaks/trufflehog in CI to block PRs that introduce committed secrets.
Readiness · Readiness — Whether releases are automated and safely reversible (probes, rolling updates, approval gates) — from manifests/pipeline files, not the live environment.
Method: Filesystem scan: deployment manifests/IaC (K8s YAML, Helm, Terraform) for rolling updates, probes, approval gates, migration hooks. Exhaustive, deterministic.
What to do
The pipeline declares a deployment environment, but whether required reviewers / protection rules are attached to it lives in repository settings we cannot read — confirm the gate is enforced before production promotion.
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P6 · Release Hygiene8.0 / 10Strong✓ 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.
The changelog this check read carries 0 versioned entries, against a bar of 3. Counted as either the distinct `x.y.z` versions it names (a link's target is not counted) or its version-shaped section headings (`## [1.2.0]`, `## V14.x.x`, `## Updates in 8.0.x`), whichever is the larger — so a log sectioned by minor series counts its sections, not its individual patch numbers. Entries recorded somewhere this check does not read — release notes generated at tag time from a generator config it did not recognise, or a log kept outside the repository — are not counted here, and this row is about what is re-findable in the tree rather than about how often you release.
What to do
Keep the changelog current — add a versioned entry (Keep-a-Changelog ## [x.y.z]) for each release so the history isn't a stub.
Readiness · Readiness — Whether outbound HTTP calls are wrapped in resilience (retry/timeout/circuit-breaker) so a failing dependency doesn't cascade.
Method: Source scan: outbound HTTP clients and what bounds them — resilience handlers (Polly, AddStandardResilienceHandler) on .NET; on Go, the JVM, Python, JavaScript/TypeScript, Ruby, PHP, Rust, Elixir, Swift, Dart and Erlang, a timeout, deadline, retry or breaker beside each call, or a process-wide client default (a framework-wide deadline such as Drupal core's, Laravel's or actix's awc counts). Exhaustive, deterministic.
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).
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 31 use(s) across 34,320 production line(s) (~0.9/1k). More Span/Memory, pooling (ArrayPool/ObjectPool), stackalloc and ValueTask on the allocation-heavy paths climbs this toward 10.
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.
Other · Security — Transport security, security headers, secure cookies, input validation, middleware order and crypto hygiene (presence, not runtime).
Method: Roslyn plus filesystem scan: HSTS/security headers, secure cookies, input validation, middleware order, weak crypto (MD5/SHA1/DES); HTTPS-metadata context-aware. On a repository with no .NET source it reads JavaScript/TypeScript, Dart, Ruby, Scala, Rust or Elixir source itself (test, vendored, generated and minified paths not) for the arms that hold whether or not the code serves HTTP: a weak hash or cipher, key material fixed in the source, a TLS client that accepts any certificate, and (JavaScript/TypeScript, Ruby, Scala, Rust and Elixir) an obsolete TLS version; the server controls are not assessed there, and a Dart, Ruby, Scala, Rust or Elixir repository that serves no HTTP of its own is N/A on them. Deterministic.
`DefaultPasswordFormat` selects `PlainText` — the password is stored and compared verbatim. Anyone who can read the config file, a backup of it, or a support bundle has the password itself, and a constant-time compare of two plaintext strings protects nothing that matters here. — ArchiSteamFarm/Steam/Storage/BotConfig.cs:85
`DefaultIPCPasswordFormat` defaults to the plaintext member `PlainText` — the password is stored and compared verbatim. — ArchiSteamFarm/Storage/GlobalConfig.cs:89
The `password` query-string parameter is read off `Request.Query`, so the password travels in the URL. URLs are recorded in server and proxy access logs, browser history, and `Referer` headers on any outbound link — all places a password must never reach, and none of them fixed by HTTPS. — ArchiSteamFarm/IPC/Integration/ApiAuthenticationMiddleware.cs:142
`EncryptionKey` is the DPAPI additional entropy and symmetric cipher key, and its shipped DEFAULT is a compile-time constant — an installation that never overrides it encrypts with a value published in this repository, and the code cannot distinguish that state from a configured one. A key that ships with the source is not secret: every contributor, fork, mirror and released binary carries it, so anyone holding the repository can decrypt what any installation encrypted, and there is no way to invalidate what was already protected because every deployment built from this source shares the value. Where the constant is a password salt the consequence differs but is no smaller — one global salt means precomputation amortises across every installation, which is the property salting exists to destroy. Read the value from configuration, an environment variable or a secrets manager at startup and FAIL FAST when it is absent, so a missing key stops the process instead of silently falling back to a shared default; treat the committed value as disclosed and rotate it rather than only deleting the line. For a salt, generate a fresh random one per password and store it alongside the hash. — REDACTED:59
This type encrypts through `SymmetricAlgorithm`, whose every cipher mode (CBC/ECB/OFB/CFB/CTS) is unauthenticated, and no keyed MAC or AEAD cipher appears anywhere in it — so nothing establishes that the ciphertext it produced is the ciphertext it later reads back. Encryption alone provides confidentiality, not integrity: unauthenticated CBC is MALLEABLE, and an attacker who can modify stored or transmitted ciphertext can flip chosen plaintext bits in the following block by flipping ciphertext bits in the preceding one, without ever knowing the key. Where the decrypt path reports failure differently for a padding error than for a downstream one — a broad `catch` that returns null is the usual spelling — the same construction also answers the attacker's questions, which is the padding-oracle shape that recovers plaintext outright. Prefer an AEAD cipher: `AesGcm` or `ChaCha20Poly1305` authenticate the ciphertext as part of encrypting it, and give you an associated-data slot for the surrounding context. Where the format cannot change, MAC it with encrypt-then-MAC — HMAC-SHA256 over the IV and the ciphertext together, with a key derived separately from the encryption key — and verify that tag with `CryptographicOperations.FixedTimeEquals` BEFORE decrypting anything. (×2) — REDACTED:257, REDACTED:256
`SteamParentalPbkdf2Iterations` fixes PBKDF2-SHA-256 at 10,000 iterations. A key-derivation function's only defence is the cost of ONE guess, and that cost is this number — the algorithm choice does not set it. Current OWASP guidance is 1,300,000 PBKDF2 iterations with HMAC-SHA1, 600,000 with SHA-256 and 210,000 with SHA-512; scrypt at N=2^17, r=8, p=1 (or an equivalent N·r·p product); Argon2id at 19 MiB of memory and 2 iterations (or an equivalent row); bcrypt at a work factor of at least 10. This figure divides the attacker's work by a factor of tens or hundreds against the same stolen hash, on hardware they already own. Where what is derived is short or low-entropy — a PIN, a numeric parental code, a four-character token — the whole keyspace falls in the time this parameter buys, and no salt or constant-time comparison changes that. Raise the count to the current published figure for the PRF you use, measure it on the slowest hardware that must run it (a target of roughly 100 ms per derivation is the usual budget), and read the value from configuration so a deployment can raise it again without a rebuild. Where the derived value must interoperate with a format someone else fixed, the count cannot move — derive a SEPARATE value for anything you own rather than inheriting the external format's price. — REDACTED:43
`SteamParentalSCryptIterations` fixes scrypt at N=8,192 (r=8, p=1). A key-derivation function's only defence is the cost of ONE guess, and that cost is this number — the algorithm choice does not set it. Current OWASP guidance is 1,300,000 PBKDF2 iterations with HMAC-SHA1, 600,000 with SHA-256 and 210,000 with SHA-512; scrypt at N=2^17, r=8, p=1 (or an equivalent N·r·p product); Argon2id at 19 MiB of memory and 2 iterations (or an equivalent row); bcrypt at a work factor of at least 10. This figure divides the attacker's work by a factor of tens or hundreds against the same stolen hash, on hardware they already own. Where what is derived is short or low-entropy — a PIN, a numeric parental code, a four-character token — the whole keyspace falls in the time this parameter buys, and no salt or constant-time comparison changes that. Raise the count to the current published figure for the PRF you use, measure it on the slowest hardware that must run it (a target of roughly 100 ms per derivation is the usual budget), and read the value from configuration so a deployment can raise it again without a rebuild. Where the derived value must interoperate with a format someone else fixed, the count cannot move — derive a SEPARATE value for anything you own rather than inheriting the external format's price. — REDACTED:45
This log call serialises a whole `BotDatabase` object, and that type emits AccessToken, CachedSteamParentalCode, MobileAuthenticator.IdentitySecret, MobileAuthenticator.SharedSecret, RefreshToken when serialised — so the credential itself is written into the log file in the clear. A log is not the artifact its source was: the configuration or state file these values came from is written once, to a known path, with the process's own permissions, while a log is copied, shipped to aggregators, retained on whatever schedule the operator set, and — for a DEBUG log specifically — routinely produced on request and pasted into a public issue tracker by a user who was told to turn debugging on to help diagnose something else. That the call sits behind a debug switch is what makes the exposure likely rather than what limits it. Redact at the type: mark the credential members `[JsonIgnore]`, or gate them on a serialisation-purpose flag the way a `ShouldSerialize*` that consults a `Saving`-style state does, so the file-writing path emits them and every other path does not. Where the diagnostic genuinely needs to show that a value is SET, log its presence and length, or a truncated fingerprint of it, never the value. Treat any credential that has already reached a shared log as disclosed and rotate it. — ArchiSteamFarm/Steam/Bot.cs:1783
None of the 11 security response headers the OWASP Secure Headers Project recommends (Content-Security-Policy, Strict-Transport-Security, X-Content-Type-Options, X-Frame-Options, …) is configured — defense in depth, even when a reverse proxy could set them. (−2.0 on this card.)
This web host's pipeline is composed here and adds no security response header (Content-Security-Policy, Strict-Transport-Security, X-Content-Type-Options, a frame policy) to what it serves. — REDACTED:432
What to do
Change the DEFAULT password format to a salted KDF (PBKDF2/scrypt/Argon2/BCrypt) rather than offering one as an option — an installation that never touches the setting is the one that gets breached. Keep the plaintext member only if an upgrade path needs to read existing configs, and warn on it at startup. This repository defaults 2 credential formats to a plaintext member, not one: `ArchiSteamFarm/Steam/Storage/BotConfig.cs:85` (`DefaultPasswordFormat` → `PlainText`), `ArchiSteamFarm/Storage/GlobalConfig.cs:89` (`DefaultIPCPasswordFormat` → `PlainText`). Each guards a different credential and each is a separate decision — changing only the default this row cites leaves the others storing their password verbatim.
Accept the password from a request HEADER or body only, and drop the query-string parameter — a URL is written to access logs, browser history and `Referer` headers, none of which HTTPS protects.
Load cryptographic key and salt material from configuration, an environment variable or a secrets manager rather than fixing it in the source, and fail fast at startup when it is absent — a default that silently works is the one that reaches production. Rotate anything already committed: it must be treated as disclosed. Salts should be generated per password and stored with the hash, never shared across installations.
Authenticate ciphertext, do not just encrypt it: move to an AEAD cipher (`AesGcm`, `ChaCha20Poly1305`), or where the wire format is fixed, add encrypt-then-MAC with HMAC-SHA256 over IV+ciphertext under a separately derived key and verify the tag with `CryptographicOperations.FixedTimeEquals` before decrypting. Unauthenticated CBC is malleable, and a decrypt path that distinguishes padding failures from other failures is a padding oracle. This repository constructs symmetric encryption whose ciphertext nothing authenticates at 2 sites, not one: `REDACTED:256` (ECB), `REDACTED:257` (CBC). Each is a separate decision — fixing only the line this row cites leaves the others in place.
Raise the cost parameter to current guidance — PBKDF2 at 1,300,000 (HMAC-SHA1), 600,000 (SHA-256) or 210,000 (SHA-512) iterations; scrypt at N=2^17, r=8, p=1; bcrypt at a work factor of 10 or more — or move to a memory-hard KDF (Argon2id, scrypt) where the platform offers one. Read the parameter from configuration and tune it to roughly 100 ms per derivation on the slowest hardware that must run it, so the price can be raised again without shipping new code. This repository constructs a key derivation priced below the floor at 2 sites, not one: `REDACTED:43` (PBKDF2-SHA-256, 10,000 iterations), `REDACTED:45` (scrypt, N=8,192 (r=8, p=1)). Each is a separate decision — fixing only the line this row cites leaves the others in place.
Stop serialising credential-bearing objects into logs: mark the secret members `[JsonIgnore]`, or gate them on a serialisation-purpose flag so only the file-writing path emits them. Where a diagnostic must show a value is set, log presence, length or a truncated fingerprint rather than the value, and rotate any credential that has already reached a log.
Add security response headers (Content-Security-Policy first, then Strict-Transport-Security, X-Content-Type-Options and a frame policy) — defense in depth, even when a reverse proxy could set them.
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.
`async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained. (×26) — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/BotCache.cs:158, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:950, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1695, …
Reading `.Result` of a task that has not completed blocks this thread until it does — the same block as `.Wait()`: under a synchronization context (Blazor, a UI thread, classic ASP.NET) it deadlocks, and on the thread pool it parks a thread for as long as the work runs. `await` the task instead (make the caller `async`); where a synchronous entry point must stay, keep the block in ONE documented bridge with a timeout. — ArchiSteamFarm/Steam/Bot.cs:346
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.
Do you agree with this assessment?
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.
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.
Do you agree with this assessment?
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.
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.
Do you agree with this assessment?
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.
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.
`LockObject` is declared `IDisposable` and nothing more, and every assignment to it takes a constructor parameter — so `ConcurrentEnumerator` can do exactly one thing with it, which is the release performed here (line 48), and it is the only reference left that can perform it. That release is the tail of an unprotected sequence: `Enumerator.Dispose()` runs first (line 47), and nothing in `Dispose` catches it. A single throw from that call skips the release entirely — and because a bare `IDisposable` carries no state to inspect and no second holder to fall back on, whatever it represents (a lock taken for this instance, a semaphore lease, a scope) is then held for the remaining lifetime of the process, with nothing left that could ever give it back. Wrap the calls that precede it in a `try` and move the release into the `finally`, so the one statement that must happen is the one that always happens. — ArchiSteamFarm/Collections/ConcurrentEnumerator.cs:48
`requestMessage.Content` is overwritten twice in `InternalRequest`, and only one of the two honours the duty the other states. At line 772 the previous value is saved into `originalContent` before the overwrite and that local is disposed — the method's own statement that whatever sits in `requestMessage.Content` must be released before it is replaced. Here (line 823) the same property is set to `null` and the value it was holding — the one written at line 772 — is saved nowhere, disposed nowhere, and unreachable the moment the assignment completes. Nothing between the two lines re-assigns the property or takes a second reference to it, so this method is the last thing that could have released it. Nothing announces the leak either: the resource is held until finalization if its type has a finalizer and until the process ends if it does not, so the cost accumulates once per CALL — and once per iteration if this sits in a loop. Dispose the outgoing value before detaching it (save it as the line 772 overwrite does, null the property, then release the saved local), or drop the detach and let the owner's disposal reach it. — ArchiSteamFarm/Web/WebBrowser.cs:823
What to do
Each finding names the value and the span that decides who owns it — the `new` that created it, or the constructor parameter that handed it over. Confirm ownership from that span, then make the disposal match it: release what this type created, leave what it was injected with to whoever created THAT, and drop a finalizer whose type holds nothing unmanaged to release.
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.
Other · Code Health — Whether async methods accept a CancellationToken so work can be cancelled (adoption curve).
Method: Roslyn scan: every async method (excluding framework-fixed overrides/Blazor handlers) checked for CancellationToken parameter presence. Deterministic, adoption percentage. 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 question: every named async function that itself makes a request an AbortSignal can cancel (global `fetch`, axios and its file-local instances, ky, ofetch) counts, and it is compliant when its parameters or body name a signal or it hands one of its own parameters to the request as options; signatures a framework fixes (JSX event handlers, route and lifecycle exports, request-first handlers, `override`, `'use server'` modules, TanStack `mutationFn`) are exempt unless they take a signal. Deterministic, adoption percentage.
Only 50/513 async methods accept a CancellationToken, so in-flight work can't be stopped early when the caller gives up — whatever ends it in your host (shutdown signal, timeout, abandoned request, user cancel). Thread a token through the call chain and honour it at each await and loop; where a method genuinely cannot be interrupted, omitting it is a deliberate choice — judge against your hosting model.
No CancellationToken parameter — the body observes an ambient token instead (a field or a context object), so the work does stop on cancellation, but a caller cannot cancel this call independently of the owner that created that token. — ArchiSteamFarm.CustomPlugins.ExamplePlugin/CatController.cs:46
No CancellationToken parameter — this work can't be stopped early once started. (×38) — ArchiSteamFarm.CustomPlugins.ExamplePlugin/ExamplePlugin.cs:97, ArchiSteamFarm.CustomPlugins.ExamplePlugin/ExamplePlugin.cs:145, ArchiSteamFarm.CustomPlugins.SignInWithSteam/SignInWithSteamController.cs:48, …
What to do
Thread a CancellationToken through async methods so work stops promptly on cancellation.
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.
The guard on line 56 rejects `acceptedMatchableTypes` and line 57 reports that rejection as `ArgumentNullException` — but the condition's own test `acceptedMatchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `acceptedMatchableTypes`, and on that path `acceptedMatchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:57
The guard on line 84 rejects `inventory` and line 85 reports that rejection as `ArgumentNullException` — but the condition's own test `inventory.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `inventory`, and on that path `inventory` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. (×2) — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:85, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:85
The guard on line 90 rejects `acceptedMatchableTypes` and line 91 reports that rejection as `ArgumentNullException` — but the condition's own test `acceptedMatchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `acceptedMatchableTypes`, and on that path `acceptedMatchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:91
The guard on line 168 rejects `inventory` and line 169 reports that rejection as `ArgumentNullException` — but the condition's own test `inventory.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `inventory`, and on that path `inventory` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:169
The guard on line 172 rejects `acceptedMatchableTypes` and line 173 reports that rejection as `ArgumentNullException` — but the condition's own test `acceptedMatchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `acceptedMatchableTypes`, and on that path `acceptedMatchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:173
The guard on line 200 rejects `matchableTypes` and line 201 reports that rejection as `ArgumentNullException` — but the condition's own test `matchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `matchableTypes`, and on that path `matchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:201
The guard on line 204 rejects `realAppIDs` and line 205 reports that rejection as `ArgumentNullException` — but the condition's own test `realAppIDs.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `realAppIDs`, and on that path `realAppIDs` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:205
The guard on line 45 rejects `args` and line 46 reports that rejection as `ArgumentNullException` — but the condition's own test `args.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `args`, and on that path `args` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:46
The guard on line 57 rejects `matchableTypes` and line 58 reports that rejection as `ArgumentNullException` — but the condition's own test `matchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `matchableTypes`, and on that path `matchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. (×2) — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AnnouncementDiffRequest.cs:58, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/SetPartsRequest.cs:58
The guard on line 49 rejects `matchableTypes` and line 50 reports that rejection as `ArgumentNullException` — but the condition's own test `matchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `matchableTypes`, and on that path `matchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AnnouncementRequest.cs:50
The guard on line 83 rejects `matchableTypes` and line 84 reports that rejection as `ArgumentNullException` — but the condition's own test `matchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `matchableTypes`, and on that path `matchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AnnouncementRequestBase.cs:84
The guard on line 58 rejects `inventory` and line 59 reports that rejection as `ArgumentNullException` — but the condition's own test `inventory.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `inventory`, and on that path `inventory` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/InventoriesRequest.cs:59
The guard on line 62 rejects `matchableTypes` and line 63 reports that rejection as `ArgumentNullException` — but the condition's own test `matchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `matchableTypes`, and on that path `matchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/InventoriesRequest.cs:63
The guard on line 61 rejects `realAppIDs` and line 62 reports that rejection as `ArgumentNullException` — but the condition's own test `realAppIDs.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `realAppIDs`, and on that path `realAppIDs` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/SetPartsRequest.cs:62
The guard on line 63 rejects `args` and line 64 reports that rejection as `ArgumentNullException` — but the condition's own test `args.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `args`, and on that path `args` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs:64
The guard on line 105 rejects `tradeResults` and line 106 reports that rejection as `ArgumentNullException` — but the condition's own test `tradeResults.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `tradeResults`, and on that path `tradeResults` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs:106
The guard on line 122 rejects `newNotifications` and line 123 reports that rejection as `ArgumentNullException` — but the condition's own test `newNotifications.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `newNotifications`, and on that path `newNotifications` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs:123
The guard on line 33 rejects `inventory` and line 34 reports that rejection as `ArgumentNullException` — but the condition's own test `inventory.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `inventory`, and on that path `inventory` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:34
The guard on line 64 rejects `inventory` and line 65 reports that rejection as `ArgumentNullException` — but the condition's own test `inventory.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `inventory`, and on that path `inventory` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:65
The guard on line 88 rejects `classIDs` and line 89 reports that rejection as `ArgumentNullException` — but the condition's own test `classIDs.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `classIDs`, and on that path `classIDs` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:89
The guard on line 1239 rejects `ourAssets` and line 1240 reports that rejection as `ArgumentNullException` — but the condition's own test `ourAssets.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `ourAssets`, and on that path `ourAssets` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1240
The guard on line 1243 rejects `acceptedMatchableTypes` and line 1244 reports that rejection as `ArgumentNullException` — but the condition's own test `acceptedMatchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `acceptedMatchableTypes`, and on that path `acceptedMatchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1244
The guard on line 49 rejects `args` and line 50 reports that rejection as `ArgumentNullException` — but the condition's own test `args.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `args`, and on that path `args` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:50
The guard on line 57 rejects `args` and line 58 reports that rejection as `ArgumentNullException` — but the condition's own test `args.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `args`, and on that path `args` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/MobileAuthenticatorPlugin.cs:58
The guard on line 175 rejects `args` and line 176 reports that rejection as `ArgumentNullException` — but the condition's own test `args.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `args`, and on that path `args` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:176
The guard on line 303 rejects `loadedAssembliesNames` and line 304 reports that rejection as `ArgumentNullException` — but the condition's own test `loadedAssembliesNames.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `loadedAssembliesNames`, and on that path `loadedAssembliesNames` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm/Core/ASF.cs:304
The guard on line 526 rejects `prefixes` and line 527 reports that rejection as `ArgumentNullException` — but the condition's own test `prefixes.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `prefixes`, and on that path `prefixes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm/Core/Utilities.cs:527
The guard on line 120 rejects `password` and line 121 reports that rejection as `ArgumentNullException` — but the condition's own test `password.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `password`, and on that path `password` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — REDACTED:121
The guard on line 124 rejects `salt` and line 125 reports that rejection as `ArgumentNullException` — but the condition's own test `salt.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `salt`, and on that path `salt` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — REDACTED:125
The guard on line 143 rejects `passwordHash` and line 144 reports that rejection as `ArgumentNullException` — but the condition's own test `passwordHash.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `passwordHash`, and on that path `passwordHash` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — REDACTED:144
The guard on line 151 rejects `salt` and line 152 reports that rejection as `ArgumentNullException` — but the condition's own test `salt.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `salt`, and on that path `salt` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — REDACTED:152
The guard on line 112 rejects `releaseAssets` and line 113 reports that rejection as `ArgumentNullException` — but the condition's own test `releaseAssets.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `releaseAssets`, and on that path `releaseAssets` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm/Plugins/Interfaces/IGitHubPluginUpdates.cs:113
The guard on line 123 rejects `releaseAssets` and line 124 reports that rejection as `ArgumentNullException` — but the condition's own test `releaseAssets.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `releaseAssets`, and on that path `releaseAssets` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm/Plugins/Interfaces/IGitHubPluginUpdates.cs:124
The guard on line 37 rejects `releaseAssets` and line 38 reports that rejection as `ArgumentNullException` — but the condition's own test `releaseAssets.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `releaseAssets`, and on that path `releaseAssets` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm/Plugins/Interfaces/IOfficialGitHubPluginUpdates.cs:38
The guard on line 166 rejects `pluginAssemblyNames` and line 167 reports that rejection as `ArgumentNullException` — but the condition's own test `pluginAssemblyNames.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `pluginAssemblyNames`, and on that path `pluginAssemblyNames` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm/Plugins/PluginsCore.cs:167
The guard on line 372 rejects `args` and line 373 reports that rejection as `ArgumentNullException` — but the condition's own test `args.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `args`, and on that path `args` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm/Plugins/PluginsCore.cs:373
The guard on line 614 rejects `tradeResults` and line 615 reports that rejection as `ArgumentNullException` — but the condition's own test `tradeResults.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `tradeResults`, and on that path `tradeResults` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm/Plugins/PluginsCore.cs:615
The guard on line 632 rejects `newNotifications` and line 633 reports that rejection as `ArgumentNullException` — but the condition's own test `newNotifications.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `newNotifications`, and on that path `newNotifications` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition. — ArchiSteamFarm/Plugins/PluginsCore.cs:633
What to do
Each finding names the throw and the test in its own condition that is true of a NON-null value. Confirm from the two, then throw the exception that describes what was actually wrong: `ArgumentException` for a value that arrived empty, or the .NET 8 helpers that spell the whole guard in one line and pick the type for you — `ArgumentException.ThrowIfNullOrEmpty(s)` / `ThrowIfNullOrWhiteSpace(s)` for strings, `ArgumentNullException.ThrowIfNull(x)` followed by `ArgumentOutOfRangeException.ThrowIfZero(x.Count)` for a collection. Splitting the two conditions is usually clearer than picking one exception for both: they are different failures and the caller may want to handle them differently.
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.
The `when` guard on line 2285 changes `LoginFailures` with `++LoginFailures` while deciding whether its arm matches. A guard answers "does this arm apply?" and the runtime evaluates it during PATTERN MATCHING — so the change lands on arms that are then NOT selected, and `&&` short-circuits, so it is skipped altogether whenever the operand to its left already decides the answer. The accounting therefore depends on evaluation order and on how many labels the subject was compared against, not on any statement a reader can point at: the update is missed on exactly the path the left operand rules out, so a counter kept this way cannot reach a limit it is checked against on that path. Move the change out of the guard — leave the clause reading only (`when LoginFailures + 1 >= limit`) and put the mutation in the arm's BODY, where it runs precisely when the arm is chosen, or hoist it above the switch if it must happen for every subject. — ArchiSteamFarm/Steam/Bot.cs:2285
The `when` guard on line 2286 changes `LoginFailures` with `++LoginFailures` while deciding whether its arm matches. A guard answers "does this arm apply?" and the runtime evaluates it during PATTERN MATCHING — so the change lands on arms that are then NOT selected, and `&&` short-circuits, so it is skipped altogether whenever the operand to its left already decides the answer. The accounting therefore depends on evaluation order and on how many labels the subject was compared against, not on any statement a reader can point at: the update is missed on exactly the path the left operand rules out, so a counter kept this way cannot reach a limit it is checked against on that path. Move the change out of the guard — leave the clause reading only (`when LoginFailures + 1 >= limit`) and put the mutation in the arm's BODY, where it runs precisely when the arm is chosen, or hoist it above the switch if it must happen for every subject. — ArchiSteamFarm/Steam/Bot.cs:2286
The `when` guard on line 2311 changes `LoginFailures` with `++LoginFailures` while deciding whether its arm matches. A guard answers "does this arm apply?" and the runtime evaluates it during PATTERN MATCHING — so the change lands on arms that are then NOT selected, and `&&` short-circuits, so it is skipped altogether whenever the operand to its left already decides the answer. The accounting therefore depends on evaluation order and on how many labels the subject was compared against, not on any statement a reader can point at: the update is missed on exactly the path the left operand rules out, so a counter kept this way cannot reach a limit it is checked against on that path. Move the change out of the guard — leave the clause reading only (`when LoginFailures + 1 >= limit`) and put the mutation in the arm's BODY, where it runs precisely when the arm is chosen, or hoist it above the switch if it must happen for every subject. — ArchiSteamFarm/Steam/Bot.cs:2311
The `when` guard on line 2312 changes `LoginFailures` with `++LoginFailures` while deciding whether its arm matches. A guard answers "does this arm apply?" and the runtime evaluates it during PATTERN MATCHING — so the change lands on arms that are then NOT selected, and `&&` short-circuits, so it is skipped altogether whenever the operand to its left already decides the answer. The accounting therefore depends on evaluation order and on how many labels the subject was compared against, not on any statement a reader can point at: the update is missed on exactly the path the left operand rules out, so a counter kept this way cannot reach a limit it is checked against on that path. Move the change out of the guard — leave the clause reading only (`when LoginFailures + 1 >= limit`) and put the mutation in the arm's BODY, where it runs precisely when the arm is chosen, or hoist it above the switch if it must happen for every subject. — ArchiSteamFarm/Steam/Bot.cs:2312
What to do
Each finding names the mutation inside the guard and the short-circuiting operator that decides whether it happens at all. Confirm from the two, then move the change out of the guard: a `when` clause is asked whether an arm MATCHES, and it is evaluated during pattern matching — on arms that are then not selected, and not at all once an operand to its left has answered. Leave the guard reading only (`when Failures + 1 >= Max`) and put the increment in the arm's BODY, where it runs exactly when the arm is chosen, or hoist it above the switch if it must happen on every subject.
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.
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.
`LogGenericTrace` at line 904 is called with an argument built by `string.Join(", ", Bot.BotConfig.MatchableTypes)` (line 904), whose cost grows with the collection it walks. C# evaluates a call's arguments BEFORE entering the method, so that join/projection runs in full every time this line is reached — and then the level check inside the logger discards the string it produced, because LogGenericTrace is a level a shipped configuration normally leaves off. Nothing here decides beforehand whether the message is wanted: no `IsEnabled` test, no debug flag, no conditional-compilation region. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:904
`LogGenericTrace` at line 1573 is called with an argument built by `string.Join(", ", itemsToReceive.Select(static item => $"{item.RealAppID}/{item.Type}/{item.Rarity}/{item.ClassID} #{...` (line 1573), whose cost grows with the collection it walks. C# evaluates a call's arguments BEFORE entering the method, so that join/projection runs in full every time this line is reached — and then the level check inside the logger discards the string it produced, because LogGenericTrace is a level a shipped configuration normally leaves off. Nothing here decides beforehand whether the message is wanted: no `IsEnabled` test, no debug flag, no conditional-compilation region. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1573
`LogGenericDebug` at line 3800 is called with an argument built by `string.Join(", ", items)` (line 3800), whose cost grows with the collection it walks. C# evaluates a call's arguments BEFORE entering the method, so that join/projection runs in full every time this line is reached — and then the level check inside the logger discards the string it produced, because LogGenericDebug is a level a shipped configuration normally leaves off. Nothing here decides beforehand whether the message is wanted: no `IsEnabled` test, no debug flag, no conditional-compilation region. — ArchiSteamFarm/Steam/Bot.cs:3800
What to do
Each finding names the diagnostic call and the expression inside its argument whose cost scales with a collection. Confirm from the two that the argument is built before the call — that is C#'s evaluation order, not a guess — then put the construction behind the same level check the sink applies: `if (logger.IsEnabled(LogLevel.Trace))` for Microsoft.Extensions.Logging, the repository's own debug flag where it has one, or a message template whose ARGUMENTS the logging framework only formats when the level is on. Moving the call is not the fix: it is the join/projection in the argument that is paid, wherever the call sits.
Do you agree with this assessment?
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.
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.
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.
Do you agree with this assessment?
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.
Do you agree with this assessment?
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.
Do you agree with this assessment?
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.
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. Log it, handle it, or don't catch it. (×5) — ArchiSteamFarm/NLog/ArchiLogger.cs:179, ArchiSteamFarm/NLog/ArchiLogger.cs:185, ArchiSteamFarm/NLog/ArchiLogger.cs:194, …
What to do
Swallowed exception (empty catch)
Do you agree with this assessment?
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.
Do you agree with this assessment?
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.
Other · Code Health — Whether log calls use message templates (queryable) rather than interpolated strings.
Method: Roslyn syntax scan: every log call-site counted; interpolated-string first-argument violations flagged. Population is all log calls, not estimated. 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 `trace`/`debug`/`info`/`warn`/`error`/`fatal`/`verbose`/`silly`/`http`/`log` call on a receiver named for a logger, in a package whose own or an enclosing `package.json` declares a logger that carries values as fields (pino, pino-http, nestjs-pino, Fastify, winston, bunyan, tslog, LogTape, roarr), whose first deciding argument is a template literal with substitutions; an object-literal fields argument is stepped over, a plain string message clears the call. Python is read the same way: a `debug`/`info`/`warning`/`error`/`exception`/`critical`/`log` call on a logger in a file that imports the standard library’s `logging` or structlog (loguru, which formats at the call, is not judged), whose message is a whole f-string with a non-constant field; a `%`-formatted, `.format()`-ed or concatenated message is not convicted, as in C#. PHP is read the same way: a PSR-3 level call (`emergency`…`debug`, `log`) on a logger (`$logger`, `$this->logger`, Laravel’s `Log::`, `logger()`, `\Drupal::logger()`) in a package whose `composer.json` requires a PSR-3 logger or a framework that hands one out (psr/log, Monolog, Laravel, Symfony, Drupal, CakePHP), or a file that imports one, whose message is a double-quoted string interpolating a variable; a single-quoted message clears the call, and `sprintf` or `.` concatenation is not convicted, as in C#. Dart is read the same way: a `trace`/`debug`/`info`/`warn`/`error`/`fatal` call on Sentry’s structured logger (`Sentry.logger`) whose message is a whole string literal interpolating a value (`$name`, `${…}`); the `Sentry.logger.fmt` template API clears the call. Dart that logs only through loggers with one message and no fields (package:logging, package:logger, talker, dart:developer) is not applicable rather than a reach gap. Ruby is read the same way: a `trace`/`debug`/`info`/`warn`/`error`/`fatal` call on the console gem’s `Console` (declared by a Gemfile, gemspec or Gemfile.lock, or required) or, where SemanticLogger, Ougai or dry-logger is declared or required, on a receiver named for a logger (`logger`, `@logger`, `Rails.logger`, `log`), whose first deciding argument is, as the whole argument, a double-quoted string interpolating a non-constant value (`#{…}`, `#@ivar`); a plain literal clears the call, keyword arguments are the fields, and a block, `%`-format or `+` concatenation is not convicted. Ruby that logs only through the standard Logger (Rails.logger) is not applicable rather than a reach gap. Deterministic.
Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it. (×23) — ArchiSteamFarm.CustomPlugins.ExamplePlugin/ExamplePlugin.cs:134, ArchiSteamFarm.CustomPlugins.PeriodicGC/PeriodicGCPlugin.cs:53, ArchiSteamFarm.CustomPlugins.PeriodicGC/PeriodicGCPlugin.cs:63, …
Other · Code Health — Whether nullable reference types are enabled and not undermined by heavy `!` suppression.
Method: Roslyn compiler-options scan: NullableContextOptions per project; null-forgiving (!) suppression density per 1k syntax nodes. Deterministic, adoption plus suppression penalty.
This branch was entered because `eligible` is null — line 214 says so — and line 218 inside it then writes `eligible?.`, which asks the same question again. Nothing here can throw, but nothing here can vary either: the access is never taken and the expression is null every time. The conditional is dead code, and it misleads the reader into thinking this line can show a value. Say what is actually true on this path — write the constant the expression always produces, or drop the branch's guard if `eligible` was not meant to be null here. — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:218
~0.3 `!` suppressions per 1k syntax nodes — 63 suppression(s) across the 206200 syntax node(s) in code where nullable warnings are ENABLED, which is the only code a `!` can suppress anything in (a `!` under `#nullable disable` is inert and is not counted, and its file's nodes are not in the denominator). Each one tells the compiler to trust you about null, suppressing the very safety NRTs provide.
What to do
Where a branch has already proved a symbol null, drop the `?.`/`??` written inside it and say what that path actually produces — the conditional cannot fire, and it reads as though the value might be there.
Enable <Nullable>enable</Nullable> across all projects and resolve warnings rather than suppressing with `!`.
Do you agree with this assessment?
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.
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.
P12 CI test-gate honesty — 1 observation(s) recorded · Reported, not scored — this card publishes what the CI gate does with the test inventory rather than grading it. The findings above are its output.
X10 Duplicated predicate — 25 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 — 4 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.
C3 Audit Trail — Repo shows no audit-logging mechanism (IAuditable, an immutable audit log, an EF SaveChanges interceptor) for sensitive changes — absence of evidence is not evidence of a working control. Record an audit trail in code (or document where it lives) so this dimension can be scored.
C4 Data Retention — Repo shows no data-retention / TTL / cleanup mechanism for personal data — absence of evidence is not evidence of a working control. Define retention periods and a purge/cleanup job (or TTL) in code, or document where retention is enforced, so this dimension can be scored.
C5 Data-Subject Rights — Repo shows no corroborated data-subject-rights mechanism (erasure / export-portability / consent) tied to a subject id or GDPR vocabulary — absence of evidence is not evidence of a working control. Implement erasure, data export/portability and consent tracking over the subject's records.
P5 DR & Backup — not evidenced — repo shows no backup/RTO/RPO controls; absence of evidence is not evidence of a working control
Not included — 34 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 — Frontend below the scale floor (15 DOM element(s) < 25) — too little surface to assess accessibility.
AC2 Forms & labels — Frontend below the scale floor (15 DOM element(s) < 25) — too little surface to assess accessibility.
AC3 Page structure — Frontend below the scale floor (15 DOM element(s) < 25) — too little surface to assess accessibility.
AC4 Keyboard semantics — Frontend below the scale floor (15 DOM element(s) < 25) — too little surface to assess accessibility.
AC5 ARIA correctness — Frontend below the scale floor (15 DOM element(s) < 25) — too little surface to assess accessibility.
AC6 Visual & motion safety — Frontend below the scale floor (15 DOM element(s) < 25) — too little surface to assess accessibility.
AC7 A11y enforcement — Frontend below the scale floor (15 DOM element(s) < 25) — too little surface to assess accessibility.
AX1 Captive dependencies — no DI registrations detected
AX2 Stateful singletons — no singleton implementations detected
AX7 Slice cohesion — not applicable — not a vertical-slice architecture
AX9 CQS / query purity — no CQRS query handlers detected — query purity is not applicable to this codebase
AXB2 Runtime readiness — Advisory — this card reports evidence and never carries a score, so there is nothing missing here.
AXR1 Runtime accessibility — docker build failed (exit 1) — DEPRECATED: The legacy builder is deprecated and will be removed in a future release.
Install the buildx component to build images with BuildKit:
https://docs.docker.com/go/bui…; runtime evidence skipped This is a statement about this run, not a statement about your application: nothing here says the surface is inaccessible, only that it was never rendered.
D16 Bus Factor — single-maintainer repository — bus factor is not applicable
D22 Internal API Consistency — No intentionally-exposed public API to evaluate for consistency.
D23 Boundary Type-Coupling — Cross-context type coupling could not be assessed — this codebase's bounded contexts are neither declared nor inferable.
D25 ADR Conformance — no ADRs to check
D32 Data Compliance (PII/GDPR) — 2 file(s) were not parsed by semgrep — the PII/GDPR ruleset never ran over them
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
D8 Code Coverage — Coverage NOT MEASURED: `--collect:"XPlat Code Coverage"` names a data collector that ships in the `coverlet.collector` package, and this repository wires up none — no test project references it and no runsettings declares one. The absence of coverage here is therefore not evidence about the suite or about our analyzer environment: without a collector, `--collect` produces nothing even from a suite that builds and passes. Add a `coverlet.collector` PackageReference to the test project(s) (or commit the Cobertura/OpenCover/lcov report your CI produces) and real coverage will be measured. It is excluded from the score rather than counted as a near-zero defect.
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
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
SC1 Supply-chain hygiene — Advisory — this card reports evidence and never carries a score, so there is nothing missing here.
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.
EmptyCatchBlock ArchiSteamFarm/NLog/ArchiLogger.cs:179— 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.
EmptyCatchBlock ArchiSteamFarm/NLog/ArchiLogger.cs:185— 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.
EmptyCatchBlock ArchiSteamFarm/NLog/ArchiLogger.cs:194— 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.
EmptyCatchBlock ArchiSteamFarm/NLog/ArchiLogger.cs:200— 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.
EmptyCatchBlock ArchiSteamFarm/Steam/Bot.cs:2103— 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.
NoWarnInCsproj ArchiSteamFarm/ArchiSteamFarm.csproj:9— CA1515 — this warning is switched off for the WHOLE project, in every file it builds, including code written years from now: nothing at the call site records that the rule was ever silenced, so the next reader has no reason to look here. Fix what the rule is reporting and drop the code from the list, or — if some occurrences really are legitimate — narrow the suppression to those sites and give each one its reason, so the rule keeps protecting the rest of the project.
NoWarnInCsproj Directory.Build.props:21— CA1028 — this warning is switched off for the WHOLE project, in every file it builds, including code written years from now: nothing at the call site records that the rule was ever silenced, so the next reader has no reason to look here. Fix what the rule is reporting and drop the code from the list, or — if some occurrences really are legitimate — narrow the suppression to those sites and give each one its reason, so the rule keeps protecting the rest of the project.
NoWarnInCsproj Directory.Build.props:21— CA1031 — this warning is switched off for the WHOLE project, in every file it builds, including code written years from now: nothing at the call site records that the rule was ever silenced, so the next reader has no reason to look here. Fix what the rule is reporting and drop the code from the list, or — if some occurrences really are legitimate — narrow the suppression to those sites and give each one its reason, so the rule keeps protecting the rest of the project.
NoWarnInCsproj Directory.Build.props:21— CS1591 — this warning is switched off for the WHOLE project, in every file it builds, including code written years from now: nothing at the call site records that the rule was ever silenced, so the next reader has no reason to look here. Fix what the rule is reporting and drop the code from the list, or — if some occurrences really are legitimate — narrow the suppression to those sites and give each one its reason, so the rule keeps protecting the rest of the project.
S1 · Web-Security Posture· Password stored in plaintext by default · ×2
Password stored in plaintext by default ArchiSteamFarm/Steam/Storage/BotConfig.cs:85— `DefaultPasswordFormat` selects `PlainText` — the password is stored and compared verbatim. Anyone who can read the config file, a backup of it, or a support bundle has the password itself, and a constant-time compare of two plaintext strings protects nothing that matters here.
Password stored in plaintext by default ArchiSteamFarm/Storage/GlobalConfig.cs:89— `DefaultIPCPasswordFormat` defaults to the plaintext member `PlainText` — the password is stored and compared verbatim.
Namespace dependency cycle ArchiSteamFarm/Core/ASF.cs:41— The namespaces ArchiSteamFarm.Core ↔ ArchiSteamFarm.NLog ↔ ArchiSteamFarm.Steam ↔ ArchiSteamFarm.Steam.Cards ↔ ArchiSteamFarm.Steam.Exchange ↔ ArchiSteamFarm.Steam.Integration ↔ ArchiSteamFarm.Steam.Interaction ↔ ArchiSteamFarm.Steam.Security ↔ ArchiSteamFarm.Steam.Storage ↔ ArchiSteamFarm.Storage ↔ ArchiSteamFarm.Web depend on each other. The lightest dependency in the cycle is ArchiSteamFarm.Core → ArchiSteamFarm.NLog (ArchiSteamFarm.Core.ASF → ArchiSteamFarm.NLog.ArchiLogger, 1 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.
S1 · Web-Security Posture· Password accepted from the URL query string · ×1
Password accepted from the URL query string ArchiSteamFarm/IPC/Integration/ApiAuthenticationMiddleware.cs:142— The `password` query-string parameter is read off `Request.Query`, so the password travels in the URL. URLs are recorded in server and proxy access logs, browser history, and `Referer` headers on any outbound link — all places a password must never reach, and none of them fixed by HTTPS.
S1 · Web-Security Posture· Cryptographic key material is a compile-time constant · ×1
Cryptographic key material is a compile-time constant REDACTED:59— `EncryptionKey` is the DPAPI additional entropy and symmetric cipher key, and its shipped DEFAULT is a compile-time constant — an installation that never overrides it encrypts with a value published in this repository, and the code cannot distinguish that state from a configured one. A key that ships with the source is not secret: every contributor, fork, mirror and released binary carries it, so anyone holding the repository can decrypt what any installation encrypted, and there is no way to invalidate what was already protected because every deployment built from this source shares the value. Where the constant is a password salt the consequence differs but is no smaller — one global salt means precomputation amortises across every installation, which is the property salting exists to destroy. Read the value from configuration, an environment variable or a secrets manager at startup and FAIL FAST when it is absent, so a missing key stops the process instead of silently falling back to a shared default; treat the committed value as disclosed and rotate it rather than only deleting the line. For a salt, generate a fresh random one per password and store it alongside the hash.
S1 · Web-Security Posture· Credential material is serialised into the log · ×1
Credential material is serialised into the log ArchiSteamFarm/Steam/Bot.cs:1783— This log call serialises a whole `BotDatabase` object, and that type emits AccessToken, CachedSteamParentalCode, MobileAuthenticator.IdentitySecret, MobileAuthenticator.SharedSecret, RefreshToken when serialised — so the credential itself is written into the log file in the clear. A log is not the artifact its source was: the configuration or state file these values came from is written once, to a known path, with the process's own permissions, while a log is copied, shipped to aggregators, retained on whatever schedule the operator set, and — for a DEBUG log specifically — routinely produced on request and pasted into a public issue tracker by a user who was told to turn debugging on to help diagnose something else. That the call sits behind a debug switch is what makes the exposure likely rather than what limits it. Redact at the type: mark the credential members `[JsonIgnore]`, or gate them on a serialisation-purpose flag the way a `ShouldSerialize*` that consults a `Saving`-style state does, so the file-writing path emits them and every other path does not. Where the diagnostic genuinely needs to show that a value is SET, log its presence and length, or a truncated fingerprint of it, never the value. Treat any credential that has already reached a shared log as disclosed and rotate it.
