Public report of XINCGer/Unity3DTraining, published 23 October 2026. It has the same score, grades and number of findings as the full report. The details of security findings (where they are in the code, which known vulnerabilities and which passwords or keys were found) are left out, so nobody can use them against the project.
Public
Executive report Measured under the Code Assurance Index, an open standard for code quality, using its published scoring rules (rubric version 2026.10.5). Watchdog signed this survey and filed it in the standard's public register, where anyone can look it up by its survey ID. Check this survey → Signed and filed in the standard's public register, 23 October 2026, 10:07 UTC · Survey ID cd_9a9446cb019148b186380d8bb6b1c939

XINCGer/Unity3DTraining

Measured 23 October 2026, 09:51 UTC, at code version 016f984

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

Code coverage is not measured: No coverage collector is wired up.

Test reliability is not measured: The repo's test suite did not build.

Boundary Type-Coupling is not measured: Bounded contexts not declared.

CAI score 30out of 100 Provisional Down 5 since the last survey

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

A large codebase: 235,146 lines of product code in 95 projects, tests not counted · Estimated rebuild effort: about 4.0 person-years · Weakest lens: Security and Compliance, 11

Findings by how serious they are

28 critical 516 serious 150 minor

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

This survey was produced by

Watchdog
Producer
Canine Development
Analyzer
Watchdog engine 1.0.0
Measured
23 October 2026, 09:51 UTC

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

The code didn't build, so the score is provisional
Watchdog couldn't build the code: the build stopped with 424 errors. The dimensions that need a working build, such as complexity, duplication and dead code, were measured on an incomplete picture of the code, so their grades and the score are provisional. Fix the build errors and run the survey again for a final score. The first errors: MSB4019: The imported project "/usr/share/dotnet/sdk/10.0.400/SyntaxTree/UnityVS/2012/UnityVS.CSharp.targets" was not found. Confirm that the expression in the Import declaration "$(MSBuildExtensionsPath)/SyntaxTree/UnityVS/2012/UnityVS.CSharp.targets", which evaluated to "/usr/share/dotnet/sdk/10.0.400//SyntaxTree/UnityVS/2012/UnityVS.CSharp.targets", is correct, and that the file exists on disk.; MSB3644: The reference assemblies for .NETFramework,Version=v3.5,Profile=Unity Subset v3.5 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application. You can download .NET Framework Developer Packs at https://aka.ms/msbuild/developerpacks; MSB3644: The reference assemblies for .NETFramework,Version=v3.5,Profile=Unity Full v3.5 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application. You can download .NET Framework Developer Packs at https://aka.ms/msbuild/developerpacks; CS0246: The type or namespace name 'UnityEngine' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'MonoBehaviour' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'RequireComponentAttribute' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'RequireComponent' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'Animator' could not be found (are you missing a using directive or an assembly reference?); CS2001: Source file 'MacanimSystem/Macanim_Training/Assets/Locomotion/Scripts/Locomotion.cs' could not be found.; MSB4019: The imported project "/usr/share/dotnet/sdk/10.0.400/SyntaxTree/UnityVS/2015/UnityVS.CSharp.targets" was not found. Confirm that the expression in the Import declaration "$(MSBuildExtensionsPath)/SyntaxTree/UnityVS/2015/UnityVS.CSharp.targets", which evaluated to "/usr/share/dotnet/sdk/10.0.400//SyntaxTree/UnityVS/2015/UnityVS.CSharp.targets", is correct, and that the file exists on disk.; MSB4019: The imported project "/usr/share/dotnet/sdk/10.0.400/SyntaxTree/UnityVS/2013/UnityVS.CSharp.targets" was not found. Confirm that the expression in the Import declaration "$(MSBuildExtensionsPath)/SyntaxTