Public report — VPet, published 5 Aug 2026. Concrete security findings (CVE IDs, secret matches, dependency versions) are hidden in this version; ask the repo owner for the full report.
Watchdog 05-08-2026 @ 18:04 UTC Public
Code Health Audit

LorisYounger/VPet

38% Weak
CriticalWeakAdequateStrongExemplary
middle

Medium · 32,013 LoC · 5 projects · rebuild ~1.1 person-years · weakest lens: Readiness (23%)

Grounded in facts. Every number here is computed, not narrated — reproducible, tool-backed, and traceable to a line of code. How to trust this ▸

41/45dimensions tool-verifieddeterministic · confidence 1.0 · 4 LLM-assisted, advisory
261findings with an exact file:lineof 275 — the remainder are repo-wide signals (a dimension-level measurement, not a single line); open any file:line and verify
45/96dimensions across the health lenses32013 LoC · 5 projects — wide & deep

Executive summary

Read through the Production lens — the standard calibration. *Green* means good enough to run in production. The score is absolute and comparable across repos.

LorisYounger/VPet carries serious gaps (38%). Several issues below can materially affect correctness, security, or the cost of changing it — and propagate to everything that depends on it.

It is strongest in Architecture (93%) — the structure is clean and changes stay contained. Security (89%) is solid too.

The area that most needs attention is Readiness (23%) — releases are harder to depend on — versioning, release notes and dependency hygiene are thin, so consumers can't easily tell what changed or trust an upgrade. Code Health (39%) is the next concern — changes there are slower and more error-prone.

Leadership focus, highest impact first: CI workflow that builds and runs the test suite on every push/PR (CI/CD gates); 1 No automated tests finding(s) in Code Coverage (Code Coverage); 1 No tests found finding(s) in Test Distribution (Test Distribution).

For scale: Medium (~32,013 production lines); rebuilding it from scratch would take roughly ~1.1 person-years (~1–3 engineers). Approximate, ±~30%.

It builds on a genuinely strong Architecture foundation (93%); the priorities above are the highest-leverage way to bring the rest up to that level.

How the score is built — each lens's share of the headline Width is the lens's weight in the worst-heaviest fold (the weakest area pulls hardest); colour is that lens's own band. A lens fixes the score in proportion to its width.
Readiness 23% · 47% weightCode Health 39% · 26% weightMaturity 43% · 14% weightSecurity 89% · 8% weightArchitecture 93% · 4% weight

Raise Readiness 23 → 70 (the Healthy floor) ⇒ headline 38 → ~51.

Code composition — where the lines go
Business logic 45%Plumbing 54%Generated 1%
Rebuild cost & value ~ Modeled — €50,000–€260,000
Cost to rebuild€50,000–€260,000 (0.5–1.6 person-years (831–2,723 h), ~1–3 engineers)
Domain complexityStandard — harder problems cost more per line
Quality factor0.7× (at 38% quality) — the last 20% of quality is most of the work
Size & shapeMedium · 39% boilerplate · 15% straight-line · 46% branching logic

This codebase represents roughly ~1.1 person-years of build effort (about ~€150,000 to rebuild). Its weakest lens is Readiness at 23% — the part of that asset most exposed by the findings below.

How we model this: boilerplate at a scaffolding rate + logic × domain Standard (×1.2) — desktop/game, high decision density × a 0.7× quality factor, at €60–95/h; indicative, ±~30%. Indicative only — most sensitive to the hourly rate and the domain tier (both tunable in config).

Top priorities

The highest-leverage moves; the full ranked list is in the Roadmap below.

1
Resolve the 1 No automated tests finding(s) in Code Coverage.
+13.0 pts · Low effort · Code Coverage
2
Resolve the 1 No tests found finding(s) in Test Distribution.
+13.0 pts · Low effort · Test Distribution
3
Add a CI workflow that builds and runs the test suite on every push/PR.
+15.9 pts · Medium effort · CI/CD gates

Diagnosis — what's actually going on

Value concentrated against a weak lens · High · Value at risk
This is a Medium asset (~1.1 person-years to rebuild), and its weakest lens is Readiness at 23%. The operational and business risk on an asset this size concentrates there — that's where remediation buys the most protection.
Evidence: valuation: Medium, ~1.1 person-years rebuild (32,013 LoC) · weakest lens: Readiness 23%
→ Direct remediation budget at Readiness first — highest risk-reduction per euro on an asset this size.
The top fix pays for itself · High · Economics
The top-ranked fix costs roughly 1–3 engineer-days once. Not doing it costs about 1.1–6.6 engineer-days every year, paid as drag on the ~12,597 lines this team changes annually — a bill that arrives whether or not anyone books it. On those figures the fix breaks even in roughly 2–33 months and is free after that. Method, stated so this is not read as a quotation: debt from the ranked task's effort band; interest = annual changed lines (measured, annualised from the 90-day window) ÷ an ASSUMED 150–400 lines per engineer-day × the 4–8% drag implied by the code-quality signals; breaking point = debt ÷ annual interest. A modelled planning range built from measured inputs and one named assumption — not a quotation, a valuation, or a certified figure.
Evidence: D15 churn: 3,106 line(s) changed over a 90-day window ⇒ ~12,597/year · D1/D2/D4/D6 code quality: averaging 6.6/10 ⇒ a 4–8% drag on each change · top-ranked remediation: Low effort ⇒ about 1–3 engineer-day(s)
→ Do the top-ranked fix now if this code will still be yours in 33 months.
Highest-leverage move · Medium · Leverage
Of everything flagged, the best return on effort is: Add a CI workflow that builds and runs the test suite on every push/PR. The rest can wait behind it.
Evidence: priority ranking: top of 5 ranked by impact/effort
→ Add a CI workflow that builds and runs the test suite on every push/PR.
A velocity tax on every change · Medium · Economics
The code-quality signals (complexity, duplication, cohesion) average 6.6/10, which acts as a tax on every change in the weaker areas: modifications there plausibly cost on the order of 4–8% more than in clean code, and the tax compounds as the codebase grows. (A modelled estimate, not a measured fact.)
Evidence: D1/D2/D4/D6 code quality: averaging 6.6/10 across the code-quality signals actually measured
→ Pay it down where churn is highest — the hotspots — not everywhere; that's where the tax is actually paid.

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.

arch VPet-Simulator.Core Core VPet-Simulator.Tool Tool VPet-Simulator.Windows Windows VPet-Simulator.Windows->VPet-Simulator.Core VPet-Simulator.Windows.Interface Interface VPet-Simulator.Windows->VPet-Simulator.Windows.Interface VPet-Simulator.Windows.Interface->VPet-Simulator.Core VPet.Solution Solution VPet.Solution->VPet-Simulator.Core VPet.Solution->VPet-Simulator.Windows.Interface

Architecture — module dependency matrix

25 modules, 24 dependencies — every dependency points down the layering, so there are no cycles. Rows and columns are the same modules, ordered so that a module only depends on ones above it. A cell means the row depends on the column, and its number is how many type pairs create that dependency. Read one thing: is anything above the diagonal? A mark there is a dependency cycle. (A cycle is all this shows — an unusual but cycle-free dependency sits below the diagonal like any other.)

…W.HKWUtils.ObservableHKW.WPF.ConvertersHKW.WPF.ExtensionsHKW.WPF.HelpersVPet.House.ResourcesVPet.SolutionVPet.Solution.Models…t.Solution.PropertiesVPet_Simulator.CoreVPet_Simulator.Tool…lator.Tool.Properties…or.Windows.PropertiesXamlGeneratedNamespaceHKW.HKWUtils…tor.Windows.Interface…ion.Models.SaveViewer….Models.SettingEditorVPet_Simulator.Windows…t.Solution.ViewModels…ViewModels.SaveViewer…wModels.SettingEditor…ows.WinDesign.Gallery…tion.Views.SaveViewer…n.Views.SettingEditorVPet.Solution.Views…W.HKWUtils.Observable1HKW.WPF.Converters2HKW.WPF.Extensions3HKW.WPF.Helpers4VPet.House.Resources5VPet.Solution6VPet.Solution.Models7…t.Solution.Properties8VPet_Simulator.Core9VPet_Simulator.Tool10…lator.Tool.Properties11…or.Windows.Properties12XamlGeneratedNamespace13HKW.HKWUtils14…tor.Windows.Interface15…ion.Models.SaveViewer16….Models.SettingEditor17VPet_Simulator.Windows18…t.Solution.ViewModels19…ViewModels.SaveViewer20…wModels.SettingEditor21…ows.WinDesign.Gallery22…tion.Views.SaveViewer23…n.Views.SettingEditor24VPet.Solution.Views255282219224244821641792237111

At a glance — Code Health · 39% · Weak · gated by D2, X1, X5

At a glance — Architecture · 93% · Exemplary

At a glance — Maturity · 43% · Weak · gated by M2

At a glance — Readiness · 23% · Critical · gated by D8, D9, P1, P3

At a glance — Security · 89% · Strong

Roadmap

First, establish a continuous integration workflow to build and test every push or pull request. Next, address the lack of automated tests by resolving the identified code coverage and test distribution gaps. Then, implement a changelog to track release history. Finally, improve observability by extending structured logging across services and providing a diagnostics seam for libraries.

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

Do thisHelpsEffortDimension
Resolve the 1 No automated tests finding(s) in Code Coverage.+13.0 ptsLowCode Coverage
Resolve the 1 No tests found finding(s) in Test Distribution.+13.0 ptsLowTest Distribution
Add a CI workflow that builds and runs the test suite on every push/PR.+15.9 ptsMediumCI/CD gates
Keep a changelog (e.g. Keep-a-Changelog) recording what shipped in each release.+13.0 ptsMediumRelease Hygiene
Extend structured logging across the projects you operate, and give the library ones a diagnostics seam instead — an `EventSource`/`ActivitySource` the host can subscribe to, or an optional logger on your options object — rather than taking a logging dependency on your consumers' behalf.+12.7 ptsMediumObservability
Sync-over-async (deadlock risk)+8.1 ptsMediumAsync correctness
Enable <Nullable>enable</Nullable> across all projects and resolve warnings rather than suppressing with `!`.+8.1 ptsMediumNullable reference types
Thread a CancellationToken through async methods so work stops promptly on cancellation.+8.1 ptsMediumCancellation propagation

File quality

Per-file score 0–10 — a quality signature. Of 58 files carrying findings, judged against the Production bar: 7% slop · 72% mixed · 21% near-clean.

FileScoreBandWorst signal
VPet-Simulator.Windows/MainWindow.xaml.cs1.0SlopExplicit Debt: EmptyCatchBlock
VPet-Simulator.Windows/MainWindow.cs1.0SlopExplicit Debt: EmptyCatchBlock
VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs3.1SlopExplicit Debt: EmptyCatchBlock
VPet-Simulator.Windows/MutiPlayer/winMutiPlayer.xaml.cs3.6SlopExplicit Debt: EmptyCatchBlock
VPet-Simulator.Windows/Function/MWController.cs4.8MixedExplicit Debt: EmptyCatchBlock
VPet-Simulator.Windows/WinDesign/winReport.xaml.cs4.9MixedExplicit Debt: EmptyCatchBlock
VPet-Simulator.Windows/VPet-Simulator.Windows.csproj5.2MixedExplicit Debt: NoWarnInCsproj
VPet.Solution/Models/ModLoader.cs5.4MixedExplicit Debt: EmptyCatchBlock
VPet-Simulator.Windows/WinDesign/winGallery.xaml.cs5.7MixedCyclomatic Complexity: winGallery.RefreshList (cyclomatic 40)
VPet.Solution/Utils/Expansions.cs5.8MixedExplicit Debt: EmptyCatchBlock
VPet-Simulator.Windows/WinDesign/winSaveManager.xaml.cs5.8MixedExplicit Debt: EmptyCatchBlock
VPet-Simulator.Windows/Function/CoreMOD.cs6.0MixedExplicit Debt: Dead code: PassModRemove
VPet-Simulator.Core/Display/MainLogic.cs6.0MixedExplicit Debt: CommentedOutCode
VPet-Simulator.Windows.Interface/Mod/Photo.cs6.0MixedExplicit Debt: CommentedOutCode
VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs6.0MixedExplicit Debt: CommentedOutCode
VPet-Simulator.Core/Display/Main.xaml.cs6.0MixedExplicit Debt: TodoComment
VPet-Simulator.Windows/MutiPlayer/winMPBetterBuy.xaml.cs6.0MixedExplicit Debt: CommentedOutCode
VPet-Simulator.Windows/WinDesign/winBetterBuy.xaml.cs6.0MixedExplicit Debt: CommentedOutCode
VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs6.0MixedExplicit Debt: CommentedOutCode
VPet-Simulator.Core/Display/ToolBar.xaml.cs6.0MixedExplicit Debt: CommentedOutCode

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. 41 of 45 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 0.6 — 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 — 45 dimensions across the health lenses
D1D2D3D4D5D6D8D9D12D13D14D15D16D17D18D19D20D21D24D26D27D28D29D34D35AX10AX3AX4AX5AX6GD1IC1M1M2M3M4P1P2P3P6S1X1X2X3X5

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

How to trust any code-health report — three questions
  1. Can you open the finding? Real findings cite a repo-relative file and line you can open at the cited line — never an absolute scratch path. Here, 261 of 275 do; the remainder are repo-wide signals — a dimension-level measurement, not a single line. (Every path in this report is repo-relative by construction: paths are normalized at the producer and the report is rejected if any rooted path leaks through.)
  2. Is there a tool behind the number? Every score below names the method that produced it — Roslyn, git, a scanner, or (for a handful of documentation/naming dimensions) an LLM labelled sampled · advisory — not a narrative.
  3. Does re-running give the same result? Run it again on the same commit and the score — and this report, byte for byte — is identical. A report whose numbers move between runs is describing the run, not the code.

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

Tools & methods

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

MethodBacksVersionEvaluator
Roslyn static analysisComplexity, cohesion, coupling, dead code, API surface, layering5.3.0✓ deterministic
Native secret scannerHardcoded secrets / credentials1.0.0✓ deterministic
jscpdCode duplication✓ deterministic
Coverage (coverlet / dotnet-coverage)Line & branch coverage10.0.302✓ deterministic
NuGet / dotnetOutdated, vulnerable & deprecated dependencies10.0.302✓ deterministic
git / LibGit2SharpChurn hotspots, knowledge concentration, history2.43.0 · 0.31.0✓ deterministic
gitleaks · semgrep · trivySecrets in history, SAST, CVEs, IaC & container, PII / GDPR1.86.0 · 0.69.3✓ deterministic
LLM (sampled · advisory)Documentation quality, ADR conformance, naming — sampled over a bounded sample; advisory, never a deterministic measurementLocal LLM◐ LLM · sampled · advisory

Every finding is locatable in findings.md. Run 019fd319-0207-771b-860e-86ce7966e66e.

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

Run transparency — what happened this run

A clean run — every tool resolved and ran, and every applicable dimension was measured at full confidence. No scanner was unavailable, no analysis timed out or crashed, and nothing fell back to a degraded estimate.

When something does degrade — a missing scanner, a shallow clone, an LLM hiccup — it is named here explicitly and its exact cause recorded in diagnostics.md, never absorbed silently into the score.

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 (jscpd) — it finds copy-paste, not semantic duplication expressed differently. Committed machine-written code (scaffolded migrations, designer/codegen output, protobuf/OpenAPI stubs, model snapshots) is EXCLUDED — its repetition is the tool's, not the team's — so the score reflects hand-written duplication only.
  • D5 Coupling: Coupling is measured between projects/assemblies — runtime coupling through DI, reflection, messaging or shared databases is invisible to a static reference graph.
  • D6 Cohesion (LCOM4): LCOM4 cohesion is syntactic — it infers connectivity from which methods touch which fields/methods by name, not from real runtime behaviour or intent.
  • D8 Code Coverage: Coverage is measured by building and running the test suite inside Watchdog's isolated image — the target repo is never modified, and nothing on your systems runs. So coverage exists only when the suite builds and runs within the inline time budget; one that needs external services, can't build, or exceeds the budget yields no coverage (D8 then degrades to not-measured, not a low score). Line coverage also says nothing about assertion quality.
  • D9 Test Distribution: The test-pyramid shape is inferred from project/folder naming and references, with a single test host bucketed per-file by its path tier and content signals — a suite that names tiers unconventionally and gives no per-file signal can still be mis-bucketed.
  • 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.
  • D16 Bus Factor: Bus-factor is a time-decayed model of commit attribution (who has recently, repeatedly worked a file), not comprehension — pairing, review and reading-without-committing spread knowledge it can't see; bot commits and shared accounts still distort it.
  • 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.
  • 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").
  • D34 Knowledge Freshness: Freshness is decayed commit RECENCY, not comprehension — code read often but rarely committed reads as orphaned, and stable code that genuinely needs no changes is penalised the same as forgotten code; bot/squash commits distort it like the bus factor.
  • D35 Change Coupling: Change coupling is co-change in COMMITS — files split across separate commits, or coupled only through a shared config/build step, read as uncoupled, and a sweeping commit (rename/format) is excluded so it doesn't couple everything. It shows that files change together, not WHY: a high coupling can be a healthy cohesive pair as readily as a hidden leak.
  • AX10 Code composition: Role is inferred from namespace/folder convention, not semantics — a domain concept living in a folder named "Services" reads as application, and the split is lines-of-code, not business value. The business-logic-share score is a SOFT, FLOORED signal: it contributes to the Architecture lens but is floored at the Critical gate, so an infrastructure-heavy design (a gateway, an ETL, a driver) is legitimately low without being nuked to zero.
  • M4 Documentation accuracy: Onboarding quality is an LLM read of the docs/setup present — it cannot run the onboarding or measure how long a real new joiner takes; the verdict is sampled and advisory.
  • P6 Release Hygiene: Rollback/observability controls are inferred from repo artefacts (pipelines, dashboards-as-code) — controls configured in external tooling, with no in-repo trace, cannot be credited.

The LLM boundary

LLM-set scores this run (5): D19, D20, D21, D24, M4 (model: Local LLM). For these, a model reads a bounded sample and sets the numeric score (documentation, ADR quality, naming, comment value, onboarding) — D25 sets the ADR-conformance fraction over sampled code, D22 judges API accuracy over a sample. These are sampled and advisory by design: they vary at the margins between runs and are never a deterministic measurement. Every other score in this report is tool-computed at confidence 1.0.

Dimensions

D1 · Cyclomatic Complexity5.7 / 10Adequate✓ Tool-verified

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

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

Maturity: DocumentedVerifiedPrevented · effective 5.7 / 10 · rule-coverage 100% · ceiling Prevented

35 method(s) exceeded the cyclomatic complexity threshold of 15; the worst was MainWindow.GameLoad at 106. A further 1 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 winMPBetterBuy.BtnBuy_Click at 16 — they are counted neither in the figure above nor in this dimension's score.

MainWindow.GameLoad (cyclomatic 106)VPet-Simulator.Windows/MainWindow.cs:1558
CoreMOD.CoreMOD.ctor (cyclomatic 81)VPet-Simulator.Windows/Function/CoreMOD.cs:90
DIYViewer.TextBox_PreviewKeyDown (cyclomatic 73)VPet-Simulator.Windows/WinDesign/DIYViewer.xaml.cs:30
MainWindow.lowStrength (cyclomatic 68)VPet-Simulator.Windows/MainWindow.cs:538
MainWindow.MainWindow.ctor (cyclomatic 59)VPet-Simulator.Windows/MainWindow.xaml.cs:39

+ 30 more group(s) — more in Appendix A; the complete list is findings.md.

What to do

  1. Resolve the 1 MainWindow.GameLoad (cyclomatic 106) finding(s) in Cyclomatic Complexity — start with MainWindow.cs. — One of this dimension's main actionable groups (1 warning-level).
  2. Resolve the 1 CoreMOD.CoreMOD.ctor (cyclomatic 81) finding(s) in Cyclomatic Complexity — start with CoreMOD.cs. — One of this dimension's main actionable groups (1 warning-level).
  3. Resolve the 1 DIYViewer.TextBox_PreviewKeyDown (cyclomatic 73) finding(s) in Cyclomatic Complexity — start with DIYViewer.xaml.cs. — One of this dimension's main actionable groups (1 warning-level).
  4. Stand up a CI pipeline, then gate Cyclomatic Complexity in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Prevented — provenance only; does not change the score.

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

D2 · Cognitive Complexity2.0 / 10Critical✓ Tool-verified

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

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

Maturity: DocumentedVerifiedPrevented · effective 2.0 / 10 · rule-coverage 100% · ceiling Prevented

73 method(s) exceeded the cognitive complexity threshold of 15; the worst was CoreMOD.CoreMOD.ctor at 223.

CoreMOD.CoreMOD.ctor (cognitive 223)VPet-Simulator.Windows/Function/CoreMOD.cs:90
MainWindow.lowStrength (cognitive 178)VPet-Simulator.Windows/MainWindow.cs:538
MainWindow.GameLoad (cognitive 164)VPet-Simulator.Windows/MainWindow.cs:1558
MainWindow.MainWindow.ctor (cognitive 111)VPet-Simulator.Windows/MainWindow.xaml.cs:39
winMutiPlayer.LoopP2PPacket (cognitive 72)VPet-Simulator.Windows/MutiPlayer/winMutiPlayer.xaml.cs:360

+ 68 more group(s) — more in Appendix A; the complete list is findings.md.

What to do

  1. Resolve the 1 CoreMOD.CoreMOD.ctor (cognitive 223) finding(s) in Cognitive Complexity — start with CoreMOD.cs. — One of this dimension's main actionable groups (1 warning-level).
  2. Resolve the 1 MainWindow.lowStrength (cognitive 178) finding(s) in Cognitive Complexity — start with MainWindow.cs. — One of this dimension's main actionable groups (1 warning-level).
  3. Resolve the 1 MainWindow.GameLoad (cognitive 164) finding(s) in Cognitive Complexity — start with MainWindow.cs. — One of this dimension's main actionable groups (1 warning-level).
  4. Stand up a CI pipeline, then gate Cognitive Complexity in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Prevented — provenance only; does not change the score.

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

D3 · God Classes9.1 / 10Exemplary✓ Tool-verified

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

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

Maturity: DocumentedVerifiedPrevented · effective 9.1 / 10 · rule-coverage 100% · ceiling Prevented

10 god class(es) detected.

FileTooLong: WinDesign/winGameSetting.xaml.cs · ×4VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs:0
ClassTooLong: MPFriends · ×4VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.cs:0
TooManyMethods: winGameSetting · ×2VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs:0

✓ On the Gold path — maintain.

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

D4 · Code Duplication9.5 / 10Exemplary✓ Tool-verified

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

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

Maturity: DocumentedVerifiedPrevented · effective 9.5 / 10 · rule-coverage 100% · ceiling Verified

34 duplicated block group(s) detected.

Duplicated block (14 lines × 2) · ×4VPet-Simulator.Core/Graph/APNGAnimation.cs:582
Duplicated block (9 lines × 2) · ×4VPet-Simulator.Core/Graph/APNGAnimation.cs:365
Duplicated block (8 lines × 2) · ×4VPet-Simulator.Windows/MainWindow.cs:306
Duplicated block (7 lines × 2) · ×4VPet-Simulator.Core/Display/MainDisplay.cs:136
Duplicated block (15 lines × 2) · ×3VPet-Simulator.Core/Graph/APNGAnimation.cs:387

+ 10 more group(s) — more in Appendix A; the complete list is findings.md.

✓ On the Gold path — maintain.

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

D5 · Coupling8.4 / 10Strong✓ Tool-verified

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

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

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

Maturity: DocumentedVerifiedPrevented · effective 8.4 / 10 · rule-coverage 100% · ceiling Prevented

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

Off the main sequence: VPet-Simulator.Core

What to do

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

Detailed fixes: d5_recommendation.md · top locations in Appendix A, every location in findings.md.

D6 · Cohesion (LCOM4)9.2 / 10Exemplary✓ Tool-verified

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

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

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

Maturity: DocumentedVerifiedPrevented · effective 9.2 / 10 · rule-coverage 100% · ceiling Verified

4 of 63 classes have LCOM4 above 3.

Low cohesion: Main (LCOM4 5) · ×4VPet-Simulator.Core/Display/Main.xaml.cs:18

✓ On the Gold path — maintain.

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

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

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

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

Maturity: DocumentedVerifiedPrevented · effective 0.0 / 10 · rule-coverage 100% · ceiling Verified

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

No automated tests

What to do

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

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

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

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

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

Maturity: DocumentedVerifiedPrevented · effective 0.0 / 10 · rule-coverage 100% · ceiling Documented

No test suite found.

No tests found

What to do

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

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

D12 · Dependency Hygiene9.9 / 10Exemplary✓ Tool-verified

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.

Maturity: DocumentedVerifiedPrevented · effective 9.9 / 10 · rule-coverage 100% · ceiling Verified

2 outdated, 0 vulnerable, 0 deprecated packages.

Outdated: Panuon.WPF.UI · ×2

✓ On the Gold path — maintain.

Detailed fixes: d12_recommendation.md · top locations in Appendix A, every location in findings.md.

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

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

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

Maturity: DocumentedVerifiedPrevented · effective 10.0 / 10 · rule-coverage 100% · ceiling Prevented

Secret scan ran and found no leaked secrets.

✓ On the Gold path — maintain.

Detailed fixes: d13_recommendation.md.

D14 · License Compliance10.0 / 10Exemplary○ Nothing flagged

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.

Maturity: DocumentedVerifiedPrevented · effective 10.0 / 10 · rule-coverage 100% · ceiling Verified

0 of 10 packages use a banned license.

✓ On the Gold path — maintain.

Detailed fixes: d14_recommendation.md.

D15 · Churn × Complexity Hotspots8.4 / 10Strong✓ Tool-verified

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

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

Maturity: DocumentedVerifiedPrevented · effective 8.4 / 10 · rule-coverage 100% · ceiling Documented

Top hotspots: VPet-Simulator.Windows/MainWindow.xaml.cs (10×59=590); VPet-Simulator.Core/Display/MainLogic.cs (6×35=210); VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs (7×24=168)

Hotspot: VPet-Simulator.Windows/MainWindow.xaml.cs · ×8VPet-Simulator.Windows/MainWindow.xaml.cs

What to do

  1. Resolve the 8 Hotspot finding(s) in Churn × Complexity Hotspots — start with MainWindow.xaml.cs, MainLogic.cs, winGameSetting.xaml.cs. — One of this dimension's main actionable groups (8 warning-level).

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

D16 · Bus Factor6.7 / 10Adequate✓ Tool-verified

What it measures: Whether knowledge is concentrated in too few people (the "bus factor").

Method: Living knowledge per author via time-decayed commit attribution (6-month half-life, focus weighting) across largest source files. Deterministic, avoids blame's mechanical-refactor false positives.

Maturity: DocumentedVerifiedPrevented · effective 6.7 / 10 · rule-coverage 100% · ceiling Documented

30 source file(s) have their living knowledge concentrated in one author (≥90% of recent, decayed contribution). The largest is VPet-Simulator.Windows/MainWindow.cs.

Off-boarding risk: anonymized user #1
Further sole-owners (lower concentration)

What to do

  1. Resolve the 1 Off-boarding risk finding(s) in Bus Factor. — One of this dimension's main actionable groups (1 recommendation-level).
  2. Resolve the 1 Further sole-owners (lower concentration) finding(s) in Bus Factor. — One of this dimension's main actionable groups (1 recommendation-level).

Detailed fixes: d16_recommendation.md · top locations in Appendix A, every location in findings.md.

D17 · Explicit Debt7.6 / 10Strong✓ Tool-verified

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

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

Maturity: DocumentedVerifiedPrevented · effective 7.6 / 10 · rule-coverage 100% · ceiling Prevented

83 deducted debt markers + 4 dead symbols across 32013 LoC (1.2/KLoC) → score 7.6.

EmptyCatchBlock · ×17VPet-Simulator.Core/Graph/Picture.cs:64
NoWarnInCsproj · ×9VPet-Simulator.Windows/VPet-Simulator.Windows.csproj:42
CommentedOutCode · ×49VPet-Simulator.Core/Display/Main.xaml.cs:315
TodoComment · ×8VPet-Simulator.Core/Display/Main.xaml.cs:304
Dead code: PassModRemove · ×4VPet-Simulator.Windows/Function/CoreMOD.cs:489

What to do

  1. Resolve the 17 EmptyCatchBlock finding(s) in Explicit Debt — start with MainWindow.xaml.cs (3), winSaveManager.xaml.cs (3), PetHelper.xaml.cs (2). — One of this dimension's main actionable groups (17 issue-level).
  2. Resolve the 9 NoWarnInCsproj finding(s) in Explicit Debt — start with VPet-Simulator.Windows.csproj (8), VPet-Simulator.Core.csproj. — One of this dimension's main actionable groups (9 issue-level).
  3. Resolve the 49 CommentedOutCode finding(s) in Explicit Debt — start with MainWindow.cs (8), ObservablePoint.cs (8), winGameSetting.xaml.cs (4). — One of this dimension's main actionable groups (49 warning-level).
  4. Stand up a CI pipeline, then gate Explicit Debt in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Prevented — provenance only; does not change the score.

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

D18 · Solution Shape10.0 / 10Exemplary✓ Tool-verified

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

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

Maturity: DocumentedVerifiedPrevented · effective 10.0 / 10 · rule-coverage 100% · ceiling Documented

5 projects, 168 source files, 32013 hand-written lines of code (32013 production / 0 test), plus 245 generated (machine-written code — designer, scaffolded and tool-emitted files — excluded from quality), 5 inter-project edges (build failed).

Build did not complete in the analyzer

✓ On the Gold path — maintain.

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

D19 · Documentation Quality / 10Strong◐ Sampled · advisory

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

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

Maturity: DocumentedVerifiedPrevented · effective Strong / 10 · rule-coverage 100% · ceiling Documented

VPet-Simulator's documentation is a single English README with an unstructured body that is mostly marketing copy plus a brief software-structure outline and one tool-directory readme. The VPet-Simulator.Core assembly has 334/475 XML-covered types (70%) but no architecture or design docs, while the Tool and Windows assemblies are completely undocumented. The README's main content is unreviewable due to clipping mid-sentence ('反正免费为啥不试试呢('), so its quality cannot be assessed from what is shown.

The body is a marketing copy dump with no architecture, usage, or API documentation for the Core assembly (the only documented component).README.md
The software-structure outline lists 'Function', 'WinDesign', 'MainWindows', 'PetHelper' but no description of where each resides or what it does.README.md
XML-doc coverage: VPet-Simulator.Core · ×5VPet-Simulator.Core/VPet-Simulator.Core.csproj

What to do

  1. Resolve the 1 The body is a marketing copy dump with no architecture, usage, or API… finding(s) in Documentation Quality — start with README.md. — One of this dimension's main actionable groups (1 recommendation-level).
  2. Resolve the 1 The software-structure outline lists 'Function', 'WinDesign',… finding(s) in Documentation Quality — start with README.md. — One of this dimension's main actionable groups (1 recommendation-level).

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

D20 · ADR Quality / 10Critical◐ Sampled · advisory

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.

Maturity: DocumentedVerifiedPrevented · effective Critical / 10 · rule-coverage 100% · ceiling Documented

No architecture decision records were found.

No ADRs found

What to do

  1. Resolve the 1 No ADRs found finding(s) in ADR Quality. — One of this dimension's main actionable groups (1 recommendation-level).

Detailed fixes: d20_recommendation.md · top locations in Appendix A, every location in findings.md.

D21 · Naming Consistency / 10Exemplary◐ Sampled · advisory

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

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

Maturity: DocumentedVerifiedPrevented · effective Exemplary / 10 · rule-coverage 100% · ceiling Verified

0 naming inconsistencies across 200 sampled symbols.

✓ On the Gold path — maintain.

Detailed fixes: d21_recommendation.md.

D24 · Comment Value / 10Exemplary◐ Sampled · advisory

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

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

Maturity: DocumentedVerifiedPrevented · effective Exemplary / 10 · rule-coverage 100% · ceiling Documented

42 valuable / 1 redundant across 200 sampled comments; 1 shown with locations.

redundant commentVPet-Simulator.Core/Graph/GraphInfo.cs:287

✓ On the Gold path — maintain.

Detailed fixes: d24_recommendation.md · top locations in Appendix A, every location in findings.md.

D26 · Project Cohesion6.8 / 10Adequate✓ Tool-verified

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

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

Maturity: DocumentedVerifiedPrevented · effective 6.8 / 10 · rule-coverage 100% · ceiling Documented

1 of 5 projects flagged as possibly oversized/incoherent.

Split VPet.Solution

What to do

  1. Resolve the 1 Split VPet.Solution finding(s) in Project Cohesion. — One of this dimension's main actionable groups (1 recommendation-level).

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

D27 · Navigability8.7 / 10Strong✓ Tool-verified

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

Method: Call indirection (interface hops, cross-namespace calls, slice-locality scaled) over a sampled set of method invocations, size-aware baseline. Sampled; confidence discounted by symbol-resolution gaps.

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

Maturity: DocumentedVerifiedPrevented · effective 8.7 / 10 · rule-coverage 100% · ceiling Documented

75 % of calls cross a namespace and 9 % go through an interface, but 94 % of collaborators are co-located — so a call's collaborators sit together and tracing stays easy. Baseline: medium — clean/modular boundaries expected.

What to do

  1. Improve Navigability — currently 8.7/10. — 75 % of calls cross a namespace and 9 % go through an interface, but 94 % of collaborators are co-located — so a call's collaborators sit together and tracing stays easy. Baseline: medium — clean/modular boundaries expected.

Detailed fixes: d27_recommendation.md.

D28 · Secrets (history)10.0 / 10Exemplary○ Nothing flagged

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

Method: Git-history secret scan via gitleaks detect over full history in an isolated checkout; each match flagged High. Exhaustive; degrades cleanly when tool absent.

Maturity: DocumentedVerifiedPrevented · effective 10.0 / 10 · rule-coverage 100% · ceiling Documented

gitleaks scanned the full history AND the current working tree and found no secrets.

✓ On the Gold path — maintain.

Detailed fixes: d28_recommendation.md.

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

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

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

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

Maturity: DocumentedVerifiedPrevented · effective 10.0 / 10 · rule-coverage 100% · ceiling Documented

semgrep found no security issues.

✓ On the Gold path — maintain.

Detailed fixes: d29_recommendation.md.

D34 · Knowledge Freshness7.1 / 10Strong✓ Tool-verified

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

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

Maturity: DocumentedVerifiedPrevented · effective 7.1 / 10 · rule-coverage 100% · ceiling Documented

26 of 90 significant source file(s) are orphaned — their living knowledge has decayed to nothing, so no one currently understands them. The largest is VPet.Solution/Utils/Expansions.cs.

Further orphaned files (smaller)

What to do

  1. Resolve the 1 Further orphaned files (smaller) finding(s) in Knowledge Freshness. — One of this dimension's main actionable groups (1 recommendation-level).

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

D35 · Change Coupling9.8 / 10Exemplary✓ Tool-verified

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

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

Coverage: Population: PRODUCTION source files only — test and generated files are dropped before pairing, so a class co-changing with its own test (trivially ~100%) can't drown the real production↔production coupling. Pairs ranked by Degree-of-Coupling; coupling through a build step, config, or non-source file isn't seen.

Maturity: DocumentedVerifiedPrevented · effective 9.8 / 10 · rule-coverage 100% · ceiling Documented

Strongest change-coupling: MainLogic.cs↔IController.cs 61%; Main.xaml.cs↔PetLoader.cs 52%

Change coupling: MainLogic.cs ↔ IController.cs · ×2VPet-Simulator.Core/Display/MainLogic.cs

✓ On the Gold path — maintain.

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

Frontend & cross-cutting dimensions

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

AX10 · Code composition10.0 / 10Exemplary✓ Tool-verified

Other · Architecture — How the codebase splits by code ROLE — domain, application, infrastructure, test, generated. The significance map behind the knowledge/coupling weighting, and a DDD signal in its own right: a thin domain core under fat infrastructure is the anemic-domain smell, quantified.

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 — check that business logic isn't leaking into the application/infrastructure layers (a thin domain is the anemic-domain smell).
AX3 · Project dependency cycles10.0 / 10Exemplary✓ Tool-verified

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

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

AX4 · Dependency direction10.0 / 10Exemplary✓ Tool-verified

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

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

AX5 · Architecture & structure10.0 / 10Exemplary✓ Tool-verified

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

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

AX6 · Interface segregation8.8 / 10Strong✓ Tool-verified

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

Method: Roslyn scan: public interface member counts; fat-interface threshold (over 15 members) flagged per type. Deterministic, type-level.

  • `IController` declares 16 members. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — IController.cs:6
  • `IGameSave` declares 33 members. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — IGameSave.cs:8
  • `IMainWindow` declares 60 members. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — IMainWindow.cs:19
  • `ISetting` declares 38 members. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — ISetting.cs:10
  • `IMPFriend` declares 24 members. A wide interface forces every implementer and caller to depend on methods they don't use (the Interface-Segregation 'I' in SOLID). Split it into focused role-interfaces. — IMPFriend.cs:12

What to do

  • Split fat interfaces into focused role-interfaces so clients depend only on what they use.
GD1 · Unfinished & placeholder code9.8 / 10Exemplary✓ Tool-verified

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.

  • A shipped member still throws NotImplementedException — generated scaffolding that was never completed. Implement it or remove the dead surface. (×9) — BoolToIntConverter.cs:17, DiscountPriceConverter.cs:20, winReport.xaml.cs:49, …

What to do

  • Finish or delete NotImplementedException stubs and replace placeholder literals before shipping.
IC1 · Incompleteness & stubs9.0 / 10Strong✓ Tool-verified

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, skeleton types), not keyword-gated. Deterministic, code-shape heuristic.

  • `Timer_Elapsed` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface. — winReport.xaml.cs:47
  • A line of code has been commented out rather than removed — dead weight that rots and confuses. Delete it (version control remembers). (×29) — Main.xaml.cs:317, Main.xaml.cs:321, Main.xaml.cs:410, …

What to do

  • Finish or delete the unfinished stubs (NotImplementedException / empty / constant-returning bodies) — they are dead surface that looks live.
  • Clear the softer debt: remove commented-out code and dead branches, re-enable or delete skipped tests, and replace blanket warning suppressions with targeted ones.
M1 · Documentation (README)4.5 / 10Weak✓ Tool-verified

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

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

  • 31 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.
  • Add a 'Testing' section to the root README — 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 5 of 5 project(s) that lack one — worth up to 2 pts.
  • Review the README against recent changes; refresh the parts that drifted.
M2 · Architecture documentation0.0 / 10Critical✓ Tool-verified

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

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

  • No Architecture Decision Records found — no conventional ADR directory, no `NNNN-title.md` documents and nothing ADR-shaped by content. Design rationale recorded elsewhere (a design-notes tree, a mailing list, pull-request discussion) is not visible to this check and is not re-findable per decision, so a future maintainer cannot ask why one choice was made and get an answer.
  • No C4/PlantUML/Mermaid diagram or architecture.md — the high-level shape isn't documented.

What to do

  • Record significant decisions one document per decision — dated, stating the context, the decision and its consequences — and keep them together wherever your design docs already live (a conventional `docs/adr/` tree with `NNNN-title.md` names is the most discoverable form).
  • Add a C4 context/container diagram (Structurizr, PlantUML or Mermaid) or an architecture.md overview.
M3 · Folder & project structure6.0 / 10Adequate✓ Tool-verified

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

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

  • Production code isn't grouped under a src/ folder — it's spread across several top-level directories, so there's no one place that says 'this is the product'.
  • No test surface was found — there are no tests here to separate from production code, so the folder question hasn't been reached yet.

What to do

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

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

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

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

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

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

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

What to do

  • Add a CI workflow that builds and runs the test suite on every push/PR.
P2 · Observability5.2 / 10Adequate✓ Tool-verified

Readiness · Readiness — Whether the code is diagnosable in production — structured logging, tracing/metrics, health checks.

Method: Filesystem/Roslyn scan: structured-logging frameworks (Serilog, NLog), OpenTelemetry, and health-check endpoint patterns. Exhaustive, deterministic.

  • Only 2/5 service-like projects use logging (pure contract/DTO projects are excluded — they have nothing to log). Of those 5, 3 ship a process this repository operates; the rest are libraries their consumer hosts, where the logging decision belongs to the host.

What to do

  • Extend structured logging across the projects you operate, and give the library ones a diagnostics seam instead — an `EventSource`/`ActivitySource` the host can subscribe to, or an optional logger on your options object — rather than taking a logging dependency on your consumers' behalf.
  • Consider OpenTelemetry tracing/metrics and a health-check endpoint for operability.
P3 · Security & performance tooling0.0 / 10Critical✓ Tool-verified

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

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

  • No static application security testing detected. For this repository's stack, add CodeQL's csharp pack (it analyses VB.NET too), or a security analyzer package (or `semgrep --config=auto`, which runs on any language) — this repository has no CI pipeline yet, so run it locally to clear the existing findings, then make it a step of the first workflow you add so a regression fails the build.

What to do

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

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

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

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

What to do

  • Keep a changelog (e.g. Keep-a-Changelog) recording what shipped in each release.
S1 · Cryptographic Hygiene8.0 / 10Strong✓ Tool-verified

Other · Security — Cryptographic hygiene (weak hash/cipher, password key-derivation). This codebase has no web surface, so transport/header/cookie/CSRF controls are N/A and only crypto is scored.

Method: Roslyn plus filesystem scan: HSTS/security headers, secure cookies, input validation, middleware order, weak crypto (MD5/SHA1/DES); HTTPS-metadata context-aware. Deterministic.

  • MD5/SHA1 is constructed here, and both are collision-broken. If this digest protects anything — a signature, an integrity or tamper check, a credential, or any value an attacker can influence — that is a real weakness: use SHA-256+ for content integrity, or a KDF (PBKDF2/Argon2/BCrypt) for password storage. If it only derives a non-security identifier (a cache key, a file or mutex name), collision resistance carries no security consequence here; make that intent explicit instead — a non-cryptographic hash such as `System.IO.Hashing.XxHash64`/`Crc32` says it in code — since the algorithm alone cannot distinguish the two uses. — GameSave_v2.cs:49

What to do

  • Review each MD5/SHA1 use by what it protects: replace it with SHA-256+ (or a KDF for passwords) where the digest is security-relevant, and switch it to a non-cryptographic hash (`System.IO.Hashing.XxHash64`/`Crc32`) where it only derives an identifier such as a cache key or a mutex name.
X1 · Async correctness2.3 / 10Critical✓ Tool-verified

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.

  • Blocking on a Task with `.Wait()`/`.GetAwaiter().GetResult()` can deadlock (and wastes a thread). Prefer awaiting it: make the caller `async` and `await` instead. Where a synchronous entry point must stay — a public sync API you cannot break, or a process entry point that must not return until the work finishes — the block belongs in ONE documented bridge and never inside code that is already async; and where it already is that bridge, give the wait a TIMEOUT so a hung task fails the call instead of hanging the process. (×5) — Main.xaml.cs:187, Main.xaml.cs:197, Main.xaml.cs:233, …
  • `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. (×6) — PNGAnimation.cs:119, winMutiPlayer.xaml.cs:51, winMutiPlayer.xaml.cs:75, …

What to do

  • Sync-over-async (deadlock risk)
X2 · Cancellation propagation4.0 / 10Weak✓ Tool-verified

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.

  • Only 0/15 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 — this work can't be stopped early once started. (×15) — Main.xaml.cs:80, Main.xaml.cs:109, APNGAnimation.cs:103, …

What to do

  • Thread a CancellationToken through async methods so work stops promptly on cancellation.
X3 · Exception handling4.5 / 10Weak✓ Tool-verified

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

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

  • An empty catch block silently discards the error — failures vanish with no log and no rethrow. Log it, handle it, or don't catch it. (×17) — Picture.cs:64, MWController.cs:117, MainWindow.cs:2274, …

What to do

  • Swallowed exception (empty catch)
X5 · Nullable reference types2.0 / 10Critical✓ Tool-verified

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.

  • 0/4 NRT-eligible project(s) enable <Nullable>enable</Nullable> (projects targeting a pre-C#-8 framework are excluded — NRTs aren't available there). NRTs catch a whole class of null-deref bugs at compile time.

What to do

  • Enable <Nullable>enable</Nullable> across all projects and resolve warnings rather than suppressing with `!`.

Reference — by lens

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

LensScoreRatingImpact
Code Health39%Weak — gated by D2, X1, X5Capped at Fair by a Critical contributor — resolve it before relying on this lens.
Architecture93%ExemplaryStrongest area.
Maturity43%Weak — gated by M2Capped at Fair by a Critical contributor — resolve it before relying on this lens.
Readiness23%Critical — gated by D8, D9, P1, P3Capped at Fair by a Critical contributor — resolve it before relying on this lens.
Security89%StrongSolid.
Not included — 51 check(s) not relevant to this codebase

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

  • AC1 Text alternatives — No user-facing web UI (the repo is a library/CLI/worker/headless service) — accessibility is not applicable.
  • AC2 Forms & labels — No user-facing web UI (the repo is a library/CLI/worker/headless service) — accessibility is not applicable.
  • AC3 Page structure — No user-facing web UI (the repo is a library/CLI/worker/headless service) — accessibility is not applicable.
  • AC4 Keyboard semantics — No user-facing web UI (the repo is a library/CLI/worker/headless service) — accessibility is not applicable.
  • AC5 ARIA correctness — No user-facing web UI (the repo is a library/CLI/worker/headless service) — accessibility is not applicable.
  • AC6 Visual & motion safety — No user-facing web UI (the repo is a library/CLI/worker/headless service) — accessibility is not applicable.
  • AC7 A11y enforcement — No user-facing web UI (the repo is a library/CLI/worker/headless service) — accessibility is not applicable.
  • AX1 Captive dependencies — no DI registrations detected
  • AX2 Stateful singletons — no singleton implementations detected
  • AX7 Slice cohesion — not applicable — not a vertical-slice architecture
  • AX8 Test isolation — no test/production split to check
  • AX9 CQS / query purity — no CQRS query handlers detected — query purity is not applicable to this codebase
  • C1 Data Protection — No personal data detected in the analyzed source — no PII-typed entity/column names (Email, FirstName, DateOfBirth, …), no ASP.NET Identity / user-account model, and no stored user credentials. GDPR data-protection controls are therefore N/A here. If this is intentional, record the no-PII posture in an ADR; if the app does process personal data, name those fields conventionally so this dimension activates.
  • C2 Access Controls — No access-control surface detected in the analyzed source — no web/app surface to authorize (no HTTP API or web-UI project) and no authorization code at all (no [Authorize]/policies, no imperative guard methods). Access control is therefore N/A here — this is a library/CLI, which is authorized by its CALLER, not by itself. If this codebase grows request handlers, the dimension reactivates and a default-deny posture is expected then.
  • C3 Audit Trail — No personal data detected in the analyzed source — no PII-typed entity/column names (Email, FirstName, DateOfBirth, …), no ASP.NET Identity / user-account model, and no stored user credentials. GDPR data-protection controls are therefore N/A here. If this is intentional, record the no-PII posture in an ADR; if the app does process personal data, name those fields conventionally so this dimension activates.
  • C4 Data Retention — No personal data detected in the analyzed source — no PII-typed entity/column names (Email, FirstName, DateOfBirth, …), no ASP.NET Identity / user-account model, and no stored user credentials. GDPR data-protection controls are therefore N/A here. If this is intentional, record the no-PII posture in an ADR; if the app does process personal data, name those fields conventionally so this dimension activates.
  • C5 Data-Subject Rights — No personal data detected in the analyzed source — no PII-typed entity/column names (Email, FirstName, DateOfBirth, …), no ASP.NET Identity / user-account model, and no stored user credentials. GDPR data-protection controls are therefore N/A here. If this is intentional, record the no-PII posture in an ADR; if the app does process personal data, name those fields conventionally so this dimension activates.
  • D10 Test Quality — No tests were found in the analyzed repository to assess for quality.
  • D11 Test Reliability — Test reliability not included
  • D22 Internal API Consistency — No exposed public API
  • D23 Boundary Type-Coupling — Bounded contexts not declared
  • D25 ADR Conformance — no ADRs to check
  • D30 Dependency Vulnerabilities — the solution did not restore on the analyzer's .NET SDK (an SDK/target-framework/restore mismatch, common for an older codebase), so there was no restored dependency graph to scan for NuGet CVEs — excluded rather than scored; re-run on an SDK that can restore this solution
  • D31 IaC & Container Security — No Infrastructure-as-Code or container manifests found (Dockerfile, Terraform, Kubernetes/Helm, CloudFormation); nothing to scan.
  • D32 Data Compliance (PII/GDPR) — No PII/GDPR-handling patterns detected (p/gdpr ruleset) — no data-compliance surface to assess.
  • D33 JS/npm Dependency Vulnerabilities — No JS/npm manifest or lockfile found outside build output (package.json, package-lock.json, yarn.lock, pnpm-lock.yaml, bun.lockb); no JS dependencies to scan.
  • D36 Supply-chain Provenance & Signing — No CI/build pipeline found (.github/.forgejo/.gitea workflows, .gitlab-ci.yml, azure-pipelines*.yml, .pipelines/, .vsts-ci/, Jenkinsfile, .circleci); there is no build to attest provenance for.
  • D37 Vulnerability-disclosure Policy — No vulnerability-disclosure policy file found (SECURITY.md/.markdown/.rst/.txt at root or under .github/.forgejo/.gitea/docs, .well-known/security.txt). A coordinated-disclosure policy may live off-repo, so this is not evidenced rather than failed.
  • D38 OSV Dependency Vulnerabilities — No supported non-.NET dependency lockfile found outside build output (npm package-lock/yarn/pnpm/bun, Go go.mod, Rust Cargo.lock, Maven pom.xml, Gradle lockfiles, Python requirements.txt/poetry.lock/Pipfile.lock/pdm.lock, PHP composer.lock, Ruby Gemfile.lock, Elixir mix.lock, Dart pubspec.lock, Swift Package.resolved); nothing for OSV to scan. A NuGet-only repo stays NotApplicable — .NET CVEs are D30's domain.
  • D39 IL Efficiency — The target did not build, so no IL was available to measure.
  • 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.
  • D7 Architectural Integrity — no checkable ADRs and no dependency cycles — architectural integrity not assessed
  • DM1 Domain Modelling — not scored — this repository shows none of the 3 signals this check looks for
  • ED1 Event-Driven — not scored — this repository shows none of the 3 signals this check 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 check looks for
  • P12 CI test-gate honesty — no CI workflow found
  • P4 Deployment & Rollback — not evidenced — no deploy/rollback/approval signal in the repo; absence of evidence is not evidence of a manual release
  • P5 DR & Backup — not evidenced — repo shows no backup/RTO/RPO controls; absence of evidence is not evidence of a working control
  • P7 Outbound HTTP resilience — not applicable — this isn't a service/API/worker
  • P8 Schema migrations — no EF Core usage detected
  • P9 Domain vs controller coverage — no coverage report found on disk — produce a coverage report in a standard format (Cobertura — `dotnet test --collect:"XPlat Code Coverage"` with a `coverlet.collector` PackageReference) into the repo working tree before the scan — a CI step is the usual place, since the artefact is commonly gitignored, or wire coverage collection into CI, to enable this cross-layer check
  • PF1 Benchmark discipline — Performance is assessed only for perf-relevant repos — a packaged library, one that ships benchmarks, or one already using allocation-aware APIs. This repo isn't one, so the Performance lens is not applicable and is excluded from the score.
  • PF2 Allocation hygiene — Performance is assessed only for perf-relevant repos — a packaged library, one that ships benchmarks, or one already using allocation-aware APIs. This repo isn't one, so the Performance lens is not applicable and is excluded from the score.
  • PF3 Async & latency hygiene — Performance is assessed only for perf-relevant repos — a packaged library, one that ships benchmarks, or one already using allocation-aware APIs. This repo isn't one, so the Performance lens is not applicable and is excluded from the score.
  • SC1 Supply-chain hygiene — Advisory — this card reports evidence and never carries a score, so there is nothing missing here.
  • X4 Structured logging — not analysed — these correctness checks read a source model that was not loaded for this repository, because the repository is written in a language this check does not yet model, or because its projects failed to load. This is a gap in the analyzer, not a finding about this repository
  • X6 Hand-rolled structured-format parsing — Reported, not scored — this card publishes what it found rather than grading it. Its content is the findings and the key metric above.
  • X7 Silent fallback defaults — Reported, not scored — this card publishes what it found rather than grading it. Its content is the findings and the key metric above.

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.

Issue — 27 finding(s)
D17 · Explicit Debt · EmptyCatchBlock · ×17
  • EmptyCatchBlock VPet-Simulator.Core/Graph/Picture.cs:64 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/Function/MWController.cs:117 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/MainWindow.cs:2274 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/MainWindow.xaml.cs:525 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/MainWindow.xaml.cs:751 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/MainWindow.xaml.cs:805 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/MutiPlayer/MPController.cs:121 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/MutiPlayer/winMutiPlayer.xaml.cs:454 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/PetHelper.xaml.cs:65 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/PetHelper.xaml.cs:70 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:70 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/WinDesign/winReport.xaml.cs:185 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/WinDesign/winSaveManager.xaml.cs:177 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/WinDesign/winSaveManager.xaml.cs:229 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet-Simulator.Windows/WinDesign/winSaveManager.xaml.cs:251 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet.Solution/Models/ModLoader.cs:110 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
  • EmptyCatchBlock VPet.Solution/Utils/Expansions.cs:285 — empty catch block — the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Narrow the catch to the exception you actually expect, record it through whatever this codebase already uses to report problems, or — where swallowing really is correct, as it often is on a teardown/dispose path where throwing would mask the original failure — write down WHY in a comment on the catch. The comment has to give the reason: a note that only restates the swallow ("ignored", "do nothing") is read as no explanation at all and leaves this row in place. Any of the three makes the decision reviewable; all three clear this row.
D17 · Explicit Debt · NoWarnInCsproj · ×9
  • NoWarnInCsproj VPet-Simulator.Windows/VPet-Simulator.Windows.csproj:42 — 1701 — 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 VPet-Simulator.Windows/VPet-Simulator.Windows.csproj:49 — 1701 — 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 VPet-Simulator.Windows/VPet-Simulator.Windows.csproj:55 — 1701 — 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 VPet-Simulator.Windows/VPet-Simulator.Windows.csproj:61 — 1701 — 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 VPet-Simulator.Windows/VPet-Simulator.Windows.csproj:42 — 1702 — 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 VPet-Simulator.Windows/VPet-Simulator.Windows.csproj:49 — 1702 — 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 VPet-Simulator.Windows/VPet-Simulator.Windows.csproj:55 — 1702 — 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 VPet-Simulator.Windows/VPet-Simulator.Windows.csproj:61 — 1702 — 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 VPet-Simulator.Core/VPet-Simulator.Core.csproj:20 — 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.
D8 · Code Coverage · No automated tests · ×1
  • No automated tests — No automated tests — no test code was found in this repository. Untested code is the largest single risk to changing it safely.
Warning — 228 finding(s)
D17 · Explicit Debt · CommentedOutCode · ×49
  • CommentedOutCode VPet-Simulator.Core/Display/Main.xaml.cs:315 — 9 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Core/Handle/GameSave.cs:332 — 9 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Windows.Interface/GameSave_VPet.cs:412 — 9 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Core/Display/Main.xaml.cs:454 — 4 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Core/Display/MainDisplay.cs:538 — 4 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Core/Display/MainLogic.cs:384 — 4 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Core/Display/ToolBar.xaml.cs:394 — 4 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Windows/MainWindow.cs:1724 — 4 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Windows/MainWindow.cs:1752 — 4 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Windows/MutiPlayer/winMPBetterBuy.xaml.cs:172 — 4 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Windows/WinDesign/winBetterBuy.xaml.cs:207 — 4 consecutive commented-code lines
  • CommentedOutCode VPet.Solution/Utils/Expansions.cs:31 — 4 consecutive commented-code lines
  • CommentedOutCode VPet.Solution/Utils/ObservablePoint.cs:132 — 4 consecutive commented-code lines
  • CommentedOutCode VPet.Solution/Utils/ObservablePoint.cs:139 — 4 consecutive commented-code lines
  • CommentedOutCode VPet.Solution/Utils/ObservablePoint.cs:149 — 4 consecutive commented-code lines
  • CommentedOutCode VPet.Solution/Utils/ObservablePoint.cs:163 — 4 consecutive commented-code lines
  • CommentedOutCode VPet.Solution/Utils/ObservablePoint.cs:169 — 4 consecutive commented-code lines
  • CommentedOutCode VPet.Solution/Utils/ObservablePoint.cs:175 — 4 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Core/Display/WorkTimer.xaml.cs:121 — 3 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Windows.Interface/Mod/Photo.cs:278 — 3 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Windows.Interface/Mod/Photo.cs:301 — 3 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Windows/MainWindow.cs:2058 — 3 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs:222 — 3 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Core/Graph/FoodAnimation.cs:201 — 5 consecutive commented-code lines
  • CommentedOutCode VPet-Simulator.Windows/Function/Setting.cs:89 — 5 consecutive commented-code lines
  • + 24 more in this group — see findings.md.
D15 · Churn × Complexity Hotspots · Hotspot · ×8
  • Hotspot: VPet-Simulator.Windows/MainWindow.xaml.cs VPet-Simulator.Windows/MainWindow.xaml.cs — VPet-Simulator.Windows/MainWindow.xaml.cs changed 10 times in last 90 days, max complexity 59. Frequent change and high complexity in one file compound: schedule the next change to it to include carving out the part being edited, behind tests written first.
  • Hotspot: VPet-Simulator.Core/Display/MainLogic.cs VPet-Simulator.Core/Display/MainLogic.cs — VPet-Simulator.Core/Display/MainLogic.cs changed 6 times in last 90 days, max complexity 35. Frequent change and high complexity in one file compound: schedule the next change to it to include carving out the part being edited, behind tests written first.
  • Hotspot: VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs — VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs changed 7 times in last 90 days, max complexity 24. Frequent change and high complexity in one file compound: schedule the next change to it to include carving out the part being edited, behind tests written first.
  • Hotspot: VPet-Simulator.Windows/Function/CoreMOD.cs VPet-Simulator.Windows/Function/CoreMOD.cs — VPet-Simulator.Windows/Function/CoreMOD.cs changed 2 times in last 90 days, max complexity 81. Frequent change and high complexity in one file compound: schedule the next change to it to include carving out the part being edited, behind tests written first.
  • Hotspot: VPet-Simulator.Windows/Function/MWController.cs VPet-Simulator.Windows/Function/MWController.cs — VPet-Simulator.Windows/Function/MWController.cs changed 7 times in last 90 days, max complexity 19. 1 of those changes was a fix/bug commit, so the churn is repair rather than feature work. Before the next change lands here, cover the area it touches with tests, 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.
  • Hotspot: VPet-Simulator.Windows/MutiPlayer/winMutiPlayer.xaml.cs VPet-Simulator.Windows/MutiPlayer/winMutiPlayer.xaml.cs — VPet-Simulator.Windows/MutiPlayer/winMutiPlayer.xaml.cs changed 3 times in last 90 days, max complexity 29. Frequent change and high complexity in one file compound: schedule the next change to it to include carving out the part being edited, behind tests written first.
  • Hotspot: VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs — VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs changed 2 times in last 90 days, max complexity 17. Frequent change and high complexity in one file compound: schedule the next change to it to include carving out the part being edited, behind tests written first.
  • Hotspot: VPet-Simulator.Core/Graph/APNGAnimation.cs VPet-Simulator.Core/Graph/APNGAnimation.cs — VPet-Simulator.Core/Graph/APNGAnimation.cs changed 2 times in last 90 days, max complexity 15. Frequent change and high complexity in one file compound: schedule the next change to it to include carving out the part being edited, behind tests written first.
D17 · Explicit Debt · TodoComment · ×8
  • TodoComment VPet-Simulator.Core/Display/Main.xaml.cs:304 — //, TimeSpan timediff = TimeSpan.Zero) TODO — 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 VPet-Simulator.Core/Display/MainDisplay.cs:43 — //TODO — 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 VPet-Simulator.Windows.Interface/MainPlugin.cs:28 — ///// <summary>//TODO — 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 VPet-Simulator.Windows.Interface/Mod/Photo.cs:277 — //case HolidayType.Player_Birthday: //TODO: 玩家生日 — 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 VPet.Solution/Models/SettingEditor/GraphicsSettingModel.cs:263 — // TODO 加入 PetHelpLeft — 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 VPet.Solution/Models/SettingEditor/GraphicsSettingModel.cs:279 — // TODO 加入 PetHelpTop — 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 VPet.Solution/Models/SettingEditor/InteractiveSettingModel.cs:233 — // TODO 加入 AutoBuy — 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 VPet.Solution/Models/SettingEditor/InteractiveSettingModel.cs:248 — // TODO 加入 AutoGift — 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.
D17 · Explicit Debt · Dead code · ×4
  • Dead code: PassModRemove VPet-Simulator.Windows/Function/CoreMOD.cs:489 — Method PassModRemove — no references found in solution.
  • Dead code: Timer_Elapsed VPet-Simulator.Windows/WinDesign/winReport.xaml.cs:47 — Method Timer_Elapsed — no references found in solution.
  • Dead code: MainGrid_SizeChanged VPet-Simulator.Windows/WinDesign/winReport.xaml.cs:162 — Method MainGrid_SizeChanged — no references found in solution.
  • Dead code: NativeResources VPet.Solution/Resources/NativeResources.cs:8 — NamedType NativeResources — no references found in solution.
D3 · God Classes · FileTooLong · ×4
  • FileTooLong: WinDesign/winGameSetting.xaml.cs VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs:0 — FileTooLong — 1052 significant lines (blank, comment-only and punctuation-only lines excluded). 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: WinDesign/winCharacterPanel.xaml.cs VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:0 — FileTooLong — 542 significant lines (blank, comment-only and punctuation-only lines excluded). 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: MutiPlayer/MPFriends.xaml.cs VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.cs:0 — FileTooLong — 524 significant lines (blank, comment-only and punctuation-only lines excluded). 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: WinDesign/winWorkMenu.xaml.cs VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs:0 — FileTooLong — 515 significant lines (blank, comment-only and punctuation-only lines excluded). 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.
D3 · God Classes · ClassTooLong · ×4
  • ClassTooLong: MPFriends VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.cs:0 — ClassTooLong — 498 significant lines (blank, comment-only and punctuation-only lines excluded), 29 methods. 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: winCharacterPanel VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:0 — ClassTooLong — 498 significant lines (blank, comment-only and punctuation-only lines excluded), 18 methods. 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: winWorkMenu VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs:0 — ClassTooLong — 493 significant lines (blank, comment-only and punctuation-only lines excluded), 30 methods. 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: APNGAnimation VPet-Simulator.Core/Graph/APNGAnimation.cs:0 — ClassTooLong — 415 significant lines (blank, comment-only and punctuation-only lines excluded), 25 methods. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
D4 · Code Duplication · Duplicated block (14 lines × 2) · ×4
  • Duplicated block (14 lines × 2) VPet-Simulator.Core/Graph/APNGAnimation.cs:582 — VPet-Simulator.Core/Graph/APNGAnimation.cs:582-596 | VPet-Simulator.Core/Graph/PNGAnimation.cs:391-404 — the copies sit in sibling files of one directory: extract the block into a single shared function in that directory and call it from each site, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `VPet-Simulator.Core/Graph/APNGAnimation.cs:582` 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 (14 lines × 2) VPet-Simulator.Core/Graph/APNGAnimation.cs:611 — VPet-Simulator.Core/Graph/APNGAnimation.cs:611-625 | VPet-Simulator.Core/Graph/PNGAnimation.cs:328-341 — the copies sit in sibling files of one directory: extract the block into a single shared function in that directory and call it from each site, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `VPet-Simulator.Core/Graph/APNGAnimation.cs:611` 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 (14 lines × 2) VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.cs:731 — VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.cs:731-744 | VPet-Simulator.Windows/MutiPlayer/winMutiPlayer.xaml.cs:684-697 — the copies sit in sibling files of one directory: extract the block into a single shared function in that directory and call it from each site, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.cs:731` 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) VPet-Simulator.Windows.Interface/Mod/Photo.cs:579 — VPet-Simulator.Windows.Interface/Mod/Photo.cs:579-592 | VPet-Simulator.Windows.Interface/Mod/Photo.cs:627-641 — 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 `VPet-Simulator.Windows.Interface/Mod/Photo.cs:579` it begins part-way through the construct above it, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (9 lines × 2) · ×4
  • Duplicated block (9 lines × 2) VPet-Simulator.Core/Graph/APNGAnimation.cs:365 — VPet-Simulator.Core/Graph/APNGAnimation.cs:365-373 | VPet-Simulator.Core/Graph/PNGAnimation.cs:431-439 — the copies sit in sibling files of one directory: extract the block into a single shared function in that directory and call it from each site, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `VPet-Simulator.Core/Graph/APNGAnimation.cs:365` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
  • Duplicated block (9 lines × 2) VPet-Simulator.Windows/Function/Setting.cs:483 — VPet-Simulator.Windows/Function/Setting.cs:483-491 | VPet.Solution/Models/SettingEditor/Setting.cs:466-474 — 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 `VPet-Simulator.Windows/Function/Setting.cs:483` 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 × 2) VPet-Simulator.Windows/MainWindow.cs:609 — VPet-Simulator.Windows/MainWindow.cs:609-617 | VPet-Simulator.Windows/MainWindow.cs:636-644 — 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 `VPet-Simulator.Windows/MainWindow.cs:609` 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 (9 lines × 2) VPet-Simulator.Windows/MainWindow.cs:666 — VPet-Simulator.Windows/MainWindow.cs:666-674 | VPet-Simulator.Windows/MainWindow.cs:692-700 — 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 `VPet-Simulator.Windows/MainWindow.cs:666` it begins part-way through the construct above it, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (8 lines × 2) · ×4
  • Duplicated block (8 lines × 2) VPet-Simulator.Windows/MainWindow.cs:306 — VPet-Simulator.Windows/MainWindow.cs:306-313 | VPet-Simulator.Windows/MainWindow.cs:346-353 — 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 `VPet-Simulator.Windows/MainWindow.cs:306` 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 (8 lines × 2) VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.cs:755 — VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.cs:755-762 | VPet-Simulator.Windows/MutiPlayer/winMutiPlayer.xaml.cs:704-711 — the copies sit in sibling files of one directory: extract the block into a single shared function in that directory and call it from each site, so a change lands once.
  • Duplicated block (8 lines × 2) VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.cs:772 — VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.cs:772-779 | VPet-Simulator.Windows/MutiPlayer/winMutiPlayer.xaml.cs:721-728 — the copies sit in sibling files of one directory: extract the block into a single shared function in that directory and call it from each site, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.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) VPet-Simulator.Windows/WinDesign/winGallery.xaml.cs:124 — VPet-Simulator.Windows/WinDesign/winGallery.xaml.cs:124-131 | VPet-Simulator.Windows/WinDesign/winGallery.xaml.cs:143-150 — 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 `VPet-Simulator.Windows/WinDesign/winGallery.xaml.cs:124` it begins part-way through the construct above it, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (7 lines × 2) · ×4
  • Duplicated block (7 lines × 2) VPet-Simulator.Core/Display/MainDisplay.cs:136 — VPet-Simulator.Core/Display/MainDisplay.cs:136-142 | VPet-Simulator.Core/Display/MainDisplay.cs:174-180 — 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 `VPet-Simulator.Core/Display/MainDisplay.cs:136` 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 (7 lines × 2) VPet-Simulator.Windows/MainWindow.cs:630 — VPet-Simulator.Windows/MainWindow.cs:630-636 | VPet-Simulator.Windows/MainWindow.cs:686-692 — 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. 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 (7 lines × 2) VPet-Simulator.Windows/MainWindow.cs:645 — VPet-Simulator.Windows/MainWindow.cs:645-651 | VPet-Simulator.Windows/MainWindow.cs:701-707 — 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 `VPet-Simulator.Windows/MainWindow.cs:645` 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 (7 lines × 2) VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:314 — VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:314-320 | VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:514-520 — 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.
D6 · Cohesion (LCOM4) · Low cohesion · ×4
  • Low cohesion: Main (LCOM4 5) VPet-Simulator.Core/Display/Main.xaml.cs:18 — Main's methods form 5 groups that share no state and don't call each other — a sign it may have several responsibilities. Review whether it splits into focused classes.
  • Low cohesion: ToolBar (LCOM4 5) VPet-Simulator.Core/Display/ToolBar.xaml.cs:20 — ToolBar's methods form 5 groups that share no state and don't call each other — a sign it may have several responsibilities. Review whether it splits into focused classes.
  • Low cohesion: winCharacterPanel (LCOM4 4) VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:28 — winCharacterPanel's methods form 4 groups that share no state and don't call each other — a sign it may have several responsibilities. Review whether it splits into focused classes.
  • Low cohesion: winGallery (LCOM4 4) VPet-Simulator.Windows/WinDesign/winGallery.xaml.cs:26 — winGallery's methods form 4 groups that share no state and don't call each other — a sign it may have several responsibilities. Review whether it splits into focused classes.
D4 · Code Duplication · Duplicated block (15 lines × 2) · ×3
  • Duplicated block (15 lines × 2) VPet-Simulator.Core/Graph/APNGAnimation.cs:387 — VPet-Simulator.Core/Graph/APNGAnimation.cs:387-401 | VPet-Simulator.Core/Graph/PNGAnimation.cs:455-469 — the copies sit in sibling files of one directory: extract the block into a single shared function in that directory and call it from each site, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `VPet-Simulator.Core/Graph/APNGAnimation.cs:387` 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 lines × 2) VPet-Simulator.Windows/MainWindow.xaml.cs:552 — VPet-Simulator.Windows/MainWindow.xaml.cs:552-566 | VPet-Simulator.Windows/MainWindow.xaml.cs:604-618 — 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 `VPet-Simulator.Windows/MainWindow.xaml.cs:552` 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 × 2) VPet-Simulator.Windows/MutiPlayer/winMPBetterBuy.xaml.cs:84 — VPet-Simulator.Windows/MutiPlayer/winMPBetterBuy.xaml.cs:84-98 | VPet-Simulator.Windows/WinDesign/winBetterBuy.xaml.cs:119-133 — 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 `VPet-Simulator.Windows/MutiPlayer/winMPBetterBuy.xaml.cs:84` it begins part-way through the construct above it, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (11 lines × 2) · ×3
  • Duplicated block (11 lines × 2) VPet-Simulator.Windows/MainWindow.xaml.cs:570 — VPet-Simulator.Windows/MainWindow.xaml.cs:570-580 | VPet-Simulator.Windows/MainWindow.xaml.cs:620-630 — 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 `VPet-Simulator.Windows/MainWindow.xaml.cs:570` 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 (11 lines × 2) VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:387 — VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:387-397 | VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:476-487 — 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 `VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:387` 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 (11 lines × 2) VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs:607 — VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs:607-617 | VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs:629-639 — 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 `VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs:607` 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.
D3 · God Classes · TooManyMethods · ×2
  • TooManyMethods: winGameSetting VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs:0 — TooManyMethods — 1017 significant lines (blank, comment-only and punctuation-only lines excluded), 93 methods. 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: Main VPet-Simulator.Core/Display/MainDisplay.cs:0 — TooManyMethods — 1016 significant lines (blank, comment-only and punctuation-only lines excluded), 73 methods, declared across 3 files: Display/MainDisplay.cs (29), Display/Main.xaml.cs (25), Display/MainLogic.cs (19). 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.
D35 · Change Coupling · Change coupling · ×2
  • Change coupling: MainLogic.cs ↔ IController.cs VPet-Simulator.Core/Display/MainLogic.cs — `VPet-Simulator.Core/Display/MainLogic.cs` and `VPet-Simulator.Core/Handle/IController.cs` change together 61% of the time (11 of the 18 commits that touched whichever of the two files changed less often, counting a file under its earlier names as well). 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.
  • Change coupling: Main.xaml.cs ↔ PetLoader.cs VPet-Simulator.Core/Display/Main.xaml.cs — `VPet-Simulator.Core/Display/Main.xaml.cs` and `VPet-Simulator.Core/Handle/PetLoader.cs` change together 52% of the time (14 of the 27 commits that touched whichever of the two files changed less often, counting a file under its earlier names as well). 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.
D4 · Code Duplication · Duplicated block (17 lines × 2) · ×2
  • Duplicated block (17 lines × 2) VPet-Simulator.Core/Graph/APNGAnimation.cs:674 — VPet-Simulator.Core/Graph/APNGAnimation.cs:674-690 | VPet-Simulator.Core/Graph/PNGAnimation.cs:497-513 — the copies sit in sibling files of one directory: extract the block into a single shared function in that directory and call it from each site, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `VPet-Simulator.Core/Graph/APNGAnimation.cs:674` 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 (17 lines × 2) VPet-Simulator.Core/Handle/GameSave.cs:263 — VPet-Simulator.Core/Handle/GameSave.cs:263-279 | VPet-Simulator.Windows.Interface/GameSave_VPet.cs:353-369 — 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.