Dead code: ShouldSerializeNonce ArchiSteamFarm/Steam/Data/Confirmation.cs:64— Method ShouldSerializeNonce — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeAcceptGifts ArchiSteamFarm/Steam/Storage/BotConfig.cs:384— Method ShouldSerializeAcceptGifts — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeBotBehaviour ArchiSteamFarm/Steam/Storage/BotConfig.cs:387— Method ShouldSerializeBotBehaviour — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeCompleteTypesToSend ArchiSteamFarm/Steam/Storage/BotConfig.cs:390— Method ShouldSerializeCompleteTypesToSend — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeCustomGamePlayedWhileFarming ArchiSteamFarm/Steam/Storage/BotConfig.cs:393— Method ShouldSerializeCustomGamePlayedWhileFarming — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeCustomGamePlayedWhileIdle ArchiSteamFarm/Steam/Storage/BotConfig.cs:396— Method ShouldSerializeCustomGamePlayedWhileIdle — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeEnabled ArchiSteamFarm/Steam/Storage/BotConfig.cs:399— Method ShouldSerializeEnabled — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeFarmingOrders ArchiSteamFarm/Steam/Storage/BotConfig.cs:402— Method ShouldSerializeFarmingOrders — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeFarmingPreferences ArchiSteamFarm/Steam/Storage/BotConfig.cs:405— Method ShouldSerializeFarmingPreferences — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeGamesPlayedWhileIdle ArchiSteamFarm/Steam/Storage/BotConfig.cs:408— Method ShouldSerializeGamesPlayedWhileIdle — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeGamingDeviceType ArchiSteamFarm/Steam/Storage/BotConfig.cs:411— Method ShouldSerializeGamingDeviceType — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeHoursUntilCardDrops ArchiSteamFarm/Steam/Storage/BotConfig.cs:414— Method ShouldSerializeHoursUntilCardDrops — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeLootableTypes ArchiSteamFarm/Steam/Storage/BotConfig.cs:417— Method ShouldSerializeLootableTypes — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeMachineName ArchiSteamFarm/Steam/Storage/BotConfig.cs:420— Method ShouldSerializeMachineName — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeMatchableTypes ArchiSteamFarm/Steam/Storage/BotConfig.cs:423— Method ShouldSerializeMatchableTypes — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeOnlineFlags ArchiSteamFarm/Steam/Storage/BotConfig.cs:426— Method ShouldSerializeOnlineFlags — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeOnlineStatus ArchiSteamFarm/Steam/Storage/BotConfig.cs:429— Method ShouldSerializeOnlineStatus — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializePasswordFormat ArchiSteamFarm/Steam/Storage/BotConfig.cs:432— Method ShouldSerializePasswordFormat — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeRedeemingPreferences ArchiSteamFarm/Steam/Storage/BotConfig.cs:435— Method ShouldSerializeRedeemingPreferences — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeRemoteCommunication ArchiSteamFarm/Steam/Storage/BotConfig.cs:438— Method ShouldSerializeRemoteCommunication — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeSSteamMasterClanID ArchiSteamFarm/Steam/Storage/BotConfig.cs:441— Method ShouldSerializeSSteamMasterClanID — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeSendTradePeriod ArchiSteamFarm/Steam/Storage/BotConfig.cs:444— Method ShouldSerializeSendTradePeriod — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeSteamLogin ArchiSteamFarm/Steam/Storage/BotConfig.cs:447— Method ShouldSerializeSteamLogin — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeSteamMasterClanID ArchiSteamFarm/Steam/Storage/BotConfig.cs:450— Method ShouldSerializeSteamMasterClanID — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
Dead code: ShouldSerializeSteamParentalCode ArchiSteamFarm/Steam/Storage/BotConfig.cs:453— Method ShouldSerializeSteamParentalCode — Roslyn's SymbolFinder walked every project the solution loads, including ArchiSteamFarm, and found no reference to it. That walk cannot see three kinds of caller, so check them before removing it: code outside the solution file (a solution is a curated list, not the repository — a sibling test tree with its own .sln is invisible), a call resolved by reflection or dependency injection from the symbol's name, and any project the workspace could not load. This is 'no caller found by this walk', not a verdict that the symbol is unused.
X20 · Mistyped argument guard· Argument guard throws the exception its own condition disproves · ×40
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:57— The guard on line 56 rejects `acceptedMatchableTypes` and line 57 reports that rejection as `ArgumentNullException` — but the condition's own test `acceptedMatchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `acceptedMatchableTypes`, and on that path `acceptedMatchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:85— The guard on line 84 rejects `inventory` and line 85 reports that rejection as `ArgumentNullException` — but the condition's own test `inventory.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `inventory`, and on that path `inventory` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:91— The guard on line 90 rejects `acceptedMatchableTypes` and line 91 reports that rejection as `ArgumentNullException` — but the condition's own test `acceptedMatchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `acceptedMatchableTypes`, and on that path `acceptedMatchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:169— The guard on line 168 rejects `inventory` and line 169 reports that rejection as `ArgumentNullException` — but the condition's own test `inventory.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `inventory`, and on that path `inventory` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:173— The guard on line 172 rejects `acceptedMatchableTypes` and line 173 reports that rejection as `ArgumentNullException` — but the condition's own test `acceptedMatchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `acceptedMatchableTypes`, and on that path `acceptedMatchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:201— The guard on line 200 rejects `matchableTypes` and line 201 reports that rejection as `ArgumentNullException` — but the condition's own test `matchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `matchableTypes`, and on that path `matchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:205— The guard on line 204 rejects `realAppIDs` and line 205 reports that rejection as `ArgumentNullException` — but the condition's own test `realAppIDs.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `realAppIDs`, and on that path `realAppIDs` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:46— The guard on line 45 rejects `args` and line 46 reports that rejection as `ArgumentNullException` — but the condition's own test `args.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `args`, and on that path `args` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AnnouncementDiffRequest.cs:58— The guard on line 57 rejects `matchableTypes` and line 58 reports that rejection as `ArgumentNullException` — but the condition's own test `matchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `matchableTypes`, and on that path `matchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AnnouncementRequest.cs:50— The guard on line 49 rejects `matchableTypes` and line 50 reports that rejection as `ArgumentNullException` — but the condition's own test `matchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `matchableTypes`, and on that path `matchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AnnouncementRequestBase.cs:84— The guard on line 83 rejects `matchableTypes` and line 84 reports that rejection as `ArgumentNullException` — but the condition's own test `matchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `matchableTypes`, and on that path `matchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/InventoriesRequest.cs:59— The guard on line 58 rejects `inventory` and line 59 reports that rejection as `ArgumentNullException` — but the condition's own test `inventory.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `inventory`, and on that path `inventory` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/InventoriesRequest.cs:63— The guard on line 62 rejects `matchableTypes` and line 63 reports that rejection as `ArgumentNullException` — but the condition's own test `matchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `matchableTypes`, and on that path `matchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/SetPartsRequest.cs:58— The guard on line 57 rejects `matchableTypes` and line 58 reports that rejection as `ArgumentNullException` — but the condition's own test `matchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `matchableTypes`, and on that path `matchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/SetPartsRequest.cs:62— The guard on line 61 rejects `realAppIDs` and line 62 reports that rejection as `ArgumentNullException` — but the condition's own test `realAppIDs.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `realAppIDs`, and on that path `realAppIDs` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs:64— The guard on line 63 rejects `args` and line 64 reports that rejection as `ArgumentNullException` — but the condition's own test `args.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `args`, and on that path `args` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs:106— The guard on line 105 rejects `tradeResults` and line 106 reports that rejection as `ArgumentNullException` — but the condition's own test `tradeResults.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `tradeResults`, and on that path `tradeResults` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs:123— The guard on line 122 rejects `newNotifications` and line 123 reports that rejection as `ArgumentNullException` — but the condition's own test `newNotifications.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `newNotifications`, and on that path `newNotifications` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:34— The guard on line 33 rejects `inventory` and line 34 reports that rejection as `ArgumentNullException` — but the condition's own test `inventory.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `inventory`, and on that path `inventory` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:65— The guard on line 64 rejects `inventory` and line 65 reports that rejection as `ArgumentNullException` — but the condition's own test `inventory.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `inventory`, and on that path `inventory` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:85— The guard on line 84 rejects `inventory` and line 85 reports that rejection as `ArgumentNullException` — but the condition's own test `inventory.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `inventory`, and on that path `inventory` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:89— The guard on line 88 rejects `classIDs` and line 89 reports that rejection as `ArgumentNullException` — but the condition's own test `classIDs.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `classIDs`, and on that path `classIDs` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1240— The guard on line 1239 rejects `ourAssets` and line 1240 reports that rejection as `ArgumentNullException` — but the condition's own test `ourAssets.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `ourAssets`, and on that path `ourAssets` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1244— The guard on line 1243 rejects `acceptedMatchableTypes` and line 1244 reports that rejection as `ArgumentNullException` — but the condition's own test `acceptedMatchableTypes.Count == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `acceptedMatchableTypes`, and on that path `acceptedMatchableTypes` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
Argument guard throws the exception its own condition disproves ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:50— The guard on line 49 rejects `args` and line 50 reports that rejection as `ArgumentNullException` — but the condition's own test `args.Length == 0` is true of a value that is NOT null: it is satisfied by an EMPTY `args`, and on that path `args` was already proven non-null by the very expression that decided it (`||` short-circuits, so the null test to its left had to be false to get here). So a caller who passes a valid empty argument is told a parameter was null. That is not a wording problem: the exception type is the contract. A caller catching `ArgumentNullException` to handle a real null swallows the empty case with it, and whoever reads the stack trace later is told a failure the source disproves. .NET separates the two on purpose — `ArgumentNullException.ThrowIfNull` and `ArgumentException.ThrowIfNullOrEmpty` are two helpers because they are two failures. Throw `ArgumentException` for the empty case, or split the guard and throw each on its own condition.
+ 15 more in this group — see findings.md.
X2 · Cancellation propagation· Async method without CancellationToken · ×38
Async method without CancellationToken: OnBotCommand ArchiSteamFarm.CustomPlugins.ExamplePlugin/ExamplePlugin.cs:97— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: OnBotInitModules ArchiSteamFarm.CustomPlugins.ExamplePlugin/ExamplePlugin.cs:145— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: Post ArchiSteamFarm.CustomPlugins.SignInWithSteam/SignInWithSteamController.cs:48— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: AnnounceDiffForListing ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:46— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: AnnounceForListing ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:77— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: CheckAnnounceDiffForListing ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:108— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: GetLicenseStatus ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:148— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: GetListedUsersForMatching ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:163— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: HeartBeatForListing ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:215— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: PollResult ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:226— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: CreateOrLoad ArchiSteamFarm.OfficialPlugins.ItemsMatcher/BotCache.cs:122— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: OnObjectModified ArchiSteamFarm.OfficialPlugins.ItemsMatcher/BotCache.cs:158— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: OnBotCommand ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:38— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: ResponseMatch ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:105— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: OnBotCommand ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs:54— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: OnBotDestroy ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs:74— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: OnBotInitModules ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs:88— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: OnSelfPersonaState ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs:142— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: OnPersonaState ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:185— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: IsEligibleForListing ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:860— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: IsEligibleForMatching ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:880— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: MatchActively ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:950— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: MatchActively ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1234— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: OnHeartBeatTimer ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1695— No CancellationToken parameter — this work can't be stopped early once started.
Async method without CancellationToken: OnBotCommand ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:40— No CancellationToken parameter — this work can't be stopped early once started.
async void method: OnObjectModified ArchiSteamFarm.OfficialPlugins.ItemsMatcher/BotCache.cs:158— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: MatchActively ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:950— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnHeartBeatTimer ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1695— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnBotRefreshTimer ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:281— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnSubmissionTimer ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:313— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnAutoUpdatesTimer ArchiSteamFarm/Core/ASF.cs:322— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnChanged ArchiSteamFarm/Core/ASF.cs:324— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnCreated ArchiSteamFarm/Core/ASF.cs:410— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnDeleted ArchiSteamFarm/Core/ASF.cs:526— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnRenamed ArchiSteamFarm/Core/ASF.cs:620— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: InBackground ArchiSteamFarm/Core/Utilities.cs:132— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnNewHistoryEntry REDACTED:156— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnCancelKeyPress ArchiSteamFarm/Program.cs:507— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnPosixSignal ArchiSteamFarm/Program.cs:509— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnProcessExit ArchiSteamFarm/Program.cs:523— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnUnhandledException ArchiSteamFarm/Program.cs:525— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnUnobservedTaskException ArchiSteamFarm/Program.cs:536— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: HeartBeat ArchiSteamFarm/Steam/Bot.cs:2392— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: InitPermanentConnectionFailure ArchiSteamFarm/Steam/Bot.cs:2588— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnRefreshTokensTimer ArchiSteamFarm/Steam/Bot.cs:3631— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnSendItemsTimer ArchiSteamFarm/Steam/Bot.cs:3644— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: RedeemGamesInBackground ArchiSteamFarm/Steam/Bot.cs:3743— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: CheckGamesForFarming ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:447— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: RefreshChanges ArchiSteamFarm/Steam/Integration/SteamPICSChanges.cs:64— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
async void method: OnObjectModified ArchiSteamFarm/Steam/Storage/BotDatabase.cs:416— `async void` can't be awaited and its exceptions crash the process instead of propagating. Return `Task` — or, where the delegate contract requires void (timer/event/callback registrations), make this a thin void shim that awaits a Task-returning inner method inside try/catch so exceptions are contained.
MethodTooLong: RemoteCommunication.OnPersonaState ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:185— MethodTooLong — OnPersonaState runs 340 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 240 over it, 3.40× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
MethodTooLong: Commands.Response ArchiSteamFarm/Steam/Interaction/Commands.cs:109— MethodTooLong — Response runs 253 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 153 over it, 2.53× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
MethodTooLong: RemoteCommunication.MatchActively ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1234— MethodTooLong — MatchActively runs 242 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 142 over it, 2.42× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
MethodTooLong: Commands.ResponseRedeem ArchiSteamFarm/Steam/Interaction/Commands.cs:2589— MethodTooLong — ResponseRedeem runs 148 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 48 over it, 1.48× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
MethodTooLong: CardsFarmer.CheckPage ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:455— MethodTooLong — CheckPage runs 145 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 45 over it, 1.45× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
MethodTooLong: RemoteCommunication.MatchActively ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:950— MethodTooLong — MatchActively runs 142 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 42 over it, 1.42× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
MethodTooLong: WebBrowser.InternalRequest ArchiSteamFarm/Web/WebBrowser.cs:723— MethodTooLong — InternalRequest runs 117 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 17 over it, 1.17× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
MethodTooLong: MonitoringPlugin.InitializeMeter ArchiSteamFarm.OfficialPlugins.Monitoring/MonitoringPlugin.cs:148— MethodTooLong — InitializeMeter runs 109 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 9 over it, 1.09× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
MethodTooLong: SteamTokenDumperPlugin.Refresh ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:315— MethodTooLong — Refresh runs 103 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 3 over it, 1.03× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
MethodTooLong: Bot.OnConnected ArchiSteamFarm/Steam/Bot.cs:2828— MethodTooLong — OnConnected runs 103 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 3 over it, 1.03× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
MethodTooLong: Bot.GetAppDataForIdling ArchiSteamFarm/Steam/Bot.cs:1134— MethodTooLong — GetAppDataForIdling runs 101 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 1 over it, 1.01× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
FileTooLong: Steam/Bot.cs ArchiSteamFarm/Steam/Bot.cs— FileTooLong — 2440 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 1940 over it, 4.88× 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: Interaction/Commands.cs ArchiSteamFarm/Steam/Interaction/Commands.cs— FileTooLong — 2123 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 1623 over it, 4.25× 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: Integration/ArchiWebHandler.cs ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs— FileTooLong — 1314 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 814 over it, 2.63× 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: ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs— FileTooLong — 933 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 433 over it, 1.87× 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: Cards/CardsFarmer.cs ArchiSteamFarm/Steam/Cards/CardsFarmer.cs— FileTooLong — 799 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 299 over it, 1.60× 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: Integration/ArchiHandler.cs ArchiSteamFarm/Steam/Integration/ArchiHandler.cs— FileTooLong — 696 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 196 over it, 1.39× 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: Core/ASF.cs ArchiSteamFarm/Core/ASF.cs— FileTooLong — 534 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 34 over it, 1.07× 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: Web/WebBrowser.cs ArchiSteamFarm/Web/WebBrowser.cs— FileTooLong — 521 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 21 over it, 1.04× 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: Plugins/PluginsCore.cs ArchiSteamFarm/Plugins/PluginsCore.cs— FileTooLong — 512 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 12 over it, 1.02× 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: Storage/BotConfig.cs ArchiSteamFarm/Steam/Storage/BotConfig.cs— FileTooLong — 507 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 7 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.
TooManyMethods: Commands ArchiSteamFarm/Steam/Interaction/Commands.cs— TooManyMethods — 2099 significant lines (blank, comment-only and punctuation-only lines excluded), 118 methods. The bar is 30 methods; this is 88 over it, 3.93× 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: Bot ArchiSteamFarm/Steam/Bot.cs— TooManyMethods — 2401 significant lines (blank, comment-only and punctuation-only lines excluded), 112 methods. The bar is 30 methods; this is 82 over it, 3.73× 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: ArchiWebHandler ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs— TooManyMethods — 1287 significant lines (blank, comment-only and punctuation-only lines excluded), 52 methods. The bar is 30 methods; this is 22 over it, 1.73× 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: BotConfig ArchiSteamFarm/Steam/Storage/BotConfig.cs— TooManyMethods — 484 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: GlobalConfig ArchiSteamFarm/Storage/GlobalConfig.cs— TooManyMethods — 377 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: ArchiHandler ArchiSteamFarm/Steam/Integration/ArchiHandler.cs— TooManyMethods — 668 significant lines (blank, comment-only and punctuation-only lines excluded), 37 methods. The bar is 30 methods; this is 7 over it, 1.23× 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: ASF ArchiSteamFarm/Core/ASF.cs— TooManyMethods — 505 significant lines (blank, comment-only and punctuation-only lines excluded), 35 methods. The bar is 30 methods; this is 5 over it, 1.17× 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: Actions ArchiSteamFarm/Steam/Interaction/Actions.cs— TooManyMethods — 364 significant lines (blank, comment-only and punctuation-only lines excluded), 34 methods. The bar is 30 methods; this is 4 over it, 1.13× 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: PluginsCore ArchiSteamFarm/Plugins/PluginsCore.cs— TooManyMethods — 482 significant lines (blank, comment-only and punctuation-only lines excluded), 33 methods. The bar is 30 methods; this is 3 over it, 1.10× 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: BotDatabase ArchiSteamFarm/Steam/Storage/BotDatabase.cs— TooManyMethods — 230 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.
Hotspot: ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:185— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs changed 9 times in last 90 days, and the most complex body those changes touched has cyclomatic complexity 109 in RemoteCommunication.OnPersonaState at line 185. 1 of those changes was a fix/bug commit, and the other 8 changed it for other reasons — this file is under both repair and feature pressure. Before the next change lands here, make sure the area it touches is under test, then split that area out of the file so the following change is smaller than this one — a file this often edited pays the complexity back every time. Counted over 2026-07-25..2026-10-23, the 90 days ending at the analysed commit. Reproduce with `git log --since='2026-07-25 02:02:49 +00:00' --until='2026-10-23 02:02:49 +00:00' --full-history --no-merges -- ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.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.
Hotspot: ArchiSteamFarm/Steam/Bot.cs ArchiSteamFarm/Steam/Bot.cs:3465— ArchiSteamFarm/Steam/Bot.cs changed 12 times in last 90 days, and the most complex body those changes touched has cyclomatic complexity 26 in Bot.OnLoggedOn at line 3465. 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 2026-07-25..2026-10-23, the 90 days ending at the analysed commit. Reproduce with `git log --since='2026-07-25 02:02:49 +00:00' --until='2026-10-23 02:02:49 +00:00' --full-history --no-merges -- ArchiSteamFarm/Steam/Bot.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.
Hotspot: ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:285— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs changed 4 times in last 90 days, and the most complex body those changes touched has cyclomatic complexity 43 in ArchiWebHandler.GetInventoryAsync at line 285. 1 of those changes was a fix/bug commit, and the other 3 changed it for other reasons — this file is under both repair and feature pressure. Before the next change lands here, make sure the area it touches is under test, then split that area out of the file so the following change is smaller than this one — a file this often edited pays the complexity back every time. Counted over 2026-07-25..2026-10-23, the 90 days ending at the analysed commit. Reproduce with `git log --since='2026-07-25 02:02:49 +00:00' --until='2026-10-23 02:02:49 +00:00' --full-history --no-merges -- ArchiSteamFarm/Steam/Integration/ArchiWebHandler.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.
Hotspot: ArchiSteamFarm/Steam/Integration/ArchiHandler.cs ArchiSteamFarm/Steam/Integration/ArchiHandler.cs:184— ArchiSteamFarm/Steam/Integration/ArchiHandler.cs changed 4 times in last 90 days, and the most complex body those changes touched has cyclomatic complexity 37 in ArchiHandler.GetMyInventoryAsync at line 184. 1 of those changes was a fix/bug commit, and the other 3 changed it for other reasons — this file is under both repair and feature pressure. Before the next change lands here, make sure the area it touches is under test, then split that area out of the file so the following change is smaller than this one — a file this often edited pays the complexity back every time. Counted over 2026-07-25..2026-10-23, the 90 days ending at the analysed commit. Reproduce with `git log --since='2026-07-25 02:02:49 +00:00' --until='2026-10-23 02:02:49 +00:00' --full-history --no-merges -- ArchiSteamFarm/Steam/Integration/ArchiHandler.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.
Hotspot: ArchiSteamFarm/IPC/OpenApi/SchemaTransformer.cs ArchiSteamFarm/IPC/OpenApi/SchemaTransformer.cs:178— ArchiSteamFarm/IPC/OpenApi/SchemaTransformer.cs changed 6 times in last 90 days, and the most complex body those changes touched has cyclomatic complexity 24 in SchemaTransformer.GetDictionaryKeyNamesSchema at line 178. 2 of those changes were fix/bug commits, and the other 4 changed it for other reasons — this file is under both repair and feature pressure. Before the next change lands here, make sure the area it touches is under test, then split that area out of the file so the following change is smaller than this one — a file this often edited pays the complexity back every time. Counted over 2026-07-25..2026-10-23, the 90 days ending at the analysed commit. Reproduce with `git log --since='2026-07-25 02:02:49 +00:00' --until='2026-10-23 02:02:49 +00:00' --full-history --no-merges -- ArchiSteamFarm/IPC/OpenApi/SchemaTransformer.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.
Hotspot: ArchiSteamFarm/Core/ASF.cs ArchiSteamFarm/Core/ASF.cs:703— ArchiSteamFarm/Core/ASF.cs changed 5 times in last 90 days, and the most complex body those changes touched has cyclomatic complexity 28 in ASF.UpdateASF at line 703. 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 2026-07-25..2026-10-23, the 90 days ending at the analysed commit. Reproduce with `git log --since='2026-07-25 02:02:49 +00:00' --until='2026-10-23 02:02:49 +00:00' --full-history --no-merges -- ArchiSteamFarm/Core/ASF.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.
Hotspot: ArchiSteamFarm/Steam/Integration/SteamUtilities.cs ArchiSteamFarm/Steam/Integration/SteamUtilities.cs:149— ArchiSteamFarm/Steam/Integration/SteamUtilities.cs changed 3 times in last 90 days, and the most complex body those changes touched has cyclomatic complexity 34 in SteamUtilities.TryParseGameIdentifier at line 149. 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 2026-07-25..2026-10-23, the 90 days ending at the analysed commit. Reproduce with `git log --since='2026-07-25 02:02:49 +00:00' --until='2026-10-23 02:02:49 +00:00' --full-history --no-merges -- ArchiSteamFarm/Steam/Integration/SteamUtilities.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.
Hotspot: ArchiSteamFarm/Steam/Interaction/Actions.cs ArchiSteamFarm/Steam/Interaction/Actions.cs:219— ArchiSteamFarm/Steam/Interaction/Actions.cs changed 2 times in last 90 days, and the most complex body those changes touched has cyclomatic complexity 25 in Actions.HandleTwoFactorAuthenticationConfirmations at line 219. 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 2026-07-25..2026-10-23, the 90 days ending at the analysed commit. Reproduce with `git log --since='2026-07-25 02:02:49 +00:00' --until='2026-10-23 02:02:49 +00:00' --full-history --no-merges -- ArchiSteamFarm/Steam/Interaction/Actions.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.
Hotspot: ArchiSteamFarm/Steam/Exchange/Trading.cs ArchiSteamFarm/Steam/Exchange/Trading.cs:116— ArchiSteamFarm/Steam/Exchange/Trading.cs changed 2 times in last 90 days, and the most complex body those changes touched has cyclomatic complexity 21 in Trading.IsTradeNeutralOrBetter at line 116. 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 2026-07-25..2026-10-23, the 90 days ending at the analysed commit. Reproduce with `git log --since='2026-07-25 02:02:49 +00:00' --until='2026-10-23 02:02:49 +00:00' --full-history --no-merges -- ArchiSteamFarm/Steam/Exchange/Trading.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.
Duplicated block (5 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:1020— ArchiSteamFarm/Steam/Interaction/Commands.cs:1020-1024 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3621-3625 — 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. 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.
Duplicated block (5 lines × 2) REDACTED:133— REDACTED:133-137 | REDACTED:158-162 — 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. 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.
Duplicated block (5 lines × 2) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:502— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:502-506 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1168-1172 — 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 `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:502` 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 (5 lines × 2) ArchiSteamFarm/Steam/Exchange/Trading.cs:92— ArchiSteamFarm/Steam/Exchange/Trading.cs:92-96 | ArchiSteamFarm/Steam/Exchange/Trading.cs:99-103 — 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 `ArchiSteamFarm/Steam/Exchange/Trading.cs:92` 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 (5 lines × 2) ArchiSteamFarm/Core/ASF.cs:883— ArchiSteamFarm/Core/ASF.cs:883-887 | ArchiSteamFarm/Plugins/PluginsCore.cs:922-926 — the copies span different directories, so extracting a shared function means choosing where it lives: put it somewhere both call sites can already reach — a location they all depend on today, or a new shared one if there is none — and call it from each site; until then, every change has to be made twice.
Duplicated block (5 lines × 2) ArchiSteamFarm/Steam/Bot.cs:1128— ArchiSteamFarm/Steam/Bot.cs:1128-1132 | ArchiSteamFarm/Steam/Interaction/Commands.cs:65-69 — the copies span different directories, so extracting a shared function means choosing where it lives: put it somewhere both call sites can already reach — a location they all depend on today, or a new shared one if there is none — and call it from each site; until then, every change has to be made twice. 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 (11 lines × 2) ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:97— ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:97-107 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:304-314 — 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. 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:95` calls `ThrowIfNullOrEmpty` and `ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:302` 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.
Duplicated block (11 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:979— ArchiSteamFarm/Steam/Interaction/Commands.cs:979-989 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1073-1083 — 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:979` 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 (11 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:3465— ArchiSteamFarm/Steam/Interaction/Commands.cs:3465-3475 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3528-3538 — 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. 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.
Duplicated block (11 lines × 2) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:71— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:71-81 | ArchiSteamFarm/Steam/Exchange/Trading.cs:264-274 — the copies span different directories, so extracting a shared function means choosing where it lives: put it somewhere both call sites can already reach — a location they all depend on today, or a new shared one if there is none — and call it from each site; until then, every change has to be made twice. Read the line range as the matched WINDOW rather than a finished unit: at `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:71` 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.
Duplicated block (11 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:1793— ArchiSteamFarm/Steam/Interaction/Commands.cs:1793-1803 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1837-1847 — 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. 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `ArchiSteamFarm/Steam/Interaction/Commands.cs:1835` calls `ThrowIfNullOrEmpty` and `ArchiSteamFarm/Steam/Interaction/Commands.cs:1791` does not — after which the two agree again for 3 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.
Swallowed exception (empty catch) ArchiSteamFarm/NLog/ArchiLogger.cs:179— An empty catch block silently discards the error — failures vanish with no log and no rethrow. Log it, handle it, or don't catch it.
Swallowed exception (empty catch) ArchiSteamFarm/NLog/ArchiLogger.cs:185— An empty catch block silently discards the error — failures vanish with no log and no rethrow. Log it, handle it, or don't catch it.
Swallowed exception (empty catch) ArchiSteamFarm/NLog/ArchiLogger.cs:194— An empty catch block silently discards the error — failures vanish with no log and no rethrow. Log it, handle it, or don't catch it.
Swallowed exception (empty catch) ArchiSteamFarm/NLog/ArchiLogger.cs:200— An empty catch block silently discards the error — failures vanish with no log and no rethrow. Log it, handle it, or don't catch it.
Swallowed exception (empty catch) ArchiSteamFarm/Steam/Bot.cs:2103— An empty catch block silently discards the error — failures vanish with no log and no rethrow. Log it, handle it, or don't catch it.
No assertions: IgnoresCommandPrefixFollowedByWhitespace ArchiSteamFarm.Tests/Bot.cs:73— This method's body runs code, and no assertion call was recognised in it. Recognised by name: Assert*, *Should*/ShouldBe*, Verify, Expect, Throws, Record, Received/DidNotReceive, MustHaveHappened/MustNotHaveHappened, EnsureSuccessStatusCode and *AndEnsure* — so verification routed through a helper of your own naming, through a base-class or callback object whose members hold the assertions, or through a harness that fails by throwing under some other name, is not visible to this check and is not counted here. Read it as 'no assertion this check knows how to see', and if that is right, add one.
No assertions: ConcurrentDictionarySupportsWritingDuringLinq ArchiSteamFarm.Tests/ConcurrentTests.cs:36— This method's body runs code, and no assertion call was recognised in it. Recognised by name: Assert*, *Should*/ShouldBe*, Verify, Expect, Throws, Record, Received/DidNotReceive, MustHaveHappened/MustNotHaveHappened, EnsureSuccessStatusCode and *AndEnsure* — so verification routed through a helper of your own naming, through a base-class or callback object whose members hold the assertions, or through a harness that fails by throwing under some other name, is not visible to this check and is not counted here. Read it as 'no assertion this check knows how to see', and if that is right, add one.
No assertions: ConcurrentHashSetSupportsWritingDuringLinq ArchiSteamFarm.Tests/ConcurrentTests.cs:55— This method's body runs code, and no assertion call was recognised in it. Recognised by name: Assert*, *Should*/ShouldBe*, Verify, Expect, Throws, Record, Received/DidNotReceive, MustHaveHappened/MustNotHaveHappened, EnsureSuccessStatusCode and *AndEnsure* — so verification routed through a helper of your own naming, through a base-class or callback object whose members hold the assertions, or through a harness that fails by throwing under some other name, is not visible to this check and is not counted here. Read it as 'no assertion this check knows how to see', and if that is right, add one.
No assertions: ConcurrentListSupportsWritingDuringLinq ArchiSteamFarm.Tests/ConcurrentTests.cs:74— This method's body runs code, and no assertion call was recognised in it. Recognised by name: Assert*, *Should*/ShouldBe*, Verify, Expect, Throws, Record, Received/DidNotReceive, MustHaveHappened/MustNotHaveHappened, EnsureSuccessStatusCode and *AndEnsure* — so verification routed through a helper of your own naming, through a base-class or callback object whose members hold the assertions, or through a harness that fails by throwing under some other name, is not visible to this check and is not counted here. Read it as 'no assertion this check knows how to see', and if that is right, add one.
TodoComment ArchiSteamFarm/Core/ASF.cs:946— // TODO: This is a total hack, I wish we could get to the bottom of this hole and find out what is really going on there in regards to the above — source code is not a task system: move the work to your tracker and leave a reference instead (e.g. `// REF: #123`), so the task is planned where tasks live and the ticket links back to the code.
TodoComment REDACTED:151— // TODO: Maybe eventually we can get rid of this, https://github.com/aspnet/AspNetCore/issues/5898
TodoComment ArchiSteamFarm/Steam/Bot.cs:2659— // TODO: Old call should be removed eventually when Steam stops supporting both systems at once — source code is not a task system: move the work to your tracker and leave a reference instead (e.g. `// REF: #123`), so the task is planned where tasks live and the ticket links back to the code.
TodoComment ArchiSteamFarm/Steam/Integration/Callbacks/UserNotificationsCallback.cs:44— // TODO: Check if this workaround is still needed — source code is not a task system: move the work to your tracker and leave a reference instead (e.g. `// REF: #123`), so the task is planned where tasks live and the ticket links back to the code.
Duplicated block (16 lines × 2) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:986— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:986-1001 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1429-1444 — 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 `ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:986` 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. 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.
Duplicated block (16 lines × 2) ArchiSteamFarm/Core/ASF.cs:463— ArchiSteamFarm/Core/ASF.cs:463-478 | ArchiSteamFarm/Core/ASF.cs:502-517 — 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. 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.
Duplicated block (16 lines × 2) ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:158— ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:158-173 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:256-271 — 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 `ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:158` 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.
Duplicated block (16 lines × 2) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AssetForMatching.cs:36— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AssetForMatching.cs:36-51 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/SetPart.cs:33-48 — before extracting anything, compare `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AssetForMatching.cs` and `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/SetPart.cs` as WHOLE FILES: 87% 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 (15 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:2483— ArchiSteamFarm/Steam/Interaction/Commands.cs:2483-2497 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2510-2524 — 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. 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.
Duplicated block (15 lines × 2) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:106— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:106-120 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:347-361 — `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs` and `ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs` are one unit implemented once per sibling directory, so they are most likely parallel implementations of one contract rather than a copy of each other — this scan matched 3 separate duplicated blocks between them, totalling at least 38 lines. If both are selected at run time, neither can be retired in favour of the other, and the lines that DIFFER between them are the reason both exist. The move that pays here is to hoist the identical part into a shared location the whole family can reach and give what differs a parameter or a seam, so a change lands once instead of once per sibling; extracting one helper per block leaves every sibling to drift on its own. 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.
Duplicated block (15 lines × 2) ArchiSteamFarm/Web/WebBrowser.cs:342— ArchiSteamFarm/Web/WebBrowser.cs:342-356 | ArchiSteamFarm/Web/WebBrowser.cs:615-629 — 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 `ArchiSteamFarm/Web/WebBrowser.cs:342` 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 (15 lines × 2) ArchiSteamFarm.CustomPlugins.SignInWithSteam/SignInWithSteamController.cs:69— ArchiSteamFarm.CustomPlugins.SignInWithSteam/SignInWithSteamController.cs:69-83 | ArchiSteamFarm.CustomPlugins.SignInWithSteam/SignInWithSteamController.cs:85-99 — 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. 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.
Duplicated block (14 lines × 2) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1452— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1452-1465 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1473-1486 — 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 (14 lines × 2) ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:444— ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:444-457 | ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:470-483 — 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 `ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:444` 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 (14 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:830— ArchiSteamFarm/Steam/Interaction/Commands.cs:830-843 | ArchiSteamFarm/Steam/Interaction/Commands.cs:997-1010 — 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. 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.
Duplicated block (14 lines × 2) ArchiSteamFarm/IPC/Integration/SwaggerSecurityCriticalAttribute.cs:40— ArchiSteamFarm/IPC/Integration/SwaggerSecurityCriticalAttribute.cs:40-53 | ArchiSteamFarm/IPC/Integration/SwaggerValidValuesAttribute.cs:57-70 — 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 `ArchiSteamFarm/IPC/Integration/SwaggerSecurityCriticalAttribute.cs:40` 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 (7 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:3483— ArchiSteamFarm/Steam/Interaction/Commands.cs:3483-3489 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3540-3546 — 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. 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.
Duplicated block (7 lines × 2) REDACTED:82— REDACTED:82-88 | REDACTED:188-194 — 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. 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.
Duplicated block (7 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:810— ArchiSteamFarm/Steam/Interaction/Commands.cs:810-816 | ArchiSteamFarm/Steam/Interaction/Commands.cs:985-991 — 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. 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.
Duplicated block (7 lines × 2) ArchiSteamFarm/Steam/Bot.cs:3246— ArchiSteamFarm/Steam/Bot.cs:3246-3252 | ArchiSteamFarm/Steam/Bot.cs:3290-3296 — 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. 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 first that the copies are not typed on the same thing: the declarations holding them bind `notification` to `SteamUnifiedMessages.ServiceMethodNotification<CChatRoom_IncomingChatMessage_Notification>` in one and `SteamUnifiedMessages.ServiceMethodNotification<CFriendMessages_IncomingMessage_Notification>` 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.
X21 · Side-effecting pattern guard· Pattern guard mutates state while matching · ×4
Pattern guard mutates state while matching ArchiSteamFarm/Steam/Bot.cs:2285— The `when` guard on line 2285 changes `LoginFailures` with `++LoginFailures` while deciding whether its arm matches. A guard answers "does this arm apply?" and the runtime evaluates it during PATTERN MATCHING — so the change lands on arms that are then NOT selected, and `&&` short-circuits, so it is skipped altogether whenever the operand to its left already decides the answer. The accounting therefore depends on evaluation order and on how many labels the subject was compared against, not on any statement a reader can point at: the update is missed on exactly the path the left operand rules out, so a counter kept this way cannot reach a limit it is checked against on that path. Move the change out of the guard — leave the clause reading only (`when LoginFailures + 1 >= limit`) and put the mutation in the arm's BODY, where it runs precisely when the arm is chosen, or hoist it above the switch if it must happen for every subject.
Pattern guard mutates state while matching ArchiSteamFarm/Steam/Bot.cs:2286— The `when` guard on line 2286 changes `LoginFailures` with `++LoginFailures` while deciding whether its arm matches. A guard answers "does this arm apply?" and the runtime evaluates it during PATTERN MATCHING — so the change lands on arms that are then NOT selected, and `&&` short-circuits, so it is skipped altogether whenever the operand to its left already decides the answer. The accounting therefore depends on evaluation order and on how many labels the subject was compared against, not on any statement a reader can point at: the update is missed on exactly the path the left operand rules out, so a counter kept this way cannot reach a limit it is checked against on that path. Move the change out of the guard — leave the clause reading only (`when LoginFailures + 1 >= limit`) and put the mutation in the arm's BODY, where it runs precisely when the arm is chosen, or hoist it above the switch if it must happen for every subject.
Pattern guard mutates state while matching ArchiSteamFarm/Steam/Bot.cs:2311— The `when` guard on line 2311 changes `LoginFailures` with `++LoginFailures` while deciding whether its arm matches. A guard answers "does this arm apply?" and the runtime evaluates it during PATTERN MATCHING — so the change lands on arms that are then NOT selected, and `&&` short-circuits, so it is skipped altogether whenever the operand to its left already decides the answer. The accounting therefore depends on evaluation order and on how many labels the subject was compared against, not on any statement a reader can point at: the update is missed on exactly the path the left operand rules out, so a counter kept this way cannot reach a limit it is checked against on that path. Move the change out of the guard — leave the clause reading only (`when LoginFailures + 1 >= limit`) and put the mutation in the arm's BODY, where it runs precisely when the arm is chosen, or hoist it above the switch if it must happen for every subject.
Pattern guard mutates state while matching ArchiSteamFarm/Steam/Bot.cs:2312— The `when` guard on line 2312 changes `LoginFailures` with `++LoginFailures` while deciding whether its arm matches. A guard answers "does this arm apply?" and the runtime evaluates it during PATTERN MATCHING — so the change lands on arms that are then NOT selected, and `&&` short-circuits, so it is skipped altogether whenever the operand to its left already decides the answer. The accounting therefore depends on evaluation order and on how many labels the subject was compared against, not on any statement a reader can point at: the update is missed on exactly the path the left operand rules out, so a counter kept this way cannot reach a limit it is checked against on that path. Move the change out of the guard — leave the clause reading only (`when LoginFailures + 1 >= limit`) and put the mutation in the arm's BODY, where it runs precisely when the arm is chosen, or hoist it above the switch if it must happen for every subject.
ClassTooLong: RemoteCommunication ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs— ClassTooLong — 906 significant lines (blank, comment-only and punctuation-only lines excluded), 11 methods. The bar is 400 significant lines; this is 506 over it, 2.27× 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.
ClassTooLong: CardsFarmer ArchiSteamFarm/Steam/Cards/CardsFarmer.cs— ClassTooLong — 774 significant lines (blank, comment-only and punctuation-only lines excluded), 28 methods. The bar is 400 significant lines; this is 374 over it, 1.94× 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.
ClassTooLong: WebBrowser ArchiSteamFarm/Web/WebBrowser.cs— ClassTooLong — 500 significant lines (blank, comment-only and punctuation-only lines excluded), 16 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· Members sharing a duplicated core (4 members, 50+ identical tokens) · ×3
Members sharing a duplicated core (4 members, 50+ identical tokens) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:105— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:105-127 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:175-198 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:273-295 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:346-368 — 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.
Members sharing a duplicated core (4 members, 50+ identical tokens) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:161— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:161-177 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1840-1873 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:2022-2048 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:2050-2096 — 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.
Members sharing a duplicated core (4 members, 50+ identical tokens) ArchiSteamFarm/Steam/Interaction/Commands.cs:742— ArchiSteamFarm/Steam/Interaction/Commands.cs:742-769 | ArchiSteamFarm/Steam/Interaction/Commands.cs:793-827 | ArchiSteamFarm/Steam/Interaction/Commands.cs:970-994 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1063-1094 — 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.
Duplicated block (13 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:750— ArchiSteamFarm/Steam/Interaction/Commands.cs:750-762 | ArchiSteamFarm/Steam/Interaction/Commands.cs:802-814 — 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:750` 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `ArchiSteamFarm/Steam/Interaction/Commands.cs:798` calls `ThrowIfNullOrEmpty` and `ArchiSteamFarm/Steam/Interaction/Commands.cs:745` 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.
Duplicated block (13 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:1341— ArchiSteamFarm/Steam/Interaction/Commands.cs:1341-1353 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1579-1591 — 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:1341` 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 (13 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:810— ArchiSteamFarm/Steam/Interaction/Commands.cs:810-822 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1079-1091 — 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. 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.
Low cohesion: BotDatabase (LCOM4 8) ArchiSteamFarm/Steam/Storage/BotDatabase.cs:41— BotDatabase's methods fall into 8 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 8 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.
Low cohesion: ArchiHandler (LCOM4 7) ArchiSteamFarm/Steam/Integration/ArchiHandler.cs:54— ArchiHandler's methods fall into 7 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 7 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.
Low cohesion: GlobalDatabase (LCOM4 4) ArchiSteamFarm/Storage/GlobalDatabase.cs:43— GlobalDatabase'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.
ArchiWebHandler.UrlPostToJsonObjectWithSession (cyclomatic 31) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1119— ArchiWebHandler.UrlPostToJsonObjectWithSession has cyclomatic complexity 31 (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 shape REPEATS in the file: 3 other methods here (ArchiWebHandler.UrlPostToHtmlDocumentWithSession, ArchiWebHandler.UrlPostToJsonObjectWithSession, ArchiWebHandler.UrlPostWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 4 times rather than 4 independent problems. Splitting this body alone leaves the other 3 exactly as they are. Where these are variations on one operation, the change that clears all 4 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.
ArchiWebHandler.UrlPostToJsonObjectWithSession (cyclomatic 31) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1229— ArchiWebHandler.UrlPostToJsonObjectWithSession has cyclomatic complexity 31 (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 shape REPEATS in the file: 3 other methods here (ArchiWebHandler.UrlPostToHtmlDocumentWithSession, ArchiWebHandler.UrlPostToJsonObjectWithSession, ArchiWebHandler.UrlPostWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 4 times rather than 4 independent problems. Splitting this body alone leaves the other 3 exactly as they are. Where these are variations on one operation, the change that clears all 4 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.
Commands.HandleMessage (cyclomatic 19) ArchiSteamFarm/Steam/Interaction/Commands.cs:373— Commands.HandleMessage 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. This shape REPEATS in the file: one other method here (Commands.HandleMessage) 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.
Commands.HandleMessage (cyclomatic 19) ArchiSteamFarm/Steam/Interaction/Commands.cs:448— Commands.HandleMessage 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. This shape REPEATS in the file: one other method here (Commands.HandleMessage) 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.
Prerelease dependency: Microsoft.CodeAnalysis.ResxSourceGenerator — Microsoft.CodeAnalysis.ResxSourceGenerator resolves to 5.0.0-1.25277.114, a prerelease build. Prerelease packages carry no support policy, may change breaking between previews and can be unlisted — pin a stable release before shipping, or record the reason this preview is required.
Prerelease dependency: OpenTelemetry.Exporter.Prometheus.AspNetCore — OpenTelemetry.Exporter.Prometheus.AspNetCore resolves to 1.20.1-beta.1, a prerelease build. Prerelease packages carry no support policy, may change breaking between previews and can be unlisted — pin a stable release before shipping, or record the reason this preview is required.
ArchiWebHandler.UrlPostToJsonObjectWithSession (cognitive 42) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1119— ArchiWebHandler.UrlPostToJsonObjectWithSession has cognitive complexity 42 (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: 3 other methods here (ArchiWebHandler.UrlPostToHtmlDocumentWithSession, ArchiWebHandler.UrlPostToJsonObjectWithSession, ArchiWebHandler.UrlPostWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 4 times rather than 4 independent problems. Splitting this body alone leaves the other 3 exactly as they are. Where these are variations on one operation, the change that clears all 4 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.
ArchiWebHandler.UrlPostToJsonObjectWithSession (cognitive 42) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1229— ArchiWebHandler.UrlPostToJsonObjectWithSession has cognitive complexity 42 (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: 3 other methods here (ArchiWebHandler.UrlPostToHtmlDocumentWithSession, ArchiWebHandler.UrlPostToJsonObjectWithSession, ArchiWebHandler.UrlPostWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 4 times rather than 4 independent problems. Splitting this body alone leaves the other 3 exactly as they are. Where these are variations on one operation, the change that clears all 4 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.
Commands.HandleMessage (cognitive 33) ArchiSteamFarm/Steam/Interaction/Commands.cs:373— Commands.HandleMessage has cognitive complexity 33 (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. This shape REPEATS in the file: one other method here (Commands.HandleMessage) 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.
Commands.HandleMessage (cognitive 33) ArchiSteamFarm/Steam/Interaction/Commands.cs:448— Commands.HandleMessage has cognitive complexity 33 (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. This shape REPEATS in the file: one other method here (Commands.HandleMessage) 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.
Duplicated block (40 lines × 2) ArchiSteamFarm/Web/WebBrowser.cs:256— ArchiSteamFarm/Web/WebBrowser.cs:256-295 | ArchiSteamFarm/Web/WebBrowser.cs:529-568 — 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 `ArchiSteamFarm/Web/WebBrowser.cs:256` 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.
Duplicated block (40 lines × 2) ArchiSteamFarm/Web/WebBrowser.cs:423— ArchiSteamFarm/Web/WebBrowser.cs:423-462 | ArchiSteamFarm/Web/WebBrowser.cs:467-506 — 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 `ArchiSteamFarm/Web/WebBrowser.cs:423` 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.
Duplicated block (37 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:378— ArchiSteamFarm/Steam/Interaction/Commands.cs:378-414 | ArchiSteamFarm/Steam/Interaction/Commands.cs:456-492 — 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:378` 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 (37 lines × 2) ArchiSteamFarm/Steam/Storage/BotConfig.cs:159— ArchiSteamFarm/Steam/Storage/BotConfig.cs:159-195 | ArchiSteamFarm/Storage/GlobalConfig.cs:157-193 — the copies span different directories, so extracting a shared function means choosing where it lives: put it somewhere both call sites can already reach — a location they all depend on today, or a new shared one if there is none — and call it from each site; until then, every change has to be made twice. 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.
Duplicated block (21 lines × 2) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:458— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:458-478 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1978-1998 — 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. 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.
Duplicated block (21 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:652— ArchiSteamFarm/Steam/Interaction/Commands.cs:652-672 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2999-3019 — 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:652` 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 (20 lines × 2) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1502— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1502-1521 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1621-1640 — 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 `ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1502` 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.
Duplicated block (20 lines × 2) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:362— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:362-381 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1715-1734 — 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 (13 lines × 3) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1070— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1070-1082 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1180-1192 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1403-1415 — 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 `ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1070` 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 (13 lines × 3) ArchiSteamFarm/Steam/Interaction/Commands.cs:772— ArchiSteamFarm/Steam/Interaction/Commands.cs:772-784 | ArchiSteamFarm/Steam/Interaction/Commands.cs:923-935 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1671-1683 — 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. 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.
Duplicated block (12 lines × 2) REDACTED:53— REDACTED:53-64 | REDACTED:449-460 — 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. 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 first that the copies are not typed on the same thing: the declarations holding them bind `request` to `BotAddLicenseRequest` in one and `BotRemoveLicenseRequest` 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.