D4 · Code Duplication · Duplicated block (16 lines × 2) · ×2
  • Duplicated block (16 lines × 2) VPet-Simulator.Core/Graph/FoodAnimation.cs:185 — VPet-Simulator.Core/Graph/FoodAnimation.cs:185-211 | VPet-Simulator.Core/Graph/PNGAnimation.cs:304-319 — the copies sit in sibling files of one directory: extract the block into a single shared function in that directory and call it from each site, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `VPet-Simulator.Core/Graph/FoodAnimation.cs:185` 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 (16 lines × 2) VPet-Simulator.Core/Handle/GameSave.cs:202 — VPet-Simulator.Core/Handle/GameSave.cs:202-217 | VPet-Simulator.Windows.Interface/GameSave_VPet.cs:290-305 — 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 `VPet-Simulator.Core/Handle/GameSave.cs:202` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (5 lines × 2) · ×2
  • Duplicated block (5 lines × 2) VPet-Simulator.Windows/MainWindow.cs:597 — VPet-Simulator.Windows/MainWindow.cs:597-601 | VPet-Simulator.Windows/MainWindow.cs:655-659 — 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 `VPet-Simulator.Windows/MainWindow.cs:597` 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 (5 lines × 2) VPet-Simulator.Windows/MainWindow.cs:1644 — VPet-Simulator.Windows/MainWindow.cs:1644-1648 | VPet-Simulator.Windows/MainWindow.cs:1655-1659 — 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 `VPet-Simulator.Windows/MainWindow.cs:1644` 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.
D1 · Cyclomatic Complexity · MainWindow.GameLoad (cyclomatic 106) · ×1
  • MainWindow.GameLoad (cyclomatic 106) VPet-Simulator.Windows/MainWindow.cs:1558 — MainWindow.GameLoad has cyclomatic complexity 106 (threshold 15). Of this number, 29 points are the body's own statements and 77 belong to 12 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.
D1 · Cyclomatic Complexity · CoreMOD.CoreMOD.ctor (cyclomatic 81) · ×1
  • CoreMOD.CoreMOD.ctor (cyclomatic 81) VPet-Simulator.Windows/Function/CoreMOD.cs:90 — CoreMOD.CoreMOD.ctor has cyclomatic complexity 81 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · DIYViewer.TextBox_PreviewKeyDown (cyclomatic 73) · ×1
  • DIYViewer.TextBox_PreviewKeyDown (cyclomatic 73) VPet-Simulator.Windows/WinDesign/DIYViewer.xaml.cs:30 — DIYViewer.TextBox_PreviewKeyDown has cyclomatic complexity 73 (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.
D1 · Cyclomatic Complexity · MainWindow.lowStrength (cyclomatic 68) · ×1
  • MainWindow.lowStrength (cyclomatic 68) VPet-Simulator.Windows/MainWindow.cs:538 — MainWindow.lowStrength has cyclomatic complexity 68 (threshold 15). Of this number, 55 points are the body's own statements and 13 belong to 9 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.
D1 · Cyclomatic Complexity · MainWindow.MainWindow.ctor (cyclomatic 59) · ×1
  • MainWindow.MainWindow.ctor (cyclomatic 59) VPet-Simulator.Windows/MainWindow.xaml.cs:39 — MainWindow.MainWindow.ctor has cyclomatic complexity 59 (threshold 15). Most of this is not in the body itself: 11 of the 59 points are its own statements and the rest belongs to 14 function literals inside it that branch (lines 130, 138, 299, …). The decisions are inside those literals, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literals' work into a named function or method at the enclosing scope and have each literal call it, then reduce whichever part then reads as the largest.
D1 · Cyclomatic Complexity · winCharacterPanel.GenRank (cyclomatic 55) · ×1
  • winCharacterPanel.GenRank (cyclomatic 55) VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:210 — winCharacterPanel.GenRank has cyclomatic complexity 55 (threshold 15). Of this number, 54 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.
D1 · Cyclomatic Complexity · winGallery.RefreshList (cyclomatic 40) · ×1
  • winGallery.RefreshList (cyclomatic 40) VPet-Simulator.Windows/WinDesign/winGallery.xaml.cs:83 — winGallery.RefreshList has cyclomatic complexity 40 (threshold 15). Most of this is not in the body itself: 14 of the 40 points are its own statements and the rest belongs to 2 function literals inside it that branch (lines 116, 135). The decisions are inside those literals, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literals' work into a named function or method at the enclosing scope and have each literal call it, then reduce whichever part then reads as the largest.
D1 · Cyclomatic Complexity · Main.FunctionSpend (cyclomatic 35) · ×1
  • Main.FunctionSpend (cyclomatic 35) VPet-Simulator.Core/Display/MainLogic.cs:234 — Main.FunctionSpend 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.
D1 · Cyclomatic Complexity · winMutiPlayer.LoopP2PPacket (cyclomatic 29) · ×1
  • winMutiPlayer.LoopP2PPacket (cyclomatic 29) VPet-Simulator.Windows/MutiPlayer/winMutiPlayer.xaml.cs:360 — winMutiPlayer.LoopP2PPacket 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.
D1 · Cyclomatic Complexity · GraphInfo.GraphInfo.ctor (cyclomatic 28) · ×1
  • GraphInfo.GraphInfo.ctor (cyclomatic 28) VPet-Simulator.Core/Graph/GraphInfo.cs:47 — GraphInfo.GraphInfo.ctor has cyclomatic complexity 28 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · MainWindow.Handle_Steam (cyclomatic 26) · ×1
  • MainWindow.Handle_Steam (cyclomatic 26) VPet-Simulator.Windows/MainWindow.cs:978 — MainWindow.Handle_Steam 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.
D1 · Cyclomatic Complexity · UnlockCondition.Check (cyclomatic 26) · ×1
  • UnlockCondition.Check (cyclomatic 26) VPet-Simulator.Windows.Interface/Mod/Photo.cs:217 — UnlockCondition.Check 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.
D1 · Cyclomatic Complexity · MainWindow.Save (cyclomatic 25) · ×1
  • MainWindow.Save (cyclomatic 25) VPet-Simulator.Windows/MainWindow.cs:246 — MainWindow.Save has cyclomatic complexity 25 (threshold 15). Of this number, 23 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.
D1 · Cyclomatic Complexity · App.UnhandledException (cyclomatic 24) · ×1
  • App.UnhandledException (cyclomatic 24) VPet-Simulator.Windows/App.xaml.cs:70 — App.UnhandledException has cyclomatic complexity 24 (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.
D1 · Cyclomatic Complexity · MainWindow.MainWindow_Event_TakeItem (cyclomatic 24) · ×1
  • MainWindow.MainWindow_Event_TakeItem (cyclomatic 24) VPet-Simulator.Windows/MainWindow.cs:2642 — MainWindow.MainWindow_Event_TakeItem has cyclomatic complexity 24 (threshold 15). Of this number, 18 points are the body's own statements and 6 belong to 3 function literals inside it that branch. To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table.
D1 · Cyclomatic Complexity · winGameSetting.winGameSetting.ctor (cyclomatic 24) · ×1
  • winGameSetting.winGameSetting.ctor (cyclomatic 24) VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs:38 — winGameSetting.winGameSetting.ctor has cyclomatic complexity 24 (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.
D1 · Cyclomatic Complexity · Main.MainGrid_MouseWave (cyclomatic 23) · ×1
  • Main.MainGrid_MouseWave (cyclomatic 23) VPet-Simulator.Core/Display/Main.xaml.cs:528 — Main.MainGrid_MouseWave 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.
D1 · Cyclomatic Complexity · winGameSetting.ShowMod (cyclomatic 23) · ×1
  • winGameSetting.ShowMod (cyclomatic 23) VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs:376 — winGameSetting.ShowMod 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.
D1 · Cyclomatic Complexity · winMPBetterBuy.OrderItemSource (cyclomatic 22) · ×1
  • winMPBetterBuy.OrderItemSource (cyclomatic 22) VPet-Simulator.Windows/MutiPlayer/winMPBetterBuy.xaml.cs:56 — winMPBetterBuy.OrderItemSource has cyclomatic complexity 22 (threshold 15). Most of this is not in the body itself: 1 of the 22 points is its own statement and the rest belongs to one function literal inside it that branches (line 58). The decisions are inside the literal, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literal's work into a named function or method at the enclosing scope and have the literal call it, then reduce whichever part then reads as the largest.
D1 · Cyclomatic Complexity · winBetterBuy.OrderItemSource (cyclomatic 22) · ×1
  • winBetterBuy.OrderItemSource (cyclomatic 22) VPet-Simulator.Windows/WinDesign/winBetterBuy.xaml.cs:91 — winBetterBuy.OrderItemSource has cyclomatic complexity 22 (threshold 15). Most of this is not in the body itself: 1 of the 22 points is its own statement and the rest belongs to one function literal inside it that branches (line 93). The decisions are inside the literal, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literal's work into a named function or method at the enclosing scope and have the literal call it, then reduce whichever part then reads as the largest.
D1 · Cyclomatic Complexity · MainWindow.StatisticsCalHandle (cyclomatic 21) · ×1
  • MainWindow.StatisticsCalHandle (cyclomatic 21) VPet-Simulator.Windows/MainWindow.cs:844 — MainWindow.StatisticsCalHandle has cyclomatic complexity 21 (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.
D1 · Cyclomatic Complexity · MainWindow.Exit (cyclomatic 20) · ×1
  • MainWindow.Exit (cyclomatic 20) VPet-Simulator.Windows/MainWindow.xaml.cs:542 — MainWindow.Exit has cyclomatic complexity 20 (threshold 15). To reduce it, break up the iteration: give each loop body a named function, and split a multi-phase loop into one function per phase so no single body carries the whole pipeline.
D1 · Cyclomatic Complexity · Move.Triggered (cyclomatic 19) · ×1
  • Move.Triggered (cyclomatic 19) VPet-Simulator.Core/Graph/GraphHelper.cs:378 — Move.Triggered 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.
D1 · Cyclomatic Complexity · MWController.IfInActivateScreen (cyclomatic 19) · ×1
  • MWController.IfInActivateScreen (cyclomatic 19) VPet-Simulator.Windows/Function/MWController.cs:103 — MWController.IfInActivateScreen has cyclomatic complexity 19 (threshold 15). Of this number, 15 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.
D1 · Cyclomatic Complexity · MainWindow.GameInitialization (cyclomatic 19) · ×1
  • MainWindow.GameInitialization (cyclomatic 19) VPet-Simulator.Windows/MainWindow.cs:1389 — MainWindow.GameInitialization has cyclomatic complexity 19 (threshold 15). Of this number, 15 points are the body's own statements and 4 belong 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.
D1 · Cyclomatic Complexity · MPFriends.MPFriends.ctor (cyclomatic 19) · ×1
  • MPFriends.MPFriends.ctor (cyclomatic 19) VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.cs:53 — MPFriends.MPFriends.ctor has cyclomatic complexity 19 (threshold 15). Most of this is not in the body itself: 6 of the 19 points are its own statements and the rest belongs to 3 function literals inside it that branch (lines 124, 87, 172). The decisions are inside those literals, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literals' work into a named function or method at the enclosing scope and have each literal call it, then reduce whichever part then reads as the largest.
D1 · Cyclomatic Complexity · MPMOD.MPMOD.ctor (cyclomatic 19) · ×1
  • MPMOD.MPMOD.ctor (cyclomatic 19) VPet-Simulator.Windows/MutiPlayer/MPMOD.cs:38 — MPMOD.MPMOD.ctor has cyclomatic complexity 19 (threshold 15). To reduce it, break up the iteration: give each loop body a named function, and split a multi-phase loop into one function per phase so no single body carries the whole pipeline.
D1 · Cyclomatic Complexity · Move.Checked (cyclomatic 18) · ×1
  • Move.Checked (cyclomatic 18) VPet-Simulator.Core/Graph/GraphHelper.cs:405 — Move.Checked has cyclomatic complexity 18 (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.
D1 · Cyclomatic Complexity · UnlockCondition.UnlockCondition.ctor (cyclomatic 18) · ×1
  • UnlockCondition.UnlockCondition.ctor (cyclomatic 18) VPet-Simulator.Windows.Interface/Mod/Photo.cs:122 — UnlockCondition.UnlockCondition.ctor has cyclomatic complexity 18 (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.
D1 · Cyclomatic Complexity · Main.EventTimer_Elapsed (cyclomatic 17) · ×1
  • Main.EventTimer_Elapsed (cyclomatic 17) VPet-Simulator.Core/Display/MainLogic.cs:470 — Main.EventTimer_Elapsed 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.
D1 · Cyclomatic Complexity · MainWindow.SavesLoad (cyclomatic 17) · ×1
  • MainWindow.SavesLoad (cyclomatic 17) VPet-Simulator.Windows/MainWindow.cs:902 — MainWindow.SavesLoad 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.
D1 · Cyclomatic Complexity · winWorkMenu.btnSignAgency_Click (cyclomatic 17) · ×1
  • winWorkMenu.btnSignAgency_Click (cyclomatic 17) VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs:503 — winWorkMenu.btnSignAgency_Click has cyclomatic complexity 17 (threshold 15). Of this number, 15 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.
D1 · Cyclomatic Complexity · ICheckText.CheckState (cyclomatic 17) · ×1
  • ICheckText.CheckState (cyclomatic 17) VPet-Simulator.Windows.Interface/Mod/ICheckText.cs:118 — ICheckText.CheckState has cyclomatic complexity 17 (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.
D1 · Cyclomatic Complexity · ModLoader.ModLoader.ctor (cyclomatic 17) · ×1
  • ModLoader.ModLoader.ctor (cyclomatic 17) VPet.Solution/Models/ModLoader.cs:70 — ModLoader.ModLoader.ctor has cyclomatic complexity 17 (threshold 15). To reduce it, break up the iteration: give each loop body a named function, and split a multi-phase loop into one function per phase so no single body carries the whole pipeline.
D1 · Cyclomatic Complexity · ElementHelper.UniformMinWidthGroupPropertyChanged (cyclomatic 17) · ×1
  • ElementHelper.UniformMinWidthGroupPropertyChanged (cyclomatic 17) VPet.Solution/Utils/ElementHelper.cs:151 — ElementHelper.UniformMinWidthGroupPropertyChanged 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.
D2 · Cognitive Complexity · CoreMOD.CoreMOD.ctor (cognitive 223) · ×1
  • CoreMOD.CoreMOD.ctor (cognitive 223) VPet-Simulator.Windows/Function/CoreMOD.cs:90 — CoreMOD.CoreMOD.ctor has cognitive complexity 223 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · MainWindow.lowStrength (cognitive 178) · ×1
  • MainWindow.lowStrength (cognitive 178) VPet-Simulator.Windows/MainWindow.cs:538 — MainWindow.lowStrength has cognitive complexity 178 (threshold 15). Of this number, 169 points are the body's own statements and 9 belong to 9 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.
D2 · Cognitive Complexity · MainWindow.GameLoad (cognitive 164) · ×1
  • MainWindow.GameLoad (cognitive 164) VPet-Simulator.Windows/MainWindow.cs:1558 — MainWindow.GameLoad has cognitive complexity 164 (threshold 15). Of this number, 40 points are the body's own statements and 124 belong to 12 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.
D2 · Cognitive Complexity · MainWindow.MainWindow.ctor (cognitive 111) · ×1
  • MainWindow.MainWindow.ctor (cognitive 111) VPet-Simulator.Windows/MainWindow.xaml.cs:39 — MainWindow.MainWindow.ctor has cognitive complexity 111 (threshold 15). Of this number, 18 points are the body's own statements and 93 belong to 14 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.
D2 · Cognitive Complexity · winMutiPlayer.LoopP2PPacket (cognitive 72) · ×1
  • winMutiPlayer.LoopP2PPacket (cognitive 72) VPet-Simulator.Windows/MutiPlayer/winMutiPlayer.xaml.cs:360 — winMutiPlayer.LoopP2PPacket has cognitive complexity 72 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · winCharacterPanel.GenRank (cognitive 72) · ×1
  • winCharacterPanel.GenRank (cognitive 72) VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:210 — winCharacterPanel.GenRank has cognitive complexity 72 (threshold 15). Of this number, 70 points are the body's own statements and 2 belong 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, and where an else follows a branch that already returns, drop the trailing else and let the rest of the body continue at one level.
D2 · Cognitive Complexity · Main.FunctionSpend (cognitive 62) · ×1
  • Main.FunctionSpend (cognitive 62) VPet-Simulator.Core/Display/MainLogic.cs:234 — Main.FunctionSpend has cognitive complexity 62 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · MainWindow.Save (cognitive 61) · ×1
  • MainWindow.Save (cognitive 61) VPet-Simulator.Windows/MainWindow.cs:246 — MainWindow.Save has cognitive complexity 61 (threshold 15). Of this number, 53 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.
D2 · Cognitive Complexity · MainWindow.Handle_Steam (cognitive 52) · ×1
  • MainWindow.Handle_Steam (cognitive 52) VPet-Simulator.Windows/MainWindow.cs:978 — MainWindow.Handle_Steam has cognitive complexity 52 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · MainWindow.Exit (cognitive 48) · ×1
  • MainWindow.Exit (cognitive 48) VPet-Simulator.Windows/MainWindow.xaml.cs:542 — MainWindow.Exit has cognitive complexity 48 (threshold 15). To reduce it, break up the iteration: give each loop body a named function, and split a multi-phase loop into one function per phase so no single body carries the whole pipeline.
D2 · Cognitive Complexity · GraphInfo.GraphInfo.ctor (cognitive 47) · ×1
  • GraphInfo.GraphInfo.ctor (cognitive 47) VPet-Simulator.Core/Graph/GraphInfo.cs:47 — GraphInfo.GraphInfo.ctor has cognitive complexity 47 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · MPMOD.MPMOD.ctor (cognitive 47) · ×1
  • MPMOD.MPMOD.ctor (cognitive 47) VPet-Simulator.Windows/MutiPlayer/MPMOD.cs:38 — MPMOD.MPMOD.ctor has cognitive complexity 47 (threshold 15). To reduce it, break up the iteration: give each loop body a named function, and split a multi-phase loop into one function per phase so no single body carries the whole pipeline.
D2 · Cognitive Complexity · winGameSetting.ShowMod (cognitive 40) · ×1
  • winGameSetting.ShowMod (cognitive 40) VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs:376 — winGameSetting.ShowMod has cognitive complexity 40 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · Main.MainGrid_MouseWave (cognitive 39) · ×1
  • Main.MainGrid_MouseWave (cognitive 39) VPet-Simulator.Core/Display/Main.xaml.cs:528 — Main.MainGrid_MouseWave has cognitive complexity 39 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · UnlockCondition.Check (cognitive 36) · ×1
  • UnlockCondition.Check (cognitive 36) VPet-Simulator.Windows.Interface/Mod/Photo.cs:217 — UnlockCondition.Check has cognitive complexity 36 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · PetLoader.LoadGraph (cognitive 33) · ×1
  • PetLoader.LoadGraph (cognitive 33) VPet-Simulator.Core/Handle/PetLoader.cs:77 — PetLoader.LoadGraph 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.
D2 · Cognitive Complexity · winWorkMenu.btnSignAgency_Click (cognitive 32) · ×1
  • winWorkMenu.btnSignAgency_Click (cognitive 32) VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs:503 — winWorkMenu.btnSignAgency_Click has cognitive complexity 32 (threshold 15). Of this number, 30 points are the body's own statements and 2 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.
D2 · Cognitive Complexity · winMPBetterBuy.OrderItemSource (cognitive 30) · ×1
  • winMPBetterBuy.OrderItemSource (cognitive 30) VPet-Simulator.Windows/MutiPlayer/winMPBetterBuy.xaml.cs:56 — winMPBetterBuy.OrderItemSource has cognitive complexity 30 (threshold 15). Most of this is not in the body itself: 0 of the 30 points are its own statements and the rest belongs to one function literal inside it that branches (line 58). The decisions are inside the literal, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literal's work into a named function or method at the enclosing scope and have the literal call it, then reduce whichever part then reads as the largest.
D2 · Cognitive Complexity · winBetterBuy.OrderItemSource (cognitive 30) · ×1
  • winBetterBuy.OrderItemSource (cognitive 30) VPet-Simulator.Windows/WinDesign/winBetterBuy.xaml.cs:91 — winBetterBuy.OrderItemSource has cognitive complexity 30 (threshold 15). Most of this is not in the body itself: 0 of the 30 points are its own statements and the rest belongs to one function literal inside it that branches (line 93). The decisions are inside the literal, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literal's work into a named function or method at the enclosing scope and have the literal call it, then reduce whichever part then reads as the largest.
D2 · Cognitive Complexity · winGameSetting.winGameSetting.ctor (cognitive 30) · ×1
  • winGameSetting.winGameSetting.ctor (cognitive 30) VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs:38 — winGameSetting.winGameSetting.ctor has cognitive complexity 30 (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, and where an else follows a branch that already returns, drop the trailing else and let the rest of the body continue at one level.
D2 · Cognitive Complexity · GameSave_v2.load (cognitive 28) · ×1
  • GameSave_v2.load (cognitive 28) VPet-Simulator.Windows.Interface/GameSave_v2.cs:27 — GameSave_v2.load has cognitive complexity 28 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · MessageBar.ShowTimer_Elapsed (cognitive 27) · ×1
  • MessageBar.ShowTimer_Elapsed (cognitive 27) VPet-Simulator.Core/Display/MessageBar.xaml.cs:98 — MessageBar.ShowTimer_Elapsed has cognitive complexity 27 (threshold 15). Of this number, 19 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.
D2 · Cognitive Complexity · winGallery.RefreshList (cognitive 26) · ×1
  • winGallery.RefreshList (cognitive 26) VPet-Simulator.Windows/WinDesign/winGallery.xaml.cs:83 — winGallery.RefreshList has cognitive complexity 26 (threshold 15). Of this number, 14 points are the body's own statements and 12 belong to 2 function literals inside it that branch. 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.
D2 · Cognitive Complexity · winGameSetting.ButtonPublish_MouseDown (cognitive 26) · ×1
  • winGameSetting.ButtonPublish_MouseDown (cognitive 26) VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs:644 — winGameSetting.ButtonPublish_MouseDown has cognitive complexity 26 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ScheduleTask.StartWork (cognitive 25) · ×1
  • ScheduleTask.StartWork (cognitive 25) VPet-Simulator.Windows.Interface/ScheduleTask.cs:169 — ScheduleTask.StartWork has cognitive complexity 25 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · ElementHelper.UniformMinWidthGroupPropertyChanged (cognitive 25) · ×1
  • ElementHelper.UniformMinWidthGroupPropertyChanged (cognitive 25) VPet.Solution/Utils/ElementHelper.cs:151 — ElementHelper.UniformMinWidthGroupPropertyChanged has cognitive complexity 25 (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, and where an else follows a branch that already returns, drop the trailing else and let the rest of the body continue at one level.
D2 · Cognitive Complexity · MainWindow.MainWindow_Event_TakeItem (cognitive 24) · ×1
  • MainWindow.MainWindow_Event_TakeItem (cognitive 24) VPet-Simulator.Windows/MainWindow.cs:2642 — MainWindow.MainWindow_Event_TakeItem has cognitive complexity 24 (threshold 15). Of this number, 20 points are the body's own statements and 4 belong to 3 function literals inside it that branch. The drivers above price the dispatch low by construction — a dispatch is charged once however many cases it lists, while each branch inside an arm is charged in full — so most of this count is what the case bodies hold, and the arms are where it can be reduced. 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. Keep every case explicit, and make the behaviour for cases you do not list a deliberate choice rather than an accident.
D2 · Cognitive Complexity · ModLoader.ModLoader.ctor (cognitive 24) · ×1
  • ModLoader.ModLoader.ctor (cognitive 24) VPet.Solution/Models/ModLoader.cs:70 — ModLoader.ModLoader.ctor has cognitive complexity 24 (threshold 15). To reduce it, break up the iteration: give each loop body a named function, and split a multi-phase loop into one function per phase so no single body carries the whole pipeline.
D2 · Cognitive Complexity · MPFriends.MPFriends.ctor (cognitive 23) · ×1
  • MPFriends.MPFriends.ctor (cognitive 23) VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.cs:53 — MPFriends.MPFriends.ctor has cognitive complexity 23 (threshold 15). Most of this is not in the body itself: 7 of the 23 points are its own statements and the rest belongs to 3 function literals inside it that branch (lines 124, 172, 87). The decisions are inside those literals, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literals' work into a named function or method at the enclosing scope and have each literal call it, then reduce whichever part then reads as the largest.
D2 · Cognitive Complexity · winGameSetting.PetBox_SelectionChanged (cognitive 23) · ×1
  • winGameSetting.PetBox_SelectionChanged (cognitive 23) VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs:1049 — winGameSetting.PetBox_SelectionChanged has cognitive complexity 23 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · ToolBar.M_TimeUIHandle (cognitive 22) · ×1
  • ToolBar.M_TimeUIHandle (cognitive 22) VPet-Simulator.Core/Display/ToolBar.xaml.cs:179 — ToolBar.M_TimeUIHandle has cognitive complexity 22 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · GraphCore.FindGraph (cognitive 22) · ×1
  • GraphCore.FindGraph (cognitive 22) VPet-Simulator.Core/Graph/GraphCore.cs:130 — GraphCore.FindGraph has cognitive complexity 22 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · MWController.IfInActivateScreen (cognitive 22) · ×1
  • MWController.IfInActivateScreen (cognitive 22) VPet-Simulator.Windows/Function/MWController.cs:103 — MWController.IfInActivateScreen has cognitive complexity 22 (threshold 15). Of this number, 15 points are the body's own statements and 7 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.
D2 · Cognitive Complexity · Main.Load_2_WaitGraph (cognitive 21) · ×1
  • Main.Load_2_WaitGraph (cognitive 21) VPet-Simulator.Core/Display/Main.xaml.cs:109 — Main.Load_2_WaitGraph has cognitive complexity 21 (threshold 15). Most of this is not in the body itself: 7 of the 21 points are its own statements and the rest belongs to one function literal inside it that branches (line 128). The decisions are inside the literal, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literal's work into a named function or method at the enclosing scope and have the literal call it, then reduce whichever part then reads as the largest.
D2 · Cognitive Complexity · Main.MainGrid_MouseLeftButtonDown (cognitive 21) · ×1
  • Main.MainGrid_MouseLeftButtonDown (cognitive 21) VPet-Simulator.Core/Display/Main.xaml.cs:399 — Main.MainGrid_MouseLeftButtonDown has cognitive complexity 21 (threshold 15). Most of this is not in the body itself: 0 of the 21 points are its own statements and the rest belongs to one function literal inside it that branches (line 403). The decisions are inside the literal, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literal's work into a named function or method at the enclosing scope and have the literal call it, then reduce whichever part then reads as the largest.
D2 · Cognitive Complexity · MessageBar.DealWithStreamFinish (cognitive 21) · ×1
  • MessageBar.DealWithStreamFinish (cognitive 21) VPet-Simulator.Core/Display/MessageBar.xaml.cs:280 — MessageBar.DealWithStreamFinish has cognitive complexity 21 (threshold 15). Most of this is not in the body itself: 0 of the 21 points are its own statements and the rest belongs to 4 function literals inside it that branch (lines 282, 288, 291, …). The decisions are inside those literals, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literals' work into a named function or method at the enclosing scope and have each literal call it, then reduce whichever part then reads as the largest.
D2 · Cognitive Complexity · TalkSelect.btn_Send_Click (cognitive 21) · ×1
  • TalkSelect.btn_Send_Click (cognitive 21) VPet-Simulator.Windows/WinDesign/TalkSelect.xaml.cs:95 — TalkSelect.btn_Send_Click has cognitive complexity 21 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ScheduleTask.ScheduleTask.ctor (cognitive 21) · ×1
  • ScheduleTask.ScheduleTask.ctor (cognitive 21) VPet-Simulator.Windows.Interface/ScheduleTask.cs:32 — ScheduleTask.ScheduleTask.ctor has cognitive complexity 21 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · APNGAnimation.ParseApng (cognitive 20) · ×1
  • APNGAnimation.ParseApng (cognitive 20) VPet-Simulator.Core/Graph/APNGAnimation.cs:243 — APNGAnimation.ParseApng 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.
D2 · Cognitive Complexity · App.UnhandledException (cognitive 20) · ×1
  • App.UnhandledException (cognitive 20) VPet-Simulator.Windows/App.xaml.cs:70 — App.UnhandledException has cognitive complexity 20 (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.
D2 · Cognitive Complexity · MainWindow.StatisticsCalHandle (cognitive 20) · ×1
  • MainWindow.StatisticsCalHandle (cognitive 20) VPet-Simulator.Windows/MainWindow.cs:844 — MainWindow.StatisticsCalHandle has cognitive complexity 20 (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, and where an else follows a branch that already returns, drop the trailing else and let the rest of the body continue at one level.
D2 · Cognitive Complexity · MainWindow.SavesLoad (cognitive 20) · ×1
  • MainWindow.SavesLoad (cognitive 20) VPet-Simulator.Windows/MainWindow.cs:902 — MainWindow.SavesLoad has cognitive complexity 20 (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, and where an else follows a branch that already returns, drop the trailing else and let the rest of the body continue at one level.
D2 · Cognitive Complexity · ReflectionUtils.SetValue (cognitive 20) · ×1
  • ReflectionUtils.SetValue (cognitive 20) VPet.Solution/Utils/ReflectionUtils.cs:23 — ReflectionUtils.SetValue 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.
D2 · Cognitive Complexity · Move.GetCompatibilityMove (cognitive 19) · ×1
  • Move.GetCompatibilityMove (cognitive 19) VPet-Simulator.Core/Graph/GraphHelper.cs:431 — Move.GetCompatibilityMove has cognitive complexity 19 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · Picture.Run (cognitive 19) · ×1
  • Picture.Run (cognitive 19) VPet-Simulator.Core/Graph/Picture.cs:103 — Picture.Run has cognitive complexity 19 (threshold 15). Most of this is not in the body itself: 1 of the 19 points is its own statement and the rest belongs to one function literal inside it that branches (line 114). The decisions are inside the literal, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literal's work into a named function or method at the enclosing scope and have the literal call it, then reduce whichever part then reads as the largest.
D2 · Cognitive Complexity · UnlockCondition.CheckReason (cognitive 19) · ×1
  • UnlockCondition.CheckReason (cognitive 19) VPet-Simulator.Windows.Interface/Mod/Photo.cs:292 — UnlockCondition.CheckReason 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, and where an else follows a branch that already returns, drop the trailing else and let the rest of the body continue at one level.
D2 · Cognitive Complexity · Main.MoveSideHideCheck (cognitive 18) · ×1
  • Main.MoveSideHideCheck (cognitive 18) VPet-Simulator.Core/Display/MainLogic.cs:538 — Main.MoveSideHideCheck has cognitive complexity 18 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · Move.Triggered (cognitive 18) · ×1
  • Move.Triggered (cognitive 18) VPet-Simulator.Core/Graph/GraphHelper.cs:378 — Move.Triggered has cognitive complexity 18 (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.
D2 · Cognitive Complexity · MainWindow.GameInitialization (cognitive 18) · ×1
  • MainWindow.GameInitialization (cognitive 18) VPet-Simulator.Windows/MainWindow.cs:1389 — MainWindow.GameInitialization has cognitive complexity 18 (threshold 15). Of this number, 14 points are the body's own statements and 4 belong 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.
D2 · Cognitive Complexity · winBetterBuy.BtnBuy_Click (cognitive 18) · ×1
  • winBetterBuy.BtnBuy_Click (cognitive 18) VPet-Simulator.Windows/WinDesign/winBetterBuy.xaml.cs:217 — winBetterBuy.BtnBuy_Click has cognitive complexity 18 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · UnlockCondition.UnlockCondition.ctor (cognitive 18) · ×1
  • UnlockCondition.UnlockCondition.ctor (cognitive 18) VPet-Simulator.Windows.Interface/Mod/Photo.cs:122 — UnlockCondition.UnlockCondition.ctor has cognitive complexity 18 (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.
D2 · Cognitive Complexity · MarginConverter.Convert (cognitive 18) · ×1
  • MarginConverter.Convert (cognitive 18) VPet.Solution/Converters/MarginConverter.cs:29 — MarginConverter.Convert has cognitive complexity 18 (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, and where an else follows a branch that already returns, drop the trailing else and let the rest of the body continue at one level.
D2 · Cognitive Complexity · Main.Display (cognitive 17) · ×1
  • Main.Display (cognitive 17) VPet-Simulator.Core/Display/MainDisplay.cs:509 — Main.Display has cognitive complexity 17 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · Main.StartWork (cognitive 17) · ×1
  • Main.StartWork (cognitive 17) VPet-Simulator.Core/Display/MainLogic.cs:698 — Main.StartWork has cognitive complexity 17 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · GraphCore.FindGraphs (cognitive 17) · ×1
  • GraphCore.FindGraphs (cognitive 17) VPet-Simulator.Core/Graph/GraphCore.cs:175 — GraphCore.FindGraphs has cognitive complexity 17 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · Move.Checked (cognitive 17) · ×1
  • Move.Checked (cognitive 17) VPet-Simulator.Core/Graph/GraphHelper.cs:405 — Move.Checked has cognitive complexity 17 (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.
D2 · Cognitive Complexity · PNGAnimation.startup (cognitive 17) · ×1
  • PNGAnimation.startup (cognitive 17) VPet-Simulator.Core/Graph/PNGAnimation.cs:119 — PNGAnimation.startup has cognitive complexity 17 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · MainWindow.RunDIY (cognitive 17) · ×1
  • MainWindow.RunDIY (cognitive 17) VPet-Simulator.Windows/MainWindow.cs:434 — MainWindow.RunDIY has cognitive complexity 17 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · MainWindow.LoadLatestSave (cognitive 17) · ×1
  • MainWindow.LoadLatestSave (cognitive 17) VPet-Simulator.Windows/MainWindow.xaml.cs:649 — MainWindow.LoadLatestSave 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, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · DIYViewer.TextBox_PreviewKeyDown (cognitive 17) · ×1
  • DIYViewer.TextBox_PreviewKeyDown (cognitive 17) VPet-Simulator.Windows/WinDesign/DIYViewer.xaml.cs:30 — DIYViewer.TextBox_PreviewKeyDown has cognitive complexity 17 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · winWorkMenu.winWorkMenu.ctor (cognitive 17) · ×1
  • winWorkMenu.winWorkMenu.ctor (cognitive 17) VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs:45 — winWorkMenu.winWorkMenu.ctor has cognitive complexity 17 (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.
D2 · Cognitive Complexity · Main.Load_2_WaitGraph (cognitive 16) · ×1
  • Main.Load_2_WaitGraph (cognitive 16) VPet-Simulator.Core/Display/Main.xaml.cs:80 — Main.Load_2_WaitGraph has cognitive complexity 16 (threshold 15). To reduce it, break up the iteration: give each loop body a named function, and split a multi-phase loop into one function per phase so no single body carries the whole pipeline.
D2 · Cognitive Complexity · Main.DisplayRaising (cognitive 16) · ×1
  • Main.DisplayRaising (cognitive 16) VPet-Simulator.Core/Display/MainDisplay.cs:368 — Main.DisplayRaising has cognitive complexity 16 (threshold 15). The drivers above price the dispatch low by construction — a dispatch is charged once however many cases it lists, while each branch inside an arm is charged in full — so most of this count is what the case bodies hold, and the arms are where it can be reduced. 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. Keep every case explicit, and make the behaviour for cases you do not list a deliberate choice rather than an accident.
D2 · Cognitive Complexity · APNGAnimation.Play (cognitive 16) · ×1
  • APNGAnimation.Play (cognitive 16) VPet-Simulator.Core/Graph/APNGAnimation.cs:516 — APNGAnimation.Play has cognitive 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, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · APNGAnimation.Run (cognitive 16) · ×1
  • APNGAnimation.Run (cognitive 16) VPet-Simulator.Core/Graph/APNGAnimation.cs:610 — APNGAnimation.Run has cognitive complexity 16 (threshold 15). Most of this is not in the body itself: 2 of the 16 points are its own statements and the rest belongs to one function literal inside it that branches (line 627). The decisions are inside the literal, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literal's work into a named function or method at the enclosing scope and have the literal call it, then reduce whichever part then reads as the largest.
D2 · Cognitive Complexity · Config.Set (cognitive 16) · ×1
  • Config.Set (cognitive 16) VPet-Simulator.Core/Graph/GraphCore.cs:345 — Config.Set has cognitive complexity 16 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · PNGAnimation.Run (cognitive 16) · ×1
  • PNGAnimation.Run (cognitive 16) VPet-Simulator.Core/Graph/PNGAnimation.cs:327 — PNGAnimation.Run has cognitive complexity 16 (threshold 15). Most of this is not in the body itself: 2 of the 16 points are its own statements and the rest belongs to one function literal inside it that branches (line 343). The decisions are inside the literal, which nothing outside this body can call, review or test on its own, so splitting the enclosing body is not the move available here. To reduce it, lift the literal's work into a named function or method at the enclosing scope and have the literal call it, then reduce whichever part then reads as the largest.
D2 · Cognitive Complexity · MainWindow.LoadDIY (cognitive 16) · ×1
  • MainWindow.LoadDIY (cognitive 16) VPet-Simulator.Windows/MainWindow.cs:366 — MainWindow.LoadDIY has cognitive complexity 16 (threshold 15). Of this number, 12 points are the body's own statements and 4 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.
D2 · Cognitive Complexity · winCharacterPanel.MainTab_SelectionChanged (cognitive 16) · ×1
  • winCharacterPanel.MainTab_SelectionChanged (cognitive 16) VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs:679 — winCharacterPanel.MainTab_SelectionChanged 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.
D2 · Cognitive Complexity · ICheckText.CheckState (cognitive 16) · ×1
  • ICheckText.CheckState (cognitive 16) VPet-Simulator.Windows.Interface/Mod/ICheckText.cs:118 — ICheckText.CheckState has cognitive complexity 16 (threshold 15). To reduce it, name the conditions: bind each compound test to a well-named local or a small predicate function, so the body reads as a sequence of named decisions rather than a chain of operators.
D2 · Cognitive Complexity · ScheduleTask.AutoRenew (cognitive 16) · ×1
  • ScheduleTask.AutoRenew (cognitive 16) VPet-Simulator.Windows.Interface/ScheduleTask.cs:119 — ScheduleTask.AutoRenew has cognitive complexity 16 (threshold 15). Of this number, 14 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.
D2 · Cognitive Complexity · CalculatorConverter.Convert (cognitive 16) · ×1
  • CalculatorConverter.Convert (cognitive 16) VPet.Solution/Converters/CalculatorConverter.cs:35 — CalculatorConverter.Convert has cognitive complexity 16 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ReflectionUtils.GetReflectionObjectInfo (cognitive 16) · ×1
  • ReflectionUtils.GetReflectionObjectInfo (cognitive 16) VPet.Solution/Utils/ReflectionUtils.cs:78 — ReflectionUtils.GetReflectionObjectInfo 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.
D4 · Code Duplication · Duplicated block (40 lines × 2) · ×1
  • Duplicated block (40 lines × 2) VPet.Solution/Converters/MarginConverter.cs:49 — VPet.Solution/Converters/MarginConverter.cs:49-88 | VPet.Solution/Converters/MarginConverter.cs:94-133 — 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.
D4 · Code Duplication · Duplicated block (18 lines × 2) · ×1
  • Duplicated block (18 lines × 2) VPet-Simulator.Windows/Function/MWController.cs:124 — VPet-Simulator.Windows/Function/MWController.cs:124-141 | VPet-Simulator.Windows/MutiPlayer/MPController.cs:129-146 — 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 `VPet-Simulator.Windows/Function/MWController.cs:124` it begins part-way through the construct above it, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (13 lines × 2) · ×1
  • Duplicated block (13 lines × 2) VPet-Simulator.Windows/WinDesign/winGallery.xaml.cs:245 — VPet-Simulator.Windows/WinDesign/winGallery.xaml.cs:245-257 | VPet-Simulator.Windows/WinDesign/winGallery.xaml.cs:314-326 — 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.
D4 · Code Duplication · Duplicated block (12 lines × 2) · ×1
  • Duplicated block (12 lines × 2) VPet-Simulator.Core/Handle/GameSave.cs:231 — VPet-Simulator.Core/Handle/GameSave.cs:231-242 | VPet-Simulator.Windows.Interface/GameSave_VPet.cs:319-330 — 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 `VPet-Simulator.Core/Handle/GameSave.cs:231` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (10 lines × 3) · ×1
  • Duplicated block (10 lines × 3) VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs:590 — VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs:590-599 | VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs:611-620 | VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs:633-642 — all 3 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited.
D4 · Code Duplication · Duplicated block (21 lines × 2) · ×1
  • Duplicated block (21 lines × 2) VPet-Simulator.Windows/Function/MWController.cs:206 — VPet-Simulator.Windows/Function/MWController.cs:206-226 | VPet-Simulator.Windows/MutiPlayer/MPController.cs:75-95 — 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.
D5 · Coupling · Off the main sequence · ×1
  • Off the main sequence: VPet-Simulator.Core — VPet-Simulator.Core: abstractness 0.22, instability 0.00, distance 0.78 — zone of pain — concrete and depended on by 3 project(s), so it's rigid to change.
Recommendation — 11 finding(s)
D11 · Test Reliability · Test reliability not included · ×1
  • Test reliability not included — No test suite was found, so reliability couldn't be assessed.
D16 · Bus Factor · Off-boarding risk · ×1
  • Off-boarding risk: anonymized user #1 — If anonymized user #1 becomes unavailable, 29 significant file(s) lose their only recent owner: VPet-Simulator.Windows/MainWindow.cs, VPet-Simulator.Windows/WinDesign/winGameSetting.xaml.cs, VPet-Simulator.Windows/MainWindow.xaml.cs, VPet-Simulator.Windows/WinDesign/winCharacterPanel.xaml.cs, VPet-Simulator.Windows/MutiPlayer/MPFriends.xaml.cs, VPet-Simulator.Windows/WinDesign/winWorkMenu.xaml.cs, VPet-Simulator.Windows.Interface/Mod/Photo.cs, VPet-Simulator.Windows/Function/CoreMOD.cs (+21 more). Pair on, review, or document these before any departure.
D16 · Bus Factor · Further sole-owners (lower concentration) · ×1
  • Further sole-owners (lower concentration) — 1 other contributor(s) are each the sole owner of a small amount of code below the off-boarding threshold — folded into the bus-factor score and metrics (30 single-owned of 90 analysed files in total, counted over production source files of roughly 100 lines or more, excluding tests, vendored, generated and example/demo trees, largest first). They are anonymized user #2 (1 file(s)) — spread or document their files in the same way, at lower priority than the named off-boarding risks above.
D19 · Documentation Quality · The body is a marketing copy dump with no architecture, usage, or API documentation for the Core assembly (the only documented component). · ×1
  • The body is a marketing copy dump with no architecture, usage, or API documentation for the Core assembly (the only documented component). README.md — Add an overview of how to embed VPet-Simulator.Core into any WPF app and reference the XML-doc coverage.
D19 · Documentation Quality · The software-structure outline lists 'Function', 'WinDesign', 'MainWindows', 'PetHelper' but no description of where each resides or what it does. · ×1
  • The software-structure outline lists 'Function', 'WinDesign', 'MainWindows', 'PetHelper' but no description of where each resides or what it does. README.md — Expand the Software Structure section to map each component (Core, Tool, Windows) and its subcomponents to their purposes.
D20 · ADR Quality · No ADRs found · ×1
  • No ADRs found — No ADRs found at common paths; consider documenting architectural decisions in Docs/ADL/ or similar.
D23 · Boundary Type-Coupling · Bounded contexts not declared · ×1
  • Bounded contexts not declared — At 32k LoC the codebase is mid-range and at five projects it crosses both size and module counts to require explicit bounded contexts. 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"]`.
D24 · Comment Value · redundant comment · ×1
  • redundant comment VPet-Simulator.Core/Graph/GraphInfo.cs:287 — "<summary>" — 删除,文件级注释而非 WHY 说明。
D26 · Project Cohesion · Split VPet.Solution · ×1
  • Split VPet.Solution — A generic catch-all name with 6k LoC and 15 unrelated namespaces is a sprawling grab-bag. Suggested: by namespace: VPet.Behavior, VPet.Persistence, VPet.Calculations
D34 · Knowledge Freshness · Further orphaned files (smaller) · ×1
  • Further orphaned files (smaller) — 26 of 90 analysed file(s) have no living knowledge left — their last meaningful change has decayed away, so if one breaks, no one currently understands it (counted over production source files of roughly 100 lines or more, excluding tests, vendored, generated and example/demo trees, largest first). None is large enough to earn a read-through of its own, so this row stands in for the per-file rows rather than raising one each — largest first: VPet.Solution/Utils/Expansions.cs, VPet.Solution/Utils/ElementHelper.cs, VPet.Solution/Utils/ReflectionUtils.cs (and 23 more). Attach the read to the next change that touches one of them: have a second person review that change, and leave behind a short comment or test recording what the file is for, so the knowledge comes back at the cost of a change you were making anyway.
D9 · Test Distribution · No tests found · ×1
  • No tests found — No test suite could be collected — nothing here references a test framework (xUnit, NUnit or MSTest), so there were no discoverable tests to count. Tests written as plain executables or shell/PowerShell harnesses are not collectible this way and are not scored here.
Info — 9 finding(s)
D19 · Documentation Quality · XML-doc coverage · ×5
  • XML-doc coverage: VPet-Simulator.Core VPet-Simulator.Core/VPet-Simulator.Core.csproj — VPet-Simulator.Core: 70 % XML-doc coverage (334/475).
  • XML-doc coverage: VPet-Simulator.Tool VPet-Simulator.Tool/VPet-Simulator.Tool.csproj — VPet-Simulator.Tool: 0 % XML-doc coverage (0/2).
  • XML-doc coverage: VPet-Simulator.Windows VPet-Simulator.Windows/VPet-Simulator.Windows.csproj — VPet-Simulator.Windows: 33 % XML-doc coverage (159/476).
  • XML-doc coverage: VPet-Simulator.Windows.Interface VPet-Simulator.Windows.Interface/VPet-Simulator.Windows.Interface.csproj — VPet-Simulator.Windows.Interface: 67 % XML-doc coverage (305/456).
  • XML-doc coverage: VPet.Solution VPet.Solution/VPet.Solution.csproj — VPet.Solution: 61 % XML-doc coverage (363/599).
D12 · Dependency Hygiene · Outdated · ×2
  • Outdated: Panuon.WPF.UI — Panuon.WPF.UI 1.2.4.10 → 1.3.0.2 available (referenced by VPet-Simulator.Core).
  • Outdated: SkiaSharp — SkiaSharp 3.116.1 → 4.151.0 available (referenced by VPet-Simulator.Core).
D18 · Solution Shape · Build did not complete in the analyzer · ×1
  • Build did not complete in the analyzer — `dotnet build` reported 1 error(s) but no C# compiler diagnostic, so this is a build-environment gap rather than a code defect. The usual causes are a project that targets a platform this run cannot build (a Windows-only target framework on a Linux worker) or a build step that shells out to a tool the image does not carry. Solution Shape is scored on structure and is NOT capped. Semantic analysis is independent of this build and covers every project that loaded — but a project whose restore did not complete has no resolved references, so treat its results as absent rather than clean. Worth checking on your side too: a build that needs undeclared host tooling, or that cannot run off its own platform, is the same wall a new contributor hits.
D22 · Internal API Consistency · No exposed public API · ×1
  • No exposed public API — No intentionally-exposed types (IsPackable or .Contracts) to evaluate.