Duplicated block (12 lines × 2) ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:201— ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:201-212 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:298-309 — 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 `ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:201` 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. 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.
Duplicated block (10 lines × 2) ArchiSteamFarm/Steam/Storage/BotConfig.cs:338— ArchiSteamFarm/Steam/Storage/BotConfig.cs:338-347 | ArchiSteamFarm/Storage/GlobalConfig.cs:328-337 — the copies span different directories, so extracting a shared function means choosing where it lives: put it somewhere both call sites can already reach — a location they all depend on today, or a new shared one if there is none — and call it from each site; until then, every change has to be made twice. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `ArchiSteamFarm/Storage/GlobalConfig.cs:325` calls `Range` and `ArchiSteamFarm/Steam/Storage/BotConfig.cs:335` 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.
Duplicated block (10 lines × 2) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:901— ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:901-910 | ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:959-968 — 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 `ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:901` 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just after the matched lines, `ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:914` calls `Delay`, `ConfigureAwait` and `ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:969` 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.
Duplicated block (8 lines × 6) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:417— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:417-424 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:585-592 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:656-663 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:765-772 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1080-1087 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1751-1758 — all 6 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 `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:417` 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. 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just after the matched lines, `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1760` calls `CreateOrLoad`, `ConfigureAwait` and `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:426` 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.
Duplicated block (8 lines × 6) ArchiSteamFarm/Steam/Interaction/Commands.cs:1327— ArchiSteamFarm/Steam/Interaction/Commands.cs:1327-1334 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1486-1493 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1852-1859 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1933-1940 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3574-3581 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3608-3615 — all 6 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:1327` 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. 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.
Duplicated block (12 lines × 4) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:163— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:163-174 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1846-1857 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:2030-2041 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:2060-2071 — all 4 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 `ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:163` 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 × 4) ArchiSteamFarm/Steam/Interaction/Commands.cs:772— ArchiSteamFarm/Steam/Interaction/Commands.cs:772-783 | ArchiSteamFarm/Steam/Interaction/Commands.cs:923-934 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1671-1682 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3591-3602 — all 4 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:772` 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. 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.
Duplicated block (8 lines × 2) ArchiSteamFarm/Steam/Storage/BotConfig.cs:644— ArchiSteamFarm/Steam/Storage/BotConfig.cs:644-651 | ArchiSteamFarm/Storage/GlobalConfig.cs:550-557 — the copies span different directories, so extracting a shared function means choosing where it lives: put it somewhere both call sites can already reach — a location they all depend on today, or a new shared one if there is none — and call it from each site; until then, every change has to be made twice. Read the line range as the matched WINDOW rather than a finished unit: at `ArchiSteamFarm/Steam/Storage/BotConfig.cs:644` 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. 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.
Duplicated block (8 lines × 2) ArchiSteamFarm/Plugins/PluginsCore.cs:384— ArchiSteamFarm/Plugins/PluginsCore.cs:384-391 | ArchiSteamFarm/Plugins/PluginsCore.cs:546-553 — 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 `ArchiSteamFarm/Plugins/PluginsCore.cs:384` 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.
S1 · Web-Security Posture· Ciphertext is encrypted but not authenticated · ×2
Ciphertext is encrypted but not authenticated REDACTED:257— This type encrypts through `SymmetricAlgorithm`, whose every cipher mode (CBC/ECB/OFB/CFB/CTS) is unauthenticated, and no keyed MAC or AEAD cipher appears anywhere in it — so nothing establishes that the ciphertext it produced is the ciphertext it later reads back. Encryption alone provides confidentiality, not integrity: unauthenticated CBC is MALLEABLE, and an attacker who can modify stored or transmitted ciphertext can flip chosen plaintext bits in the following block by flipping ciphertext bits in the preceding one, without ever knowing the key. Where the decrypt path reports failure differently for a padding error than for a downstream one — a broad `catch` that returns null is the usual spelling — the same construction also answers the attacker's questions, which is the padding-oracle shape that recovers plaintext outright. Prefer an AEAD cipher: `AesGcm` or `ChaCha20Poly1305` authenticate the ciphertext as part of encrypting it, and give you an associated-data slot for the surrounding context. Where the format cannot change, MAC it with encrypt-then-MAC — HMAC-SHA256 over the IV and the ciphertext together, with a key derived separately from the encryption key — and verify that tag with `CryptographicOperations.FixedTimeEquals` BEFORE decrypting anything.
Ciphertext is encrypted but not authenticated REDACTED:256— This type encrypts through `SymmetricAlgorithm`, whose every cipher mode (CBC/ECB/OFB/CFB/CTS) is unauthenticated, and no keyed MAC or AEAD cipher appears anywhere in it — so nothing establishes that the ciphertext it produced is the ciphertext it later reads back. Encryption alone provides confidentiality, not integrity: unauthenticated CBC is MALLEABLE, and an attacker who can modify stored or transmitted ciphertext can flip chosen plaintext bits in the following block by flipping ciphertext bits in the preceding one, without ever knowing the key. Where the decrypt path reports failure differently for a padding error than for a downstream one — a broad `catch` that returns null is the usual spelling — the same construction also answers the attacker's questions, which is the padding-oracle shape that recovers plaintext outright. Prefer an AEAD cipher: `AesGcm` or `ChaCha20Poly1305` authenticate the ciphertext as part of encrypting it, and give you an associated-data slot for the surrounding context. Where the format cannot change, MAC it with encrypt-then-MAC — HMAC-SHA256 over the IV and the ciphertext together, with a key derived separately from the encryption key — and verify that tag with `CryptographicOperations.FixedTimeEquals` BEFORE decrypting anything.
S1 · Web-Security Posture· Password key derivation is priced too cheaply · ×2
Password key derivation is priced too cheaply REDACTED:43— `SteamParentalPbkdf2Iterations` fixes PBKDF2-SHA-256 at 10,000 iterations. A key-derivation function's only defence is the cost of ONE guess, and that cost is this number — the algorithm choice does not set it. Current OWASP guidance is 1,300,000 PBKDF2 iterations with HMAC-SHA1, 600,000 with SHA-256 and 210,000 with SHA-512; scrypt at N=2^17, r=8, p=1 (or an equivalent N·r·p product); Argon2id at 19 MiB of memory and 2 iterations (or an equivalent row); bcrypt at a work factor of at least 10. This figure divides the attacker's work by a factor of tens or hundreds against the same stolen hash, on hardware they already own. Where what is derived is short or low-entropy — a PIN, a numeric parental code, a four-character token — the whole keyspace falls in the time this parameter buys, and no salt or constant-time comparison changes that. Raise the count to the current published figure for the PRF you use, measure it on the slowest hardware that must run it (a target of roughly 100 ms per derivation is the usual budget), and read the value from configuration so a deployment can raise it again without a rebuild. Where the derived value must interoperate with a format someone else fixed, the count cannot move — derive a SEPARATE value for anything you own rather than inheriting the external format's price.
Password key derivation is priced too cheaply REDACTED:45— `SteamParentalSCryptIterations` fixes scrypt at N=8,192 (r=8, p=1). A key-derivation function's only defence is the cost of ONE guess, and that cost is this number — the algorithm choice does not set it. Current OWASP guidance is 1,300,000 PBKDF2 iterations with HMAC-SHA1, 600,000 with SHA-256 and 210,000 with SHA-512; scrypt at N=2^17, r=8, p=1 (or an equivalent N·r·p product); Argon2id at 19 MiB of memory and 2 iterations (or an equivalent row); bcrypt at a work factor of at least 10. This figure divides the attacker's work by a factor of tens or hundreds against the same stolen hash, on hardware they already own. Where what is derived is short or low-entropy — a PIN, a numeric parental code, a four-character token — the whole keyspace falls in the time this parameter buys, and no salt or constant-time comparison changes that. Raise the count to the current published figure for the PRF you use, measure it on the slowest hardware that must run it (a target of roughly 100 ms per derivation is the usual budget), and read the value from configuration so a deployment can raise it again without a rebuild. Where the derived value must interoperate with a format someone else fixed, the count cannot move — derive a SEPARATE value for anything you own rather than inheriting the external format's price.
Commands.Response (cyclomatic 123) ArchiSteamFarm/Steam/Interaction/Commands.cs:109— Commands.Response has cyclomatic complexity 123 (threshold 15). To reduce it, keep the dispatch but shrink the arms: move each non-trivial case body into its own named function (or onto the value being matched) so the dispatch reads one line per case, and group related cases into a sub-dispatch. Where every arm is uniform — the same kind of value, with no behaviour of its own — a table keyed by the case is the shorter form; wherever the arms carry different data or different behaviour, keep them as cases, because collapsing those trades an explicit, reviewable set of cases for nothing.
RemoteCommunication.OnPersonaState (cyclomatic 109) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:185— RemoteCommunication.OnPersonaState has cyclomatic complexity 109 (threshold 15). Of this number, 105 points are the body's own statements and 4 belong to 3 function literals inside it that branch. 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.
RemoteCommunication.MatchActively (cyclomatic 106) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1234— RemoteCommunication.MatchActively has cyclomatic complexity 106 (threshold 15). Of this number, 89 points are the body's own statements and 17 belong to 6 function literals inside it that branch. 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.
Commands.ResponseRedeem (cyclomatic 100) ArchiSteamFarm/Steam/Interaction/Commands.cs:2589— Commands.ResponseRedeem has cyclomatic complexity 100 (threshold 15). Of this number, 86 points are the body's own statements and 14 belong to 2 function literals inside it that branch. 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.
Bot.GetAppDataForIdling (cyclomatic 58) ArchiSteamFarm/Steam/Bot.cs:1134— Bot.GetAppDataForIdling has cyclomatic complexity 58 (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.
RemoteCommunication.MatchActively (cyclomatic 55) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:950— RemoteCommunication.MatchActively has cyclomatic complexity 55 (threshold 15). Of this number, 51 points are the body's own statements and 4 belong to 2 function literals inside it that branch. 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.
CardsFarmer.CheckPage (cyclomatic 46) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:455— CardsFarmer.CheckPage has cyclomatic complexity 46 (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.
ArchiWebHandler.GetInventoryAsync (cyclomatic 43) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:285— ArchiWebHandler.GetInventoryAsync has cyclomatic complexity 43 (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.
Bot.HandleLoginResult (cyclomatic 42) ArchiSteamFarm/Steam/Bot.cs:2262— Bot.HandleLoginResult has cyclomatic complexity 42 (threshold 15). To reduce it, keep the dispatch but shrink the arms: move each non-trivial case body into its own named function (or onto the value being matched) so the dispatch reads one line per case, and group related cases into a sub-dispatch. Where every arm is uniform — the same kind of value, with no behaviour of its own — a table keyed by the case is the shorter form; wherever the arms carry different data or different behaviour, keep them as cases, because collapsing those trades an explicit, reviewable set of cases for nothing.
WebBrowser.InternalRequest (cyclomatic 40) ArchiSteamFarm/Web/WebBrowser.cs:723— WebBrowser.InternalRequest has cyclomatic complexity 40 (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.
Bot.RedeemGamesInBackground (cyclomatic 38) ArchiSteamFarm/Steam/Bot.cs:3743— Bot.RedeemGamesInBackground has cyclomatic complexity 38 (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.
ArchiHandler.GetMyInventoryAsync (cyclomatic 37) ArchiSteamFarm/Steam/Integration/ArchiHandler.cs:184— ArchiHandler.GetMyInventoryAsync has cyclomatic complexity 37 (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.
SteamTokenDumperPlugin.Refresh (cyclomatic 35) ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:315— SteamTokenDumperPlugin.Refresh has cyclomatic complexity 35 (threshold 15). Of this number, 32 points are the body's own statements and 3 belong to 2 function literals inside it that branch. 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.
ArchiWebHandler.GetTradeOffers (cyclomatic 35) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:503— ArchiWebHandler.GetTradeOffers has cyclomatic complexity 35 (threshold 15). Of this number, 31 points are the body's own statements and 4 belong to one function literal inside it that branches. 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.
BotConfig.CheckValidation (cyclomatic 35) ArchiSteamFarm/Steam/Storage/BotConfig.cs:499— BotConfig.CheckValidation has cyclomatic complexity 35 (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.
Trading.ShouldAcceptTrade (cyclomatic 34) ArchiSteamFarm/Steam/Exchange/Trading.cs:416— Trading.ShouldAcceptTrade has cyclomatic complexity 34 (threshold 15). Of this number, 32 points are the body's own statements and 2 belong to 2 function literals inside it that branch. 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.
SteamUtilities.TryParseGameIdentifier (cyclomatic 34) ArchiSteamFarm/Steam/Integration/SteamUtilities.cs:149— SteamUtilities.TryParseGameIdentifier has cyclomatic complexity 34 (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.
Program.ParseArgs (cyclomatic 32) ArchiSteamFarm/Program.cs:546— Program.ParseArgs has cyclomatic complexity 32 (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.
ArchiWebHandler.UrlPostToHtmlDocumentWithSession (cyclomatic 31) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1009— ArchiWebHandler.UrlPostToHtmlDocumentWithSession has cyclomatic complexity 31 (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 shape REPEATS in the file: 3 other methods here (ArchiWebHandler.UrlPostToJsonObjectWithSession, ArchiWebHandler.UrlPostToJsonObjectWithSession, ArchiWebHandler.UrlPostWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 4 times rather than 4 independent problems. Splitting this body alone leaves the other 3 exactly as they are. Where these are variations on one operation, the change that clears all 4 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.
ArchiWebHandler.UrlPostWithSession (cyclomatic 31) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1342— ArchiWebHandler.UrlPostWithSession has cyclomatic complexity 31 (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 shape REPEATS in the file: 3 other methods here (ArchiWebHandler.UrlPostToHtmlDocumentWithSession, ArchiWebHandler.UrlPostToJsonObjectWithSession, ArchiWebHandler.UrlPostToJsonObjectWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 4 times rather than 4 independent problems. Splitting this body alone leaves the other 3 exactly as they are. Where these are variations on one operation, the change that clears all 4 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.
CardsFarmer.SortGamesToFarm (cyclomatic 30) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:1451— CardsFarmer.SortGamesToFarm has cyclomatic complexity 30 (threshold 15). To reduce it, keep the dispatch but shrink the arms: move each non-trivial case body into its own named function (or onto the value being matched) so the dispatch reads one line per case, and group related cases into a sub-dispatch. Where every arm is uniform — the same kind of value, with no behaviour of its own — a table keyed by the case is the shorter form; wherever the arms carry different data or different behaviour, keep them as cases, because collapsing those trades an explicit, reviewable set of cases for nothing.
ArchiWebHandler.SendTradeOffer (cyclomatic 29) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:645— ArchiWebHandler.SendTradeOffer has cyclomatic complexity 29 (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.
ASF.UpdateASF (cyclomatic 28) ArchiSteamFarm/Core/ASF.cs:703— ASF.UpdateASF has cyclomatic complexity 28 (threshold 15). Of this number, 27 points are the body's own statements and 1 belongs to one function literal inside it that branches. To reduce it, split the body: these branches sit side by side rather than nested inside one another, so extracting each one on its own would leave a function per branch. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
Commands.ResponseOwns (cyclomatic 27) ArchiSteamFarm/Steam/Interaction/Commands.cs:2074— Commands.ResponseOwns has cyclomatic complexity 27 (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.
Commands.ResponsePrivacy (cyclomatic 27) ArchiSteamFarm/Steam/Interaction/Commands.cs:2436— Commands.ResponsePrivacy has cyclomatic complexity 27 (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.
PluginsCore.InitPlugins (cyclomatic 26) ArchiSteamFarm/Plugins/PluginsCore.cs:174— PluginsCore.InitPlugins has cyclomatic complexity 26 (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.
Bot.GetBots (cyclomatic 26) ArchiSteamFarm/Steam/Bot.cs:530— Bot.GetBots has cyclomatic complexity 26 (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.
Bot.OnLoggedOn (cyclomatic 26) ArchiSteamFarm/Steam/Bot.cs:3465— Bot.OnLoggedOn has cyclomatic complexity 26 (threshold 15). Of this number, 25 points are the body's own statements and 1 belongs to one function literal inside it that branches. 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.
SteamTokenDumperPlugin.SubmitData (cyclomatic 25) ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:575— SteamTokenDumperPlugin.SubmitData has cyclomatic complexity 25 (threshold 15). To reduce it, split the body: these branches sit side by side rather than nested inside one another, so extracting each one on its own would leave a function per branch. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
Actions.HandleTwoFactorAuthenticationConfirmations (cyclomatic 25) ArchiSteamFarm/Steam/Interaction/Actions.cs:219— Actions.HandleTwoFactorAuthenticationConfirmations has cyclomatic complexity 25 (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.
WebBrowser.UrlGetToJsonObject (cyclomatic 25) ArchiSteamFarm/Web/WebBrowser.cs:297— WebBrowser.UrlGetToJsonObject has cyclomatic complexity 25 (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 shape REPEATS in the file: one other method here (WebBrowser.UrlPostToJsonObject) 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.
WebBrowser.UrlPostToJsonObject (cyclomatic 25) ArchiSteamFarm/Web/WebBrowser.cs:570— WebBrowser.UrlPostToJsonObject has cyclomatic complexity 25 (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 shape REPEATS in the file: one other method here (WebBrowser.UrlGetToJsonObject) 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.
Utilities.MoveAllUpdateFiles (cyclomatic 24) ArchiSteamFarm/Core/Utilities.cs:420— Utilities.MoveAllUpdateFiles 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.
Bot.OnConnected (cyclomatic 24) ArchiSteamFarm/Steam/Bot.cs:2828— Bot.OnConnected 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.
InventoryDescription.Type.get (cyclomatic 23) ArchiSteamFarm/Steam/Data/InventoryDescription.cs:351— InventoryDescription.Type.get has cyclomatic complexity 23 (threshold 15). To reduce it, keep the dispatch but shrink the arms: move each non-trivial case body into its own named function (or onto the value being matched) so the dispatch reads one line per case, and group related cases into a sub-dispatch. Where every arm is uniform — the same kind of value, with no behaviour of its own — a table keyed by the case is the shorter form; wherever the arms carry different data or different behaviour, keep them as cases, because collapsing those trades an explicit, reviewable set of cases for nothing. This is NOT this file's highest cyclomatic complexity: InventoryDescription.Type.init (cyclomatic 27) is higher and carries no row of its own — it was excluded as a flat dispatcher (a long switch/match over independent cases: many branches, almost no nesting), which this dimension does not treat as a refactor obligation. It is named here so the ranking you see in this file is not mistaken for the whole of it; the excluded method is counted neither in this dimension's figures nor in its score.
ArchiWebHandler.UrlGetToHtmlDocumentWithSession (cyclomatic 23) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:763— ArchiWebHandler.UrlGetToHtmlDocumentWithSession has cyclomatic complexity 23 (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 shape REPEATS in the file: 2 other methods here (ArchiWebHandler.UrlGetToJsonObjectWithSession, ArchiWebHandler.UrlHeadWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 3 times rather than 3 independent problems. Splitting this body alone leaves the other 2 exactly as they are. Where these are variations on one operation, the change that clears all 3 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.
ArchiWebHandler.UrlGetToJsonObjectWithSession (cyclomatic 23) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:845— ArchiWebHandler.UrlGetToJsonObjectWithSession has cyclomatic complexity 23 (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 shape REPEATS in the file: 2 other methods here (ArchiWebHandler.UrlGetToHtmlDocumentWithSession, ArchiWebHandler.UrlHeadWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 3 times rather than 3 independent problems. Splitting this body alone leaves the other 2 exactly as they are. Where these are variations on one operation, the change that clears all 3 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.
ArchiWebHandler.UrlHeadWithSession (cyclomatic 23) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:927— ArchiWebHandler.UrlHeadWithSession has cyclomatic complexity 23 (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 shape REPEATS in the file: 2 other methods here (ArchiWebHandler.UrlGetToHtmlDocumentWithSession, ArchiWebHandler.UrlGetToJsonObjectWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 3 times rather than 3 independent problems. Splitting this body alone leaves the other 2 exactly as they are. Where these are variations on one operation, the change that clears all 3 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.
SchemaTransformer.ApplyEnumDefinition (cyclomatic 22) ArchiSteamFarm/IPC/OpenApi/SchemaTransformer.cs:105— SchemaTransformer.ApplyEnumDefinition has cyclomatic complexity 22 (threshold 15). To reduce it, keep the dispatch but shrink the arms: move each non-trivial case body into its own named function (or onto the value being matched) so the dispatch reads one line per case, and group related cases into a sub-dispatch. Where every arm is uniform — the same kind of value, with no behaviour of its own — a table keyed by the case is the shorter form; wherever the arms carry different data or different behaviour, keep them as cases, because collapsing those trades an explicit, reviewable set of cases for nothing. This is NOT this file's highest cyclomatic complexity: SchemaTransformer.GetDictionaryKeyNamesSchema (cyclomatic 24) is higher and carries no row of its own — it was excluded as a flat dispatcher (a long switch/match over independent cases: many branches, almost no nesting), which this dimension does not treat as a refactor obligation. It is named here so the ranking you see in this file is not mistaken for the whole of it; the excluded method is counted neither in this dimension's figures nor in its score.
CardsFarmer.StartFarming (cyclomatic 22) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:318— CardsFarmer.StartFarming has cyclomatic complexity 22 (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.
WebBrowser.UrlGetToBinary (cyclomatic 22) ArchiSteamFarm/Web/WebBrowser.cs:129— WebBrowser.UrlGetToBinary has cyclomatic complexity 22 (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.
ArchiKestrel.ConfigureApp (cyclomatic 21) REDACTED:123— ArchiKestrel.ConfigureApp has cyclomatic complexity 21 (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.
ApiAuthenticationMiddleware.GetAuthenticationStatus (cyclomatic 21) ArchiSteamFarm/IPC/Integration/ApiAuthenticationMiddleware.cs:107— ApiAuthenticationMiddleware.GetAuthenticationStatus has cyclomatic complexity 21 (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.
OpenApiSchemaReferenceIdProvider.RegisterSchemaType (cyclomatic 21) ArchiSteamFarm/IPC/OpenApi/OpenApiSchemaReferenceIdProvider.cs:139— OpenApiSchemaReferenceIdProvider.RegisterSchemaType has cyclomatic complexity 21 (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.
Logging.GetUserInput (cyclomatic 21) ArchiSteamFarm/NLog/Logging.cs:77— Logging.GetUserInput has cyclomatic complexity 21 (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.
Bot.InitModules (cyclomatic 21) ArchiSteamFarm/Steam/Bot.cs:2502— Bot.InitModules has cyclomatic complexity 21 (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.
Trading.IsTradeNeutralOrBetter (cyclomatic 21) ArchiSteamFarm/Steam/Exchange/Trading.cs:116— Trading.IsTradeNeutralOrBetter has cyclomatic complexity 21 (threshold 15). Of this number, 18 points are the body's own statements and 3 belong to one function literal inside it that branches. 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.
Trading.ParseActiveTrades (cyclomatic 21) ArchiSteamFarm/Steam/Exchange/Trading.cs:276— Trading.ParseActiveTrades has cyclomatic complexity 21 (threshold 15). Of this number, 17 points are the body's own statements and 4 belong to 3 function literals inside it that branch. 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.
SteamChatMessage.GetMessageParts (cyclomatic 21) ArchiSteamFarm/Steam/Integration/SteamChatMessage.cs:44— SteamChatMessage.GetMessageParts has cyclomatic complexity 21 (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.
Bot.SetUserInput (cyclomatic 20) ArchiSteamFarm/Steam/Bot.cs:950— Bot.SetUserInput has cyclomatic complexity 20 (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.
Bot.GetPackagesData (cyclomatic 20) ArchiSteamFarm/Steam/Bot.cs:1345— Bot.GetPackagesData has cyclomatic complexity 20 (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.
CardsFarmer.GetGameCardsInfo (cyclomatic 20) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:1033— CardsFarmer.GetGameCardsInfo has cyclomatic complexity 20 (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.
WebBrowser.UrlGetToHtmlDocument (cyclomatic 20) ArchiSteamFarm/Web/WebBrowser.cs:235— WebBrowser.UrlGetToHtmlDocument has cyclomatic complexity 20 (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 shape REPEATS in the file: one other method here (WebBrowser.UrlPostToHtmlDocument) 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.
WebBrowser.UrlPostToHtmlDocument (cyclomatic 20) ArchiSteamFarm/Web/WebBrowser.cs:508— WebBrowser.UrlPostToHtmlDocument has cyclomatic complexity 20 (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 shape REPEATS in the file: one other method here (WebBrowser.UrlGetToHtmlDocument) 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.
RemoteCommunication.OnHeartBeatTimer (cyclomatic 19) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1695— RemoteCommunication.OnHeartBeatTimer has cyclomatic complexity 19 (threshold 15). To reduce it, split the body: these branches sit side by side rather than nested inside one another, so extracting each one on its own would leave a function per branch. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
Program.InitCore (cyclomatic 19) ArchiSteamFarm/Program.cs:211— Program.InitCore 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.
Bot.OnDisconnected (cyclomatic 19) ArchiSteamFarm/Steam/Bot.cs:3003— Bot.OnDisconnected 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.
CardsFarmer.IsAnythingToFarm (cyclomatic 19) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:1159— CardsFarmer.IsAnythingToFarm 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.
Actions.SendInventory (cyclomatic 19) ArchiSteamFarm/Steam/Interaction/Actions.cs:425— Actions.SendInventory has cyclomatic complexity 19 (threshold 15). To reduce it, split the body: these branches sit side by side rather than nested inside one another, so extracting each one on its own would leave a function per branch. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
CrossProcessFileBasedSemaphore.EnsureFileExists (cyclomatic 18) ArchiSteamFarm/Helpers/CrossProcessFileBasedSemaphore.cs:193— CrossProcessFileBasedSemaphore.EnsureFileExists has cyclomatic complexity 18 (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.
ArchiKestrel.ConfigureServices (cyclomatic 18) REDACTED:293— ArchiKestrel.ConfigureServices has cyclomatic complexity 18 (threshold 15). Of this number, 14 points are the body's own statements and 4 belong to 3 function literals inside it that branch. To reduce it, split the body: these branches sit side by side rather than nested inside one another, so extracting each one on its own would leave a function per branch. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
Bot.OnLicenseList (cyclomatic 18) ArchiSteamFarm/Steam/Bot.cs:3336— Bot.OnLicenseList has cyclomatic complexity 18 (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.
Bot.ResetGamesPlayed (cyclomatic 18) ArchiSteamFarm/Steam/Bot.cs:3917— Bot.ResetGamesPlayed has cyclomatic complexity 18 (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.
SteamTokenDumperPlugin.OnASFInit (cyclomatic 17) ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:74— SteamTokenDumperPlugin.OnASFInit has cyclomatic complexity 17 (threshold 15). To reduce it, split the body: these branches sit side by side rather than nested inside one another, so extracting each one on its own would leave a function per branch. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
Bot.SendMessagePart (cyclomatic 17) ArchiSteamFarm/Steam/Bot.cs:4058— Bot.SendMessagePart has cyclomatic complexity 17 (threshold 15). To reduce it, keep the dispatch but shrink the arms: move each non-trivial case body into its own named function (or onto the value being matched) so the dispatch reads one line per case, and group related cases into a sub-dispatch. Where every arm is uniform — the same kind of value, with no behaviour of its own — a table keyed by the case is the shorter form; wherever the arms carry different data or different behaviour, keep them as cases, because collapsing those trades an explicit, reviewable set of cases for nothing.
CardsFarmer.IsAnythingToFarmRisky (cyclomatic 17) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:1269— CardsFarmer.IsAnythingToFarmRisky has cyclomatic complexity 17 (threshold 15). Of this number, 14 points are the body's own statements and 3 belong to one function literal inside it that branches. 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.
ArchiWebHandler.AddFreeLicense (cyclomatic 17) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1534— ArchiWebHandler.AddFreeLicense has cyclomatic complexity 17 (threshold 15). To reduce it, keep the dispatch but shrink the arms: move each non-trivial case body into its own named function (or onto the value being matched) so the dispatch reads one line per case, and group related cases into a sub-dispatch. Where every arm is uniform — the same kind of value, with no behaviour of its own — a table keyed by the case is the shorter form; wherever the arms carry different data or different behaviour, keep them as cases, because collapsing those trades an explicit, reviewable set of cases for nothing.
GlobalConfig.CheckValidation (cyclomatic 17) ArchiSteamFarm/Storage/GlobalConfig.cs:481— GlobalConfig.CheckValidation has cyclomatic complexity 17 (threshold 15). To reduce it, split the body: these branches sit side by side rather than nested inside one another, so extracting each one on its own would leave a function per branch. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
BotController.BotPost (cyclomatic 16) REDACTED:111— BotController.BotPost has cyclomatic complexity 16 (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.
TypeController.TypeGet (cyclomatic 16) REDACTED:42— TypeController.TypeGet has cyclomatic complexity 16 (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.
IGitHubPluginUpdates.GetTargetReleaseURL (cyclomatic 16) ArchiSteamFarm/Plugins/Interfaces/IGitHubPluginUpdates.cs:154— IGitHubPluginUpdates.GetTargetReleaseURL has cyclomatic complexity 16 (threshold 15). Of this number, 14 points are the body's own statements and 2 belong to one function literal inside it that branches. 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.
Bot.SendCompletedSets (cyclomatic 16) ArchiSteamFarm/Steam/Bot.cs:3959— Bot.SendCompletedSets has cyclomatic complexity 16 (threshold 15). Of this number, 15 points are the body's own statements and 1 belongs to one function literal inside it that branches. To reduce it, split the body: these branches sit side by side rather than nested inside one another, so extracting each one on its own would leave a function per branch. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
ArchiWebHandler.GetAppList (cyclomatic 16) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1642— ArchiWebHandler.GetAppList has cyclomatic complexity 16 (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.
ArchiWebHandler.GetCombinedTradeHoldDurationAgainstUser (cyclomatic 16) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1771— ArchiWebHandler.GetCombinedTradeHoldDurationAgainstUser has cyclomatic complexity 16 (threshold 15). To reduce it, split the body: these branches sit side by side rather than nested inside one another, so extracting each one on its own would leave a function per branch. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
Commands.ResponseAddLicense (cyclomatic 16) ArchiSteamFarm/Steam/Interaction/Commands.cs:644— Commands.ResponseAddLicense has cyclomatic complexity 16 (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.
BareSuppressMessage repeated across 45 files ArchiSteamFarm.CustomPlugins.ExamplePlugin/MeowResponse.cs:31— The identical BareSuppressMessage (`SuppressMessage`) appears in 45 files (48 occurrences) — a single repo-wide policy (e.g. a Directory.Build.props decision or an idiomatic suppression), not 48 independent debts. Decide it once centrally rather than file-by-file. (Every occurrence still counts toward the score and metrics.)
RemoteCommunication.MatchActively (cognitive 370) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1234— RemoteCommunication.MatchActively has cognitive complexity 370 (threshold 15). Of this number, 361 points are the body's own statements and 9 belong to 6 function literals inside it that branch. 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.
Commands.ResponseRedeem (cognitive 244) ArchiSteamFarm/Steam/Interaction/Commands.cs:2589— Commands.ResponseRedeem has cognitive complexity 244 (threshold 15). Of this number, 236 points are the body's own statements and 8 belong to 2 function literals inside it that branch. 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.
RemoteCommunication.OnPersonaState (cognitive 205) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:185— RemoteCommunication.OnPersonaState has cognitive complexity 205 (threshold 15). Of this number, 202 points are the body's own statements and 3 belong to 3 function literals inside it that branch. 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.
CardsFarmer.CheckPage (cognitive 99) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:455— CardsFarmer.CheckPage has cognitive complexity 99 (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.
Bot.GetAppDataForIdling (cognitive 94) ArchiSteamFarm/Steam/Bot.cs:1134— Bot.GetAppDataForIdling has cognitive complexity 94 (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.
WebBrowser.InternalRequest (cognitive 77) ArchiSteamFarm/Web/WebBrowser.cs:723— WebBrowser.InternalRequest has cognitive complexity 77 (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.
RemoteCommunication.MatchActively (cognitive 75) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:950— RemoteCommunication.MatchActively has cognitive complexity 75 (threshold 15). Of this number, 73 points are the body's own statements and 2 belong to 2 function literals inside it that branch. 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.
ArchiWebHandler.GetInventoryAsync (cognitive 73) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:285— ArchiWebHandler.GetInventoryAsync has cognitive complexity 73 (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.
Commands.ResponseOwns (cognitive 72) ArchiSteamFarm/Steam/Interaction/Commands.cs:2074— Commands.ResponseOwns has cognitive complexity 72 (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.
SteamTokenDumperPlugin.Refresh (cognitive 56) ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:315— SteamTokenDumperPlugin.Refresh has cognitive complexity 56 (threshold 15). Of this number, 53 points are the body's own statements and 3 belong to 2 function literals inside it that branch. 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.
CardsFarmer.Farm (cognitive 55) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:783— CardsFarmer.Farm has cognitive complexity 55 (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.
Bot.RedeemGamesInBackground (cognitive 53) ArchiSteamFarm/Steam/Bot.cs:3743— Bot.RedeemGamesInBackground 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.
ArchiWebHandler.SendTradeOffer (cognitive 52) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:645— ArchiWebHandler.SendTradeOffer has cognitive complexity 52 (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.
ArchiHandler.GetMyInventoryAsync (cognitive 51) ArchiSteamFarm/Steam/Integration/ArchiHandler.cs:184— ArchiHandler.GetMyInventoryAsync has cognitive complexity 51 (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.
ArchiWebHandler.GetTradeOffers (cognitive 47) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:503— ArchiWebHandler.GetTradeOffers has cognitive complexity 47 (threshold 15). Of this number, 43 points are the body's own statements and 4 belong to one function literal inside it that branches. 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.
WebBrowser.UrlGetToBinary (cognitive 46) ArchiSteamFarm/Web/WebBrowser.cs:129— WebBrowser.UrlGetToBinary has cognitive complexity 46 (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.
WebBrowser.UrlGetToJsonObject (cognitive 45) ArchiSteamFarm/Web/WebBrowser.cs:297— WebBrowser.UrlGetToJsonObject 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. This shape REPEATS in the file: one other method here (WebBrowser.UrlPostToJsonObject) 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.
WebBrowser.UrlPostToJsonObject (cognitive 45) ArchiSteamFarm/Web/WebBrowser.cs:570— WebBrowser.UrlPostToJsonObject 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. This shape REPEATS in the file: one other method here (WebBrowser.UrlGetToJsonObject) 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.
SteamChatMessage.GetMessageParts (cognitive 44) ArchiSteamFarm/Steam/Integration/SteamChatMessage.cs:44— SteamChatMessage.GetMessageParts has cognitive complexity 44 (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.
BotConfig.CheckValidation (cognitive 44) ArchiSteamFarm/Steam/Storage/BotConfig.cs:499— BotConfig.CheckValidation has cognitive complexity 44 (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.
Actions.HandleTwoFactorAuthenticationConfirmations (cognitive 43) ArchiSteamFarm/Steam/Interaction/Actions.cs:219— Actions.HandleTwoFactorAuthenticationConfirmations has cognitive complexity 43 (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.
Bot.GetBots (cognitive 42) ArchiSteamFarm/Steam/Bot.cs:530— Bot.GetBots has cognitive complexity 42 (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.
ArchiWebHandler.UrlPostToHtmlDocumentWithSession (cognitive 42) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1009— ArchiWebHandler.UrlPostToHtmlDocumentWithSession has cognitive complexity 42 (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: 3 other methods here (ArchiWebHandler.UrlPostToJsonObjectWithSession, ArchiWebHandler.UrlPostToJsonObjectWithSession, ArchiWebHandler.UrlPostWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 4 times rather than 4 independent problems. Splitting this body alone leaves the other 3 exactly as they are. Where these are variations on one operation, the change that clears all 4 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.
ArchiWebHandler.UrlPostWithSession (cognitive 42) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1342— ArchiWebHandler.UrlPostWithSession has cognitive complexity 42 (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: 3 other methods here (ArchiWebHandler.UrlPostToHtmlDocumentWithSession, ArchiWebHandler.UrlPostToJsonObjectWithSession, ArchiWebHandler.UrlPostToJsonObjectWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 4 times rather than 4 independent problems. Splitting this body alone leaves the other 3 exactly as they are. Where these are variations on one operation, the change that clears all 4 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.
Bot.OnLoggedOn (cognitive 41) ArchiSteamFarm/Steam/Bot.cs:3465— Bot.OnLoggedOn has cognitive complexity 41 (threshold 15). Of this number, 39 points are the body's own statements and 2 belong to one function literal inside it that branches. 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.
Trading.ShouldAcceptTrade (cognitive 39) ArchiSteamFarm/Steam/Exchange/Trading.cs:416— Trading.ShouldAcceptTrade has cognitive complexity 39 (threshold 15). Of this number, 37 points are the body's own statements and 2 belong to 2 function literals inside it that branch. 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.
WebBrowser.UrlGetToHtmlDocument (cognitive 37) ArchiSteamFarm/Web/WebBrowser.cs:235— WebBrowser.UrlGetToHtmlDocument has cognitive complexity 37 (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 (WebBrowser.UrlPostToHtmlDocument) 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.
WebBrowser.UrlPostToHtmlDocument (cognitive 37) ArchiSteamFarm/Web/WebBrowser.cs:508— WebBrowser.UrlPostToHtmlDocument has cognitive complexity 37 (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 (WebBrowser.UrlGetToHtmlDocument) 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.
Trading.ParseActiveTrades (cognitive 36) ArchiSteamFarm/Steam/Exchange/Trading.cs:276— Trading.ParseActiveTrades has cognitive complexity 36 (threshold 15). Of this number, 32 points are the body's own statements and 4 belong to 3 function literals inside it that branch. 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.
Program.ParseArgs (cognitive 35) ArchiSteamFarm/Program.cs:546— Program.ParseArgs has cognitive complexity 35 (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.
ArchiWebHandler.UrlGetToHtmlDocumentWithSession (cognitive 35) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:763— ArchiWebHandler.UrlGetToHtmlDocumentWithSession has cognitive complexity 35 (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: 2 other methods here (ArchiWebHandler.UrlGetToJsonObjectWithSession, ArchiWebHandler.UrlHeadWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 3 times rather than 3 independent problems. Splitting this body alone leaves the other 2 exactly as they are. Where these are variations on one operation, the change that clears all 3 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.
ArchiWebHandler.UrlGetToJsonObjectWithSession (cognitive 35) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:845— ArchiWebHandler.UrlGetToJsonObjectWithSession has cognitive complexity 35 (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: 2 other methods here (ArchiWebHandler.UrlGetToHtmlDocumentWithSession, ArchiWebHandler.UrlHeadWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 3 times rather than 3 independent problems. Splitting this body alone leaves the other 2 exactly as they are. Where these are variations on one operation, the change that clears all 3 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.
ArchiWebHandler.UrlHeadWithSession (cognitive 35) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:927— ArchiWebHandler.UrlHeadWithSession has cognitive complexity 35 (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: 2 other methods here (ArchiWebHandler.UrlGetToHtmlDocumentWithSession, ArchiWebHandler.UrlGetToJsonObjectWithSession) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 3 times rather than 3 independent problems. Splitting this body alone leaves the other 2 exactly as they are. Where these are variations on one operation, the change that clears all 3 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.
SteamUtilities.TryParseGameIdentifier (cognitive 35) ArchiSteamFarm/Steam/Integration/SteamUtilities.cs:149— SteamUtilities.TryParseGameIdentifier has cognitive complexity 35 (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.
Bot.OnConnected (cognitive 33) ArchiSteamFarm/Steam/Bot.cs:2828— Bot.OnConnected has cognitive complexity 33 (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.
CardsFarmer.IsAnythingToFarm (cognitive 33) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:1159— CardsFarmer.IsAnythingToFarm has cognitive complexity 33 (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.
Trading.IsTradeNeutralOrBetter (cognitive 33) ArchiSteamFarm/Steam/Exchange/Trading.cs:116— Trading.IsTradeNeutralOrBetter has cognitive complexity 33 (threshold 15). Of this number, 32 points are the body's own statements and 1 belongs to one function literal inside it that branches. 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.
Utilities.MoveAllUpdateFiles (cognitive 32) ArchiSteamFarm/Core/Utilities.cs:420— Utilities.MoveAllUpdateFiles has cognitive complexity 32 (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.
Commands.ResponsePrivacy (cognitive 32) ArchiSteamFarm/Steam/Interaction/Commands.cs:2436— Commands.ResponsePrivacy has cognitive complexity 32 (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.
CrossProcessFileBasedSemaphore.EnsureFileExists (cognitive 31) ArchiSteamFarm/Helpers/CrossProcessFileBasedSemaphore.cs:193— CrossProcessFileBasedSemaphore.EnsureFileExists has cognitive complexity 31 (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.
BotController.BotPost (cognitive 31) REDACTED:111— BotController.BotPost has cognitive complexity 31 (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.
ApiAuthenticationMiddleware.GetAuthenticationStatus (cognitive 31) ArchiSteamFarm/IPC/Integration/ApiAuthenticationMiddleware.cs:107— ApiAuthenticationMiddleware.GetAuthenticationStatus has cognitive complexity 31 (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.
ASF.UpdateASF (cognitive 30) ArchiSteamFarm/Core/ASF.cs:703— ASF.UpdateASF has cognitive complexity 30 (threshold 15). Of this number, 29 points are the body's own statements and 1 belongs to one function literal inside it that branches. To reduce it, split the body: this score is breadth rather than depth — many checks laid out side by side rather than nested inside one another, so inverting conditions into early returns has nothing left to flatten. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
ArchiKestrel.ConfigureApp (cognitive 30) REDACTED:123— ArchiKestrel.ConfigureApp 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.
TypeController.TypeGet (cognitive 30) REDACTED:42— TypeController.TypeGet 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.
Bot.OnFriendsList (cognitive 30) ArchiSteamFarm/Steam/Bot.cs:3113— Bot.OnFriendsList 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.
CardsFarmer.SortGamesToFarm (cognitive 30) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:1451— CardsFarmer.SortGamesToFarm 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.
ArchiWebHandler.GetAppList (cognitive 30) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1642— ArchiWebHandler.GetAppList 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.
Bot.GetPackagesData (cognitive 29) ArchiSteamFarm/Steam/Bot.cs:1345— Bot.GetPackagesData has cognitive complexity 29 (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.
PluginsCore.InitPlugins (cognitive 28) ArchiSteamFarm/Plugins/PluginsCore.cs:174— PluginsCore.InitPlugins has cognitive complexity 28 (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.
Program.InitCore (cognitive 28) ArchiSteamFarm/Program.cs:211— Program.InitCore has cognitive complexity 28 (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.
Bot.InitModules (cognitive 26) ArchiSteamFarm/Steam/Bot.cs:2502— Bot.InitModules 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.
CardsFarmer.StartFarming (cognitive 26) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:318— CardsFarmer.StartFarming 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.
CardsFarmer.GetGameCardsInfo (cognitive 26) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:1033— CardsFarmer.GetGameCardsInfo 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.
Commands.ResponseAddLicense (cognitive 25) ArchiSteamFarm/Steam/Interaction/Commands.cs:644— Commands.ResponseAddLicense has cognitive complexity 25 (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.
Logging.HandleConsoleInteractively (cognitive 23) ArchiSteamFarm/NLog/Logging.cs:428— Logging.HandleConsoleInteractively 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.
Bot.GetItemsForFullSets (cognitive 23) ArchiSteamFarm/Steam/Bot.cs:692— Bot.GetItemsForFullSets 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.
Bot.ResetGamesPlayed (cognitive 23) ArchiSteamFarm/Steam/Bot.cs:3917— Bot.ResetGamesPlayed 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.
CardsFarmer.IsAnythingToFarmRisky (cognitive 23) ArchiSteamFarm/Steam/Cards/CardsFarmer.cs:1269— CardsFarmer.IsAnythingToFarmRisky has cognitive complexity 23 (threshold 15). Of this number, 21 points are the body's own statements and 2 belong to one function literal inside it that branches. 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.
MatchingUtilities.GetTradableItemsFromInventory (cognitive 22) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:83— MatchingUtilities.GetTradableItemsFromInventory 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.
SteamTokenDumperPlugin.OnASFInit (cognitive 22) ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:74— SteamTokenDumperPlugin.OnASFInit has cognitive complexity 22 (threshold 15). To reduce it, split the body: this score is breadth rather than depth — many checks laid out side by side rather than nested inside one another, so inverting conditions into early returns has nothing left to flatten. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
SteamTokenDumperPlugin.SubmitData (cognitive 22) ArchiSteamFarm.OfficialPlugins.SteamTokenDumper/SteamTokenDumperPlugin.cs:575— SteamTokenDumperPlugin.SubmitData has cognitive complexity 22 (threshold 15). To reduce it, split the body: this score is breadth rather than depth — many checks laid out side by side rather than nested inside one another, so inverting conditions into early returns has nothing left to flatten. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
ArchiKestrel.ConfigureServices (cognitive 22) REDACTED:293— ArchiKestrel.ConfigureServices has cognitive complexity 22 (threshold 15). Of this number, 17 points are the body's own statements and 5 belong to 3 function literals inside it that branch. To reduce it, split the body: this score is breadth rather than depth — many checks laid out side by side rather than nested inside one another, so inverting conditions into early returns has nothing left to flatten. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
Bot.GetPossiblyCompletedBadgeAppIDs (cognitive 22) ArchiSteamFarm/Steam/Bot.cs:749— Bot.GetPossiblyCompletedBadgeAppIDs 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.
Bot.OnLicenseList (cognitive 22) ArchiSteamFarm/Steam/Bot.cs:3336— Bot.OnLicenseList 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.
Actions.SendInventory (cognitive 22) ArchiSteamFarm/Steam/Interaction/Actions.cs:425— Actions.SendInventory has cognitive complexity 22 (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.
WebBrowser.UrlGetToStream (cognitive 22) ArchiSteamFarm/Web/WebBrowser.cs:375— WebBrowser.UrlGetToStream 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. This shape REPEATS in the file: 3 other methods here (WebBrowser.UrlHead, WebBrowser.UrlPost, WebBrowser.UrlPostToStream) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 4 times rather than 4 independent problems. Splitting this body alone leaves the other 3 exactly as they are. Where these are variations on one operation, the change that clears all 4 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.
WebBrowser.UrlHead (cognitive 22) ArchiSteamFarm/Web/WebBrowser.cs:420— WebBrowser.UrlHead 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. This shape REPEATS in the file: 3 other methods here (WebBrowser.UrlGetToStream, WebBrowser.UrlPost, WebBrowser.UrlPostToStream) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 4 times rather than 4 independent problems. Splitting this body alone leaves the other 3 exactly as they are. Where these are variations on one operation, the change that clears all 4 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.
WebBrowser.UrlPost (cognitive 22) ArchiSteamFarm/Web/WebBrowser.cs:464— WebBrowser.UrlPost 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. This shape REPEATS in the file: 3 other methods here (WebBrowser.UrlGetToStream, WebBrowser.UrlHead, WebBrowser.UrlPostToStream) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 4 times rather than 4 independent problems. Splitting this body alone leaves the other 3 exactly as they are. Where these are variations on one operation, the change that clears all 4 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.