Appendix B — Reproduction & audit trail

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

DimensionToolVersionCommandFindingsRaw output
D28 · Secrets (history)gitleaksgitleaks detect --no-banner --report-format json --report-path /dev/stdout --exit-code 0 --source .0artifacts/raw/gitleaks-history.json
D29 · Static Analysis (SAST)semgrepsemgrep --config /opt/semgrep-rules/security-audit.yml --config /opt/semgrep-rules/owasp-top-ten.yml --json --quiet --timeout 0 --metrics off .0artifacts/raw/semgrep.json
D30 · Dependency Vulnerabilitiesdotnetdotnet: not applicable — the solution did not restore on the analyzer's .NET SDK (an SDK/target-framework/restore mismatch, common for an older codebase), so there was no restored dependency graph to scan for NuGet CVEs — excluded rather than scored; re-run on an SDK that can restore this solution0
D31 · IaC & Container Securitytrivytrivy: not applicable — No Infrastructure-as-Code or container manifests found (Dockerfile, Terraform, Kubernetes/Helm, CloudFormation); nothing to scan.0
D32 · Data Compliance (PII/GDPR)semgrepsemgrep: not applicable — No PII/GDPR-handling patterns detected (p/gdpr ruleset) — no data-compliance surface to assess.0
D33 · JS/npm Dependency Vulnerabilitiestrivytrivy: not applicable — No JS/npm manifest or lockfile found outside build output (package.json, package-lock.json, yarn.lock, pnpm-lock.yaml, bun.lockb); no JS dependencies to scan.0
D36 · Supply-chain Provenance & Signingprovenanceprovenance: not applicable — No CI/build pipeline found (.github/.forgejo/.gitea workflows, .gitlab-ci.yml, azure-pipelines*.yml, .pipelines/, .vsts-ci/, Jenkinsfile, .circleci); there is no build to attest provenance for.0
D37 · Vulnerability-disclosure Policydisclosuredisclosure: not applicable — No vulnerability-disclosure policy file found (SECURITY.md/.markdown/.rst/.txt at root or under .github/.forgejo/.gitea/docs, .well-known/security.txt). A coordinated-disclosure policy may live off-repo, so this is not evidenced rather than failed.0
D38 · OSV Dependency Vulnerabilitiesosv-scannerosv-scanner: not applicable — No supported non-.NET dependency lockfile found outside build output (npm package-lock/yarn/pnpm/bun, Go go.mod, Rust Cargo.lock, Maven pom.xml, Gradle lockfiles, Python requirements.txt/poetry.lock/Pipfile.lock/pdm.lock, PHP composer.lock, Ruby Gemfile.lock, Elixir mix.lock, Dart pubspec.lock, Swift Package.resolved); nothing for OSV to scan. A NuGet-only repo stays NotApplicable — .NET CVEs are D30's domain.0
D40 · Network Egress Confinementruntime-hardeningruntime-hardening: not applicable — No Kubernetes/orchestration workloads found in the repository manifests; network egress policy is a cluster-native control that may live at the platform/firewall layer, so there is nothing to assess here.0
D41 · Kernel & Syscall Confinementruntime-hardeningruntime-hardening: not applicable — No Kubernetes/orchestration workloads found in the repository manifests; seccomp/AppArmor/SELinux confinement is a workload-level control, so there is nothing to assess here.0
D42 · Runtime Threat Enforcementruntime-hardeningruntime-hardening: not applicable — No Kubernetes/orchestration workloads found in the repository manifests; runtime threat-detection and admission-control policy are cluster-level controls, so there is nothing to assess here.0

Run 019fd319-0207-771b-860e-86ce7966e66e · every finding is also locatable in findings.md, and the complete scoring record (with exit codes + durations) in sidecar.json.

Downloadable artifacts

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

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