WebBrowser.UrlPostToStream (cognitive 22) ArchiSteamFarm/Web/WebBrowser.cs:648— WebBrowser.UrlPostToStream 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. This shape REPEATS in the file: 3 other methods here (WebBrowser.UrlGetToStream, WebBrowser.UrlHead, WebBrowser.UrlPost) have the same decision points, in the same order, at the same nesting depths — so this is one pattern written 4 times rather than 4 independent problems. Splitting this body alone leaves the other 3 exactly as they are. Where these are variations on one operation, the change that clears all 4 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.
Bot.HandleLoginResult (cognitive 20) ArchiSteamFarm/Steam/Bot.cs:2262— Bot.HandleLoginResult has cognitive complexity 20 (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.
RemoteCommunication.OnHeartBeatTimer (cognitive 19) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1695— RemoteCommunication.OnHeartBeatTimer has cognitive complexity 19 (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.
Bot.SendCompletedSets (cognitive 19) ArchiSteamFarm/Steam/Bot.cs:3959— Bot.SendCompletedSets has cognitive complexity 19 (threshold 15). Of this number, 18 points are the body's own statements and 1 belongs to one function literal inside it that branches. 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.
ArchiWebHandler.GetCombinedTradeHoldDurationAgainstUser (cognitive 19) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1771— ArchiWebHandler.GetCombinedTradeHoldDurationAgainstUser has cognitive complexity 19 (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.
CrossProcessFileBasedSemaphore.WaitAsync (cognitive 18) ArchiSteamFarm/Helpers/CrossProcessFileBasedSemaphore.cs:123— CrossProcessFileBasedSemaphore.WaitAsync 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.
Bot.SetUserInput (cognitive 18) ArchiSteamFarm/Steam/Bot.cs:950— Bot.SetUserInput 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.
Commands.ResponseRedeemPoints (cognitive 18) ArchiSteamFarm/Steam/Interaction/Commands.cs:2877— Commands.ResponseRedeemPoints 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.
ArchiKestrel.CreateWebApplication (cognitive 17) REDACTED:417— ArchiKestrel.CreateWebApplication has cognitive complexity 17 (threshold 15). Of this number, 15 points are the body's own statements and 2 belong to one function literal inside it that branches. 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.
ArchiKestrel.StartInternally (cognitive 17) REDACTED:533— ArchiKestrel.StartInternally 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.
SteamPICSChanges.RefreshChanges (cognitive 17) ArchiSteamFarm/Steam/Integration/SteamPICSChanges.cs:64— SteamPICSChanges.RefreshChanges 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.
Commands.ResponseTwoFactorFinalized (cognitive 16) ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:200— Commands.ResponseTwoFactorFinalized 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.
BotController.AddLicense (cognitive 16) REDACTED:552— BotController.AddLicense 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.
OpenApiSchemaReferenceIdProvider.RegisterSchemaType (cognitive 16) ArchiSteamFarm/IPC/OpenApi/OpenApiSchemaReferenceIdProvider.cs:139— OpenApiSchemaReferenceIdProvider.RegisterSchemaType has cognitive complexity 16 (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.
Logging.GetUserInput (cognitive 16) ArchiSteamFarm/NLog/Logging.cs:77— Logging.GetUserInput 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.
GlobalConfig.CheckValidation (cognitive 16) ArchiSteamFarm/Storage/GlobalConfig.cs:481— GlobalConfig.CheckValidation has cognitive complexity 16 (threshold 15). To reduce it, split the body: this score is breadth rather than depth — many checks laid out side by side rather than nested inside one another, so inverting conditions into early returns has nothing left to flatten. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
Change coupling: Bot.cs ↔ InMemoryServerListProvider.cs ArchiSteamFarm/Steam/Bot.cs:1— `ArchiSteamFarm/Steam/Bot.cs` and `ArchiSteamFarm/Steam/SteamKit2/InMemoryServerListProvider.cs` change together 64% of the time (7 of the 11 commits that touched whichever of the two files changed less often, counting a file under its earlier names as well, and counted over this repository's 10,000 most recent commits rather than its whole history — 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 7 shared commits counted here, the most recent 3 are `411c49ad` Add proper support for server list provider cache; `6bc29e8c` Squashed commit of the following:; `40ab1d84` .NET 8 code enhancements — run `git show` on any of them.
D4 · Code Duplication· Near-duplicate member family (9 members, 24 shared lines) · ×1
Near-duplicate member family (9 members, 24 shared lines) ArchiSteamFarm/Web/WebBrowser.cs:130— ArchiSteamFarm/Web/WebBrowser.cs:130-233 | ArchiSteamFarm/Web/WebBrowser.cs:236-295 | ArchiSteamFarm/Web/WebBrowser.cs:298-373 | ArchiSteamFarm/Web/WebBrowser.cs:376-418 | ArchiSteamFarm/Web/WebBrowser.cs:421-462 | ArchiSteamFarm/Web/WebBrowser.cs:465-506 | ArchiSteamFarm/Web/WebBrowser.cs:509-568 | ArchiSteamFarm/Web/WebBrowser.cs:571-646 | ArchiSteamFarm/Web/WebBrowser.cs:649-691 — These 9 members are variants of one another: a block of 24 lines reported below appears in every one of them, and the pairwise near-duplicate rows they would otherwise produce are collapsed into this row. Read them as one construct written 9 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 9 times.
D4 · Code Duplication· Near-duplicate member family (7 members, 49 shared lines) · ×1
Near-duplicate member family (7 members, 49 shared lines) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:764— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:764-843 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:846-925 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:928-1007 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1010-1117 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1120-1227 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1230-1340 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1343-1450 — These 7 members are variants of one another: a block of 49 lines reported below appears in every one of them, and the pairwise near-duplicate rows they would otherwise produce are collapsed into this row. Read them as one construct written 7 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 7 times.
Near-duplicate member pair (51 shared lines) ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:89— ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:89-173 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:200-271 — These two members are variants of one another: 51 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 (46 members, 50+ identical tokens) · ×1
Members sharing a duplicated core (46 members, 50+ identical tokens) ArchiSteamFarm/Steam/Interaction/Commands.cs:582— ArchiSteamFarm/Steam/Interaction/Commands.cs:582-600 | ArchiSteamFarm/Steam/Interaction/Commands.cs:624-642 | ArchiSteamFarm/Steam/Interaction/Commands.cs:721-740 | ArchiSteamFarm/Steam/Interaction/Commands.cs:771-791 | ArchiSteamFarm/Steam/Interaction/Commands.cs:829-850 | ArchiSteamFarm/Steam/Interaction/Commands.cs:922-942 | ArchiSteamFarm/Steam/Interaction/Commands.cs:996-1031 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1096-1138 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1154-1172 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1188-1206 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1265-1283 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1293-1311 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1355-1374 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1423-1442 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1452-1470 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1521-1540 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1593-1612 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1670-1690 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1730-1748 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1768-1786 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1810-1828 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1870-1889 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1899-1917 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1949-1968 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2009-2028 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2053-2072 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2223-2262 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2288-2306 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2377-2396 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2416-2434 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2568-2587 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2856-2875 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2970-2989 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3059-3078 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3098-3116 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3146-3164 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3180-3198 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3257-3283 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3299-3317 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3327-3345 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3377-3396 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3437-3456 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3496-3515 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3590-3632 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3660-3678 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3771-3789 — These 46 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 46 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 46 times.
D4 · Code Duplication· Members sharing a duplicated core (12 members, 50+ identical tokens) · ×1
Members sharing a duplicated core (12 members, 50+ identical tokens) ArchiSteamFarm/Steam/Interaction/Commands.cs:1313— ArchiSteamFarm/Steam/Interaction/Commands.cs:1313-1353 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1376-1421 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1472-1519 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1542-1591 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1788-1808 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1830-1868 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1919-1947 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1970-2007 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3347-3375 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3398-3435 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3553-3588 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3590-3632 — These 12 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 12 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 12 times.
D4 · Code Duplication· Members sharing a duplicated core (6 members, 50+ identical tokens) · ×1
Members sharing a duplicated core (6 members, 50+ identical tokens) REDACTED:205— REDACTED:205-224 | REDACTED:367-380 | REDACTED:502-514 | REDACTED:520-532 | REDACTED:538-550 | REDACTED:104-123 — These 6 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 6 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 6 times.
D4 · Code Duplication· Members sharing a duplicated core (5 members, 50+ identical tokens) · ×1
Members sharing a duplicated core (5 members, 50+ identical tokens) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:32— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:32-61 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:63-81 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:185-847 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:950-1232 | ArchiSteamFarm/Steam/Exchange/Trading.cs:256-274 — These 5 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 5 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 5 times.
Duplicated block (37–41 lines × 2) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:691— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:691-731 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:804-840 — 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 `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:691` 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. 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.
Duplicated block (41 lines × 2) ArchiSteamFarm/Web/WebBrowser.cs:378— ArchiSteamFarm/Web/WebBrowser.cs:378-418 | ArchiSteamFarm/Web/WebBrowser.cs:651-691 — 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 `ArchiSteamFarm/Web/WebBrowser.cs:378` 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.
Duplicated block (32 lines × 2) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:417— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:417-448 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:585-616 — 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 `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:417` 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 (15–33 lines × 2) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:429— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:429-461 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1092-1106 — 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 `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:429` 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 (31 lines × 2) ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/MobileAuthenticatorWebHandler.cs:75— ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/MobileAuthenticatorWebHandler.cs:75-105 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/MobileAuthenticatorWebHandler.cs:143-173 — 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 `ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/MobileAuthenticatorWebHandler.cs:75` 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 (28 lines × 2) ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:109— ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:109-136 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:215-242 — 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 (30 lines × 2) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1667— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1667-1696 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1798-1827 — 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 (29 lines × 5) ArchiSteamFarm/Web/WebBrowser.cs:132— ArchiSteamFarm/Web/WebBrowser.cs:132-160 | ArchiSteamFarm/Web/WebBrowser.cs:238-266 | ArchiSteamFarm/Web/WebBrowser.cs:300-328 | ArchiSteamFarm/Web/WebBrowser.cs:511-539 | ArchiSteamFarm/Web/WebBrowser.cs:573-601 — all 5 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 `ArchiSteamFarm/Web/WebBrowser.cs:132` 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 (27 lines × 3) ArchiSteamFarm/Steam/Interaction/Commands.cs:1384— ArchiSteamFarm/Steam/Interaction/Commands.cs:1384-1410 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1550-1576 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1978-2004 — 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:1384` 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 (19–27 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:2589— ArchiSteamFarm/Steam/Interaction/Commands.cs:2589-2615 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2928-2946 — 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:2589` 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. 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.
Duplicated block (21 lines × 7) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:782— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:782-802 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:864-884 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:946-966 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1033-1053 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1143-1163 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1253-1273 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1366-1386 — all 7 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 `ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:782` 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 (25–26 lines × 4) ArchiSteamFarm/Web/WebBrowser.cs:386— ArchiSteamFarm/Web/WebBrowser.cs:386-411 | ArchiSteamFarm/Web/WebBrowser.cs:431-455 | ArchiSteamFarm/Web/WebBrowser.cs:475-499 | ArchiSteamFarm/Web/WebBrowser.cs:659-684 — all 4 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. 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.
Duplicated block (22–26 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:944— ArchiSteamFarm/Steam/Interaction/Commands.cs:944-965 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1033-1058 — 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:944` 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.
Duplicated block (23–25 lines × 4) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:402— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:402-426 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:570-594 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:641-665 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:750-772 — all 4 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 `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:402` 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. 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.
Duplicated block (20–24 lines × 2) ArchiSteamFarm/Web/GitHub/Data/ReleaseResponse.cs:41— ArchiSteamFarm/Web/GitHub/Data/ReleaseResponse.cs:41-60 | ArchiSteamFarm/Web/GitHub/Data/ReleaseResponse.cs:64-87 — 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. 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.
Duplicated block (21–23 lines × 2) ArchiSteamFarm/Steam/Integration/ArchiHandler.cs:1135— ArchiSteamFarm/Steam/Integration/ArchiHandler.cs:1135-1157 | ArchiSteamFarm/Steam/Integration/ArchiHandler.cs:1200-1220 — 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 `ArchiSteamFarm/Steam/Integration/ArchiHandler.cs:1135` 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.
Duplicated block (19 lines × 2) ArchiSteamFarm/Steam/Interaction/Commands.cs:1006— ArchiSteamFarm/Steam/Interaction/Commands.cs:1006-1024 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1107-1125 — 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. 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.
Duplicated block (16 lines × 5) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:822— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:822-837 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:904-919 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1096-1111 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1206-1221 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1319-1334 — all 5 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 `ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:822` 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. 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.
Duplicated block (15–20 lines × 7) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:764— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:764-778 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:846-860 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:928-942 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1010-1029 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1120-1139 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1230-1249 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1343-1362 — all 7 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 `ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:764` 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 (15 lines × 8) ArchiSteamFarm/Steam/Interaction/Commands.cs:1314— ArchiSteamFarm/Steam/Interaction/Commands.cs:1314-1328 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1377-1391 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1473-1487 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1543-1557 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1920-1934 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1971-1985 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3348-3362 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3399-3413 — all 8 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. 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.
Duplicated block (13 lines × 7) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:822— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:822-834 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:904-916 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:986-998 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1096-1108 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1206-1218 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1319-1331 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1429-1441 — all 7 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 `ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:822` 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 (17 lines × 9) ArchiSteamFarm/Web/WebBrowser.cs:148— ArchiSteamFarm/Web/WebBrowser.cs:148-164 | ArchiSteamFarm/Web/WebBrowser.cs:254-270 | ArchiSteamFarm/Web/WebBrowser.cs:316-332 | ArchiSteamFarm/Web/WebBrowser.cs:393-409 | ArchiSteamFarm/Web/WebBrowser.cs:437-453 | ArchiSteamFarm/Web/WebBrowser.cs:481-497 | ArchiSteamFarm/Web/WebBrowser.cs:527-543 | ArchiSteamFarm/Web/WebBrowser.cs:589-605 | ArchiSteamFarm/Web/WebBrowser.cs:666-682 — all 9 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `ArchiSteamFarm/Web/WebBrowser.cs:147` calls `ConfigureAwait` and `ArchiSteamFarm/Web/WebBrowser.cs:391` does not — after which the two agree again for 3 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.
Duplicated block (17 lines × 2) REDACTED:52— REDACTED:52-68 | REDACTED:82-98 — 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 `REDACTED:52` 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 (15–16 lines × 5) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:407— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:407-421 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:575-589 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:646-660 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:755-769 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1740-1755 — all 5 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 `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:407` 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just after the matched lines, `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1760` calls `CreateOrLoad`, `ConfigureAwait` and `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:426` 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.
Duplicated block (12 lines × 16) ArchiSteamFarm/Steam/Interaction/Commands.cs:722— ArchiSteamFarm/Steam/Interaction/Commands.cs:722-733 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1356-1367 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1424-1435 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1522-1533 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1594-1605 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1950-1961 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2010-2021 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2054-2065 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2224-2235 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2378-2389 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2569-2580 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2971-2982 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3060-3071 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3378-3389 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3438-3449 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3497-3508 — all 16 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. 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.
Duplicated block (8 lines × 4) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:417— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:417-424 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:585-592 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:656-663 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1080-1087 — all 4 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 `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:417` 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. 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.
Duplicated block (14 lines × 3) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:106— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:106-119 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:274-287 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:347-360 — `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs` and `ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs` are one unit implemented once per sibling directory, so they are most likely parallel implementations of one contract rather than a copy of each other — this scan matched 3 separate duplicated blocks between them, totalling at least 38 lines. If both are selected at run time, neither can be retired in favour of the other, and the lines that DIFFER between them are the reason both exist. The move that pays here is to hoist the identical part into a shared location the whole family can reach and give what differs a parameter or a seam, so a change lands once instead of once per sibling; extracting one helper per block leaves every sibling to drift on its own. Read the line range as the matched WINDOW rather than a finished unit: at `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:106` 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. 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.
Duplicated block (11–15 lines × 3) ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1842— ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1842-1852 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:2026-2036 | ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:2052-2066 — 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 `ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1842` 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:2025` calls `ThrowIfZero` and `ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1842` 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.
Duplicated block (11 lines × 21) ArchiSteamFarm/Steam/Interaction/Commands.cs:583— ArchiSteamFarm/Steam/Interaction/Commands.cs:583-593 | ArchiSteamFarm/Steam/Interaction/Commands.cs:625-635 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1155-1165 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1189-1199 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1266-1276 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1294-1304 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1453-1463 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1731-1741 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1769-1779 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1811-1821 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1900-1910 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2289-2299 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2417-2427 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3099-3109 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3147-3157 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3181-3191 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3258-3268 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3300-3310 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3328-3338 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3661-3671 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3772-3782 — all 21 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. 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.
Duplicated block (14 lines × 5) ArchiSteamFarm/Steam/Interaction/Commands.cs:1321— ArchiSteamFarm/Steam/Interaction/Commands.cs:1321-1334 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1480-1493 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1846-1859 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1927-1940 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3568-3581 — all 5 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:1321` 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. 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.
Duplicated block (9 lines × 4) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:112— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:112-120 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:183-191 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:280-288 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:353-361 — `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs` and `ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs` are one unit implemented once per sibling directory, so they are most likely parallel implementations of one contract rather than a copy of each other — this scan matched 3 separate duplicated blocks between them, totalling at least 38 lines. If both are selected at run time, neither can be retired in favour of the other, and the lines that DIFFER between them are the reason both exist. The move that pays here is to hoist the identical part into a shared location the whole family can reach and give what differs a parameter or a seam, so a change lands once instead of once per sibling; extracting one helper per block leaves every sibling to drift on its own. 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:180` calls `ThrowIfNullOrEmpty` and `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:108` does not — after which the two agree again for 3 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.
Duplicated block (12 lines × 3) ArchiSteamFarm/Steam/Interaction/Commands.cs:2340— ArchiSteamFarm/Steam/Interaction/Commands.cs:2340-2351 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2605-2616 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2936-2947 — 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:2340` 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. 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.
Duplicated block (11 lines × 18) ArchiSteamFarm/Steam/Interaction/Commands.cs:722— ArchiSteamFarm/Steam/Interaction/Commands.cs:722-732 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1356-1366 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1424-1434 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1522-1532 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1594-1604 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1871-1881 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1950-1960 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2010-2020 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2054-2064 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2224-2234 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2378-2388 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2569-2579 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2857-2867 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2971-2981 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3060-3070 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3378-3388 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3438-3448 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3497-3507 — all 18 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:722` 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. 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.
Duplicated block (12 lines × 7) ArchiSteamFarm/Steam/Interaction/Commands.cs:1321— ArchiSteamFarm/Steam/Interaction/Commands.cs:1321-1332 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1384-1395 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1480-1491 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1550-1561 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1927-1938 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1978-1989 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3568-3579 — all 7 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:1321` 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 (5 lines × 22) ArchiSteamFarm/Steam/Interaction/Commands.cs:729— ArchiSteamFarm/Steam/Interaction/Commands.cs:729-733 | ArchiSteamFarm/Steam/Interaction/Commands.cs:780-784 | ArchiSteamFarm/Steam/Interaction/Commands.cs:839-843 | ArchiSteamFarm/Steam/Interaction/Commands.cs:931-935 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1363-1367 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1431-1435 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1529-1533 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1601-1605 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1679-1683 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1878-1882 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1957-1961 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2017-2021 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2061-2065 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2231-2235 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2385-2389 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2576-2580 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2864-2868 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2978-2982 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3067-3071 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3385-3389 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3445-3449 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3504-3508 — all 22 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. 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `ArchiSteamFarm/Steam/Interaction/Commands.cs:776` calls `ThrowIfNullOrEmpty` and `ArchiSteamFarm/Steam/Interaction/Commands.cs:724` 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.
Duplicated block (7 lines × 5) REDACTED:206— REDACTED:206-212 | REDACTED:503-509 | REDACTED:521-527 | REDACTED:539-545 | REDACTED:105-111 — there are 5 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 5 sites; resolving a subset leaves the remainder to drift apart. 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.
Duplicated block (5 lines × 43) ArchiSteamFarm/Steam/Interaction/Commands.cs:589— ArchiSteamFarm/Steam/Interaction/Commands.cs:589-593 | ArchiSteamFarm/Steam/Interaction/Commands.cs:631-635 | ArchiSteamFarm/Steam/Interaction/Commands.cs:729-733 | ArchiSteamFarm/Steam/Interaction/Commands.cs:780-784 | ArchiSteamFarm/Steam/Interaction/Commands.cs:839-843 | ArchiSteamFarm/Steam/Interaction/Commands.cs:931-935 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1161-1165 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1195-1199 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1272-1276 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1300-1304 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1363-1367 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1431-1435 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1459-1463 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1529-1533 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1601-1605 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1679-1683 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1737-1741 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1775-1779 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1817-1821 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1878-1882 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1906-1910 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1957-1961 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2017-2021 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2061-2065 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2231-2235 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2295-2299 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2385-2389 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2423-2427 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2576-2580 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2864-2868 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2978-2982 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3067-3071 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3105-3109 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3153-3157 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3187-3191 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3264-3268 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3306-3310 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3334-3338 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3385-3389 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3445-3449 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3504-3508 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3667-3671 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3778-3782 — all 43 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. 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `ArchiSteamFarm/Steam/Interaction/Commands.cs:726` calls `ThrowIfNullOrEmpty` and `ArchiSteamFarm/Steam/Interaction/Commands.cs:585` does not — after which the two agree again for 3 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.
Duplicated block (5 lines × 5) REDACTED:371— REDACTED:371-375 | REDACTED:505-509 | REDACTED:523-527 | REDACTED:541-545 | REDACTED:107-111 — there are 5 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 5 sites; resolving a subset leaves the remainder to drift apart. 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.
Duplicated block (7 lines × 3) ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:97— ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:97-103 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:207-213 | ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:304-310 — 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. 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:95` calls `ThrowIfNullOrEmpty` and `ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs:302` 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.
Duplicated block (9 lines × 3) ArchiSteamFarm/Steam/Interaction/Commands.cs:834— ArchiSteamFarm/Steam/Interaction/Commands.cs:834-842 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1001-1009 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1102-1110 — 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 `ArchiSteamFarm/Steam/Interaction/Commands.cs:834` 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. 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `ArchiSteamFarm/Steam/Interaction/Commands.cs:1101` calls `ThrowIfNullOrEmpty` and `ArchiSteamFarm/Steam/Interaction/Commands.cs:832` does not — after which the two agree again for 3 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.
Duplicated block (5 lines × 25) ArchiSteamFarm/Steam/Interaction/Commands.cs:729— ArchiSteamFarm/Steam/Interaction/Commands.cs:729-733 | ArchiSteamFarm/Steam/Interaction/Commands.cs:780-784 | ArchiSteamFarm/Steam/Interaction/Commands.cs:839-843 | ArchiSteamFarm/Steam/Interaction/Commands.cs:931-935 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1006-1010 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1107-1111 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1363-1367 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1431-1435 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1529-1533 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1601-1605 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1679-1683 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1878-1882 | ArchiSteamFarm/Steam/Interaction/Commands.cs:1957-1961 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2017-2021 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2061-2065 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2231-2235 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2385-2389 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2576-2580 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2864-2868 | ArchiSteamFarm/Steam/Interaction/Commands.cs:2978-2982 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3067-3071 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3385-3389 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3445-3449 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3504-3508 | ArchiSteamFarm/Steam/Interaction/Commands.cs:3599-3603 — all 25 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. 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `ArchiSteamFarm/Steam/Interaction/Commands.cs:776` calls `ThrowIfNullOrEmpty` and `ArchiSteamFarm/Steam/Interaction/Commands.cs:724` 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.
Duplicated block (7 lines × 9) ArchiSteamFarm/Web/WebBrowser.cs:131— ArchiSteamFarm/Web/WebBrowser.cs:131-137 | ArchiSteamFarm/Web/WebBrowser.cs:237-243 | ArchiSteamFarm/Web/WebBrowser.cs:299-305 | ArchiSteamFarm/Web/WebBrowser.cs:377-383 | ArchiSteamFarm/Web/WebBrowser.cs:422-428 | ArchiSteamFarm/Web/WebBrowser.cs:466-472 | ArchiSteamFarm/Web/WebBrowser.cs:510-516 | ArchiSteamFarm/Web/WebBrowser.cs:572-578 | ArchiSteamFarm/Web/WebBrowser.cs:650-656 — all 9 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 `ArchiSteamFarm/Web/WebBrowser.cs:131` 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 (5 lines × 3) REDACTED:84— REDACTED:84-88 | REDACTED:190-194 | REDACTED:277-281 — 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. 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.
Duplicated block (6 lines × 2) ArchiSteamFarm.CustomPlugins.SignInWithSteam/SignInWithSteamController.cs:110— ArchiSteamFarm.CustomPlugins.SignInWithSteam/SignInWithSteamController.cs:110-115 | ArchiSteamFarm/Core/ArchiNet.cs:158-163 — the copies span different directories, so extracting a shared function means choosing where it lives: put it somewhere both call sites can already reach — a location they all depend on today, or a new shared one if there is none — and call it from each site; until then, every change has to be made twice.
Duplicated block (6 lines × 5) ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:41— ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:41-46 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:71-76 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:391-396 | ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1045-1050 | ArchiSteamFarm/Steam/Exchange/Trading.cs:264-269 — there are 5 copies across 3 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 5 sites; resolving a subset leaves the remainder to drift apart. Read the line range as the matched WINDOW rather than a finished unit: at `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:41` 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:389` calls `Add` and `ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs:40` 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.
Duplicated block (6 lines × 4) ArchiSteamFarm/Web/WebBrowser.cs:277— ArchiSteamFarm/Web/WebBrowser.cs:277-282 | ArchiSteamFarm/Web/WebBrowser.cs:341-346 | ArchiSteamFarm/Web/WebBrowser.cs:550-555 | ArchiSteamFarm/Web/WebBrowser.cs:614-619 — all 4 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 `ArchiSteamFarm/Web/WebBrowser.cs:277` 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. 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.
Off the main sequence: ArchiSteamFarm ArchiSteamFarm/ArchiSteamFarm.csproj:1— ArchiSteamFarm: abstractness 0.17, instability 0.00, distance 0.83 — an application entry point, so it is concrete by design — the distance is expected; what is worth checking is that other projects depend on it at all, since a host should be a leaf of the graph.
Coverage not measured — no coverage collector is wired up — Coverage NOT MEASURED: `--collect:"XPlat Code Coverage"` names a data collector that ships in the `coverlet.collector` package, and this repository wires up none — no test project references it and no runsettings declares one. The absence of coverage here is therefore not evidence about the suite or about our analyzer environment: without a collector, `--collect` produces nothing even from a suite that builds and passes. Add a `coverlet.collector` PackageReference to the test project(s) (or commit the Cobertura/OpenCover/lcov report your CI produces) and real coverage will be measured. It is excluded from the score rather than counted as a near-zero defect.
M1 · Documentation (README)· README may be stale · ×1
README may be stale — 63 code files changed in the last 6 months but the README was not touched — it may no longer reflect the system.
P12 · CI test-gate honesty· CI test gate excludes suites by filter · ×1
CI test gate excludes suites by filter .github/workflows/ci.yml:41— `dotnet test ArchiSteamFarm.Tests -c "${{ matrix.configuration }}" -p:ContinuousIntegrationBuild=true -p:UseAppHost=false --filter TestCat…` filters with `TestCategory!=Manual` — 2 test(s) it drops — run by no other gate before merge (categories Manual; e.g. GitHubPluginUpdates.DoesNotOfferPointlessUpdatesWhenMultipleAssetsAreFound, GitHubPluginUpdates.DoesNotOfferPointlessUpdatesWhenMultipleAssetsAreFound). Run what it drops in another job before merge (a complementary filter), or remove the filter.
Sync-over-async (deadlock risk) through `.Result` ArchiSteamFarm/Steam/Bot.cs:346— Reading `.Result` of a task that has not completed blocks this thread until it does — the same block as `.Wait()`: under a synchronization context (Blazor, a UI thread, classic ASP.NET) it deadlocks, and on the thread pool it parks a thread for as long as the work runs. `await` the task instead (make the caller `async`); where a synchronous entry point must stay, keep the block in ONE documented bridge with a timeout.
X18 · Disposal-pattern correctness· Release token given back after an unprotected call · ×1
Release token given back after an unprotected call ArchiSteamFarm/Collections/ConcurrentEnumerator.cs:48— `LockObject` is declared `IDisposable` and nothing more, and every assignment to it takes a constructor parameter — so `ConcurrentEnumerator` can do exactly one thing with it, which is the release performed here (line 48), and it is the only reference left that can perform it. That release is the tail of an unprotected sequence: `Enumerator.Dispose()` runs first (line 47), and nothing in `Dispose` catches it. A single throw from that call skips the release entirely — and because a bare `IDisposable` carries no state to inspect and no second holder to fall back on, whatever it represents (a lock taken for this instance, a semaphore lease, a scope) is then held for the remaining lifetime of the process, with nothing left that could ever give it back. Wrap the calls that precede it in a `try` and move the release into the `finally`, so the one statement that must happen is the one that always happens.
X18 · Disposal-pattern correctness· Disposal duty stated on one overwrite and dropped on another · ×1
Disposal duty stated on one overwrite and dropped on another ArchiSteamFarm/Web/WebBrowser.cs:823— `requestMessage.Content` is overwritten twice in `InternalRequest`, and only one of the two honours the duty the other states. At line 772 the previous value is saved into `originalContent` before the overwrite and that local is disposed — the method's own statement that whatever sits in `requestMessage.Content` must be released before it is replaced. Here (line 823) the same property is set to `null` and the value it was holding — the one written at line 772 — is saved nowhere, disposed nowhere, and unreachable the moment the assignment completes. Nothing between the two lines re-assigns the property or takes a second reference to it, so this method is the last thing that could have released it. Nothing announces the leak either: the resource is held until finalization if its type has a finalizer and until the process ends if it does not, so the cost accumulates once per CALL — and once per iteration if this sits in a loop. Dispose the outgoing value before detaching it (save it as the line 772 overwrite does, null the property, then release the saved local), or drop the detach and let the owner's disposal reach it.
X5 · Nullable reference types· Null-tolerant access on a value the branch has already proved null · ×1
Null-tolerant access on a value the branch has already proved null ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:218— This branch was entered because `eligible` is null — line 214 says so — and line 218 inside it then writes `eligible?.`, which asks the same question again. Nothing here can throw, but nothing here can vary either: the access is never taken and the expression is null every time. The conditional is dead code, and it misleads the reader into thinking this line can show a value. Say what is actually true on this path — write the constant the expression always produces, or drop the branch's guard if `eligible` was not meant to be null here.
Duplicated predicate ArchiSteamFarm/Steam/Storage/BotConfig.cs:484— `!Saving || (WebProxyText != DefaultWebProxyText)` appears character-identically in 2 files — ArchiSteamFarm/Steam/Storage/BotConfig.cs, ArchiSteamFarm/Storage/GlobalConfig.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 ArchiSteamFarm/Steam/Storage/BotConfig.cs:487— `!Saving || (WebProxyUsername != DefaultWebProxyUsername)` appears character-identically in 2 files — ArchiSteamFarm/Steam/Storage/BotConfig.cs, ArchiSteamFarm/Storage/GlobalConfig.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 ArchiSteamFarm/Steam/Bot.cs:774— `!byte.TryParse(lastPage, out maxPages) || (maxPages == 0)` appears character-identically in 2 files — ArchiSteamFarm/Steam/Bot.cs, ArchiSteamFarm/Steam/Cards/CardsFarmer.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 ArchiSteamFarm/Steam/Storage/BotConfig.cs:180— `!string.IsNullOrEmpty(WebProxyUsername) || !string.IsNullOrEmpty(WebProxyPassword)` appears character-identically in 2 files — ArchiSteamFarm/Steam/Storage/BotConfig.cs, ArchiSteamFarm/Storage/GlobalConfig.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 REDACTED:71— `!string.IsNullOrEmpty(commandPrefix) && command.StartsWith(commandPrefix, StringComparison.Ordinal)` appears character-identically in 2 files — REDACTED, ArchiSteamFarm/NLog/Logging.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 ArchiSteamFarm/Steam/Bot.cs:1403— `!uint.TryParse(appIDText, out uint appID) || (appID == 0)` appears character-identically in 3 files — ArchiSteamFarm/Steam/Bot.cs, ArchiSteamFarm/Steam/Cards/CardsFarmer.cs, ArchiSteamFarm/Steam/Data/InventoryDescription.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 ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:56— `(acceptedMatchableTypes == null) || (acceptedMatchableTypes.Count == 0)` appears character-identically in 2 files — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.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 ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:2055— `(confirmations == null) || (confirmations.Count == 0)` appears character-identically in 2 files — ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs, ArchiSteamFarm/Steam/Security/MobileAuthenticator.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 ArchiSteamFarm/Steam/Integration/ArchiHandler.cs:413— `(definitionIDs == null) || (definitionIDs.Count == 0)` appears character-identically in 3 files — ArchiSteamFarm/Steam/Integration/ArchiHandler.cs, ArchiSteamFarm/Steam/Interaction/Actions.cs, ArchiSteamFarm/Steam/Interaction/Commands.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 ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/MobileAuthenticatorWebHandler.cs:75— `(i < WebBrowser.MaxTries) && (response == null)` appears character-identically in 2 files — ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/MobileAuthenticatorWebHandler.cs, ArchiSteamFarm/Steam/Integration/ArchiWebHandler.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 ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:84— `(inventory == null) || (inventory.Count == 0)` appears character-identically in 5 files — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/InventoriesRequest.cs, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/MatchingUtilities.cs, ArchiSteamFarm/Steam/Bot.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 ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:200— `(matchableTypes == null) || (matchableTypes.Count == 0)` appears character-identically in 6 files — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AnnouncementDiffRequest.cs, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AnnouncementRequest.cs, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AnnouncementRequestBase.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 ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs:122— `(newNotifications == null) || (newNotifications.Count == 0)` appears character-identically in 2 files — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs, ArchiSteamFarm/Plugins/PluginsCore.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 ArchiSteamFarm/Steam/Bot.cs:3783— `(purchaseResultDetail == EPurchaseResultDetail.CannotRedeemCodeFromClient) || ((purchaseResultDetail == EPurchaseResultDetail.BadActivationC…` appears character-identically in 2 files — ArchiSteamFarm/Steam/Bot.cs, ArchiSteamFarm/Steam/Interaction/Commands.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 ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:204— `(realAppIDs == null) || (realAppIDs.Count == 0)` appears character-identically in 3 files — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/SetPartsRequest.cs, ArchiSteamFarm/Steam/Interaction/Commands.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 ArchiSteamFarm/Plugins/Interfaces/IGitHubPluginUpdates.cs:112— `(releaseAssets == null) || (releaseAssets.Count == 0)` appears character-identically in 2 files — ArchiSteamFarm/Plugins/Interfaces/IGitHubPluginUpdates.cs, ArchiSteamFarm/Plugins/Interfaces/IOfficialGitHubPluginUpdates.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 ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs:49— `(steamID != 0) && !new SteamID(steamID).IsIndividualAccount` appears character-identically in 6 files — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Commands.cs, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs, ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/Commands.cs, ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/MobileAuthenticatorPlugin.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 ArchiSteamFarm/Steam/Bot.cs:2681— `(steamID == 0) || !new SteamID(steamID).IsClanAccount` appears character-identically in 2 files — ArchiSteamFarm/Steam/Bot.cs, ArchiSteamFarm/Steam/Integration/ArchiHandler.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 ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs:49— `(steamID == 0) || !new SteamID(steamID).IsIndividualAccount` appears character-identically in 19 files — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Backend.cs, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AnnouncementDiffCheckRequest.cs, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AnnouncementDiffRequest.cs, ArchiSteamFarm.OfficialPlugins.ItemsMatcher/Data/AnnouncementRequest.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 ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs:105— `(tradeResults == null) || (tradeResults.Count == 0)` appears character-identically in 2 files — ArchiSteamFarm.OfficialPlugins.ItemsMatcher/ItemsMatcherPlugin.cs, ArchiSteamFarm/Plugins/PluginsCore.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 ArchiSteamFarm/Core/OS.cs:140— `OperatingSystem.IsFreeBSD() || OperatingSystem.IsLinux() || OperatingSystem.IsMacOS()` appears character-identically in 3 files — ArchiSteamFarm/Core/OS.cs, ArchiSteamFarm/Helpers/CrossProcessFileBasedSemaphore.cs, ArchiSteamFarm/Program.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 ArchiSteamFarm/NLog/Logging.cs:84— `Program.Service || (ASF.GlobalConfig?.Headless ?? GlobalConfig.DefaultHeadless)` appears character-identically in 4 files — ArchiSteamFarm/NLog/Logging.cs, ArchiSteamFarm/Steam/Bot.cs, ArchiSteamFarm/Steam/Integration/BotCredentialsProvider.cs, ArchiSteamFarm/Steam/Interaction/Commands.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 ArchiSteamFarm/Steam/Storage/BotConfig.cs:481— `Saving && IsWebProxyPasswordSet && (WebProxyPassword != DefaultWebProxyPassword)` appears character-identically in 2 files — ArchiSteamFarm/Steam/Storage/BotConfig.cs, ArchiSteamFarm/Storage/GlobalConfig.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 ArchiSteamFarm/Core/ASF.cs:704— `channel.HasValue && !Enum.IsDefined(channel.Value)` appears character-identically in 2 files — ArchiSteamFarm/Core/ASF.cs, ArchiSteamFarm/Steam/Interaction/Actions.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 REDACTED:180— `request.Channel.HasValue && !Enum.IsDefined(request.Channel.Value)` appears character-identically in 2 files — REDACTED, REDACTED. 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.
Interpolated log message defeats structured logging ArchiSteamFarm.CustomPlugins.ExamplePlugin/ExamplePlugin.cs:134— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm.CustomPlugins.PeriodicGC/PeriodicGCPlugin.cs:53— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm.CustomPlugins.PeriodicGC/PeriodicGCPlugin.cs:63— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm.CustomPlugins.PeriodicGC/PeriodicGCPlugin.cs:70— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1344— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1488— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1573— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/MobileAuthenticatorWebHandler.cs:81— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm.OfficialPlugins.MobileAuthenticator/MobileAuthenticatorWebHandler.cs:149— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm/Core/Debugging.cs:47— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm/Core/Utilities.cs:263— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging REDACTED:315— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging REDACTED:457— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm/Program.cs:355— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm/Program.cs:420— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm/Steam/Bot.cs:1757— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm/Steam/Bot.cs:1783— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm/Steam/Bot.cs:3698— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1675— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm/Steam/Integration/ArchiWebHandler.cs:1806— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm/Web/WebBrowser.cs:809— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm/Web/WebBrowser.cs:829— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
Interpolated log message defeats structured logging ArchiSteamFarm/Web/WebBrowser.cs:899— Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
P2 · Observability· Console output used as the logging channel · ×14
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:106— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 106 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:132— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 132 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:106— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 106 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:132— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 132 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:106— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 106 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:132— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 132 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:106— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 106 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:132— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 132 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:106— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 106 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:132— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 132 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:106— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 106 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:132— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 132 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:106— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 106 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
Console output used as the logging channel root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs:132— `/root/.nuget/packages/jetbrains.annotations.sources/2026.2.0/contentFiles/cs/any/JetBrains.Annotations/Annotations.Internal.cs` reports through `Console.Write…` at line 132 although other files in its project log through a logger. Console lines carry no level, category or structured properties and never reach the log pipeline or its exporters.
X23 · Unguarded diagnostic materialisation· Diagnostic log message is built whether or not it is wanted · ×3
Diagnostic log message is built whether or not it is wanted ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:904— `LogGenericTrace` at line 904 is called with an argument built by `string.Join(", ", Bot.BotConfig.MatchableTypes)` (line 904), whose cost grows with the collection it walks. C# evaluates a call's arguments BEFORE entering the method, so that join/projection runs in full every time this line is reached — and then the level check inside the logger discards the string it produced, because LogGenericTrace is a level a shipped configuration normally leaves off. Nothing here decides beforehand whether the message is wanted: no `IsEnabled` test, no debug flag, no conditional-compilation region.
Diagnostic log message is built whether or not it is wanted ArchiSteamFarm.OfficialPlugins.ItemsMatcher/RemoteCommunication.cs:1573— `LogGenericTrace` at line 1573 is called with an argument built by `string.Join(", ", itemsToReceive.Select(static item => $"{item.RealAppID}/{item.Type}/{item.Rarity}/{item.ClassID} #{...` (line 1573), whose cost grows with the collection it walks. C# evaluates a call's arguments BEFORE entering the method, so that join/projection runs in full every time this line is reached — and then the level check inside the logger discards the string it produced, because LogGenericTrace is a level a shipped configuration normally leaves off. Nothing here decides beforehand whether the message is wanted: no `IsEnabled` test, no debug flag, no conditional-compilation region.
Diagnostic log message is built whether or not it is wanted ArchiSteamFarm/Steam/Bot.cs:3800— `LogGenericDebug` at line 3800 is called with an argument built by `string.Join(", ", items)` (line 3800), whose cost grows with the collection it walks. C# evaluates a call's arguments BEFORE entering the method, so that join/projection runs in full every time this line is reached — and then the level check inside the logger discards the string it produced, because LogGenericDebug is a level a shipped configuration normally leaves off. Nothing here decides beforehand whether the message is wanted: no `IsEnabled` test, no debug flag, no conditional-compilation region.
Documentation: no project overview README.md— The root README states 'ArchiSteamFarm' but does not explain what the project does or its scope beyond a one-line title, leaving readers unable to judge whether it is the repository's main tool. Add an overview paragraph describing the ArchiSteamFarm project (its purpose and major components) so the reader can determine which README belongs to it.
Documentation: no installation or build instructions README.md— The root README has no installation, build, or setup instructions. Add a short install/dependency section covering prerequisites (e.g. vcredist_x86) and how to get the source.
No security response headers detected — None of the 11 security response headers the OWASP Secure Headers Project recommends (Content-Security-Policy, Strict-Transport-Security, X-Content-Type-Options, X-Frame-Options, …) is configured — defense in depth, even when a reverse proxy could set them. (−2.0 on this card.)
No security response headers detected REDACTED:432— This web host's pipeline is composed here and adds no security response header (Content-Security-Policy, Strict-Transport-Security, X-Content-Type-Options, a frame policy) to what it serves.
C2 · Access Controls· No named authorization policies · ×1
No named authorization policies — Authorization IS enforced here (by an auth-gate middleware that short-circuits unauthorized requests) — this is NOT a claim that the code is unprotected. What's missing is a NAMED rule set: the middleware encodes the access rules inline, so the rules can't be listed, reviewed or tested apart from the middleware body that applies them. Recommendation, not a defect.
No ADRs found — No ADRs found. No recognised ADR directory (`docs/adr/`, `docs/decisions/`, `adr/`, `docs/rfcs/`, an `ADR0001/` folder, or their siblings) exists anywhere in this tree. What was searched, so you can tell an empty log from a search that missed one: every directory under the tree (build output, dependencies and VCS metadata excepted), for a document that is either any non-index page inside a recognised ADR directory, whatever its name and however deeply nested (`docs/adr/use-postgres.md`, `docs/adr/2024/0001-x.md`); or a file anywhere whose name is ADR-shaped (`0001-use-postgres.md`, `adr-012-caching.md`); or, when neither turned anything up, a document carrying the decision-record signature (an "Architecture Decision Record" heading, or Status / Context / Decision / Consequences as section headings). A decision log that clears none of these — unnumbered files outside any recognised directory, without those headings — is not seen by this check and this row is then wrong. If that is your case, say so rather than renaming anything; otherwise, consider recording architectural decisions in `docs/adr/`.
D26 · Project Cohesion· Projects may be oversized for their cohesion · ×1
Projects may be oversized for their cohesion — 1 of 9 project(s) overshoot their size bounds, lowering Project Cohesion to 7.8/10. The most over is `ArchiSteamFarm` (30923 LoC, 152 public types across 26 namespaces). Review these for cohesion — split a project that spans unrelated responsibilities.
IL efficiency: 11 authored method(s) exceed the IL budget — 11 of 1952 first-party methods compile to oversized IL bodies (> 250 instructions); worst: ArchiSteamFarm.Steam.Storage.BotConfig.CheckValidation, 510 IL instructions; that pulled this dimension to 9.9/10. These bodies are far past the JIT's inline budget, so splitting them does not make them inlinable — what moves the number is emitting less: collapsing LINQ chains and closures on hot paths, and interpolation built eagerly where it is only sometimes used.
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.
No src/ separation — Production code isn't grouped under a src/ folder — it's spread across several top-level directories, so there's no one place that says 'this is the product'.
Changelog looks stale/thin — The changelog this check read carries 0 versioned entries, against a bar of 3. Counted as either the distinct `x.y.z` versions it names (a link's target is not counted) or its version-shaped section headings (`## [1.2.0]`, `## V14.x.x`, `## Updates in 8.0.x`), whichever is the larger — so a log sectioned by minor series counts its sections, not its individual patch numbers. Entries recorded somewhere this check does not read — release notes generated at tag time from a generator config it did not recognise, or a log kept outside the repository — are not counted here, and this row is about what is re-findable in the tree rather than about how often you release.
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.
X2 · Cancellation propagation· Not all async methods take a CancellationToken · ×1
Not all async methods take a CancellationToken — Only 50/513 async methods accept a CancellationToken, so in-flight work can't be stopped early when the caller gives up — whatever ends it in your host (shutdown signal, timeout, abandoned request, user cancel). Thread a token through the call chain and honour it at each await and loop; where a method genuinely cannot be interrupted, omitting it is a deliberate choice — judge against your hosting model.
Null-forgiving operator (`!`) suppressions reduce the NRT score — ~0.3 `!` suppressions per 1k syntax nodes — 63 suppression(s) across the 206200 syntax node(s) in code where nullable warnings are ENABLED, which is the only code a `!` can suppress anything in (a `!` under `#nullable disable` is inert and is not counted, and its file's nodes are not in the denominator). Each one tells the compiler to trust you about null, suppressing the very safety NRTs provide.
Silent fallback default on parse failure ArchiSteamFarm/Steam/Interaction/Actions.cs:371— `RedeemPoints` returns `EResult.InvalidParam` when `definitions.TryGetValue(definitionID, out LoyaltyRewardDefinition? definition)` is false, with no log or throw — a malformed value silently becomes that default. Log the input or fail validation. If that constant is the correct answer to the test rather than a stand-in for a value that could not be read, this is not a silent default: say so in a comment on the member and the row stops firing.
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.
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. semgrep could not parse 2 file(s) — `ArchiSteamFarm/Helpers/Json/JsonDisallowNullAttribute.cs`, `ArchiSteamFarm/IPC/Controllers/Api/ArchiController.cs` — so the PII/GDPR sweep did not cover the unparsed regions of them; rows reported elsewhere in those files are real.
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.
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.
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.
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).
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Run 01a16780-229e-71e6-ad73-429db94ca2fc · 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 — 1 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.
Issues: 36 · Warnings: 589 · Recommendations: 82 · Info: 8 — Appendix A · all findings · full markdown report.
Generated by Watchdog — deterministic code-health analysis. 23-10-2026 @ 06:43 UTC.
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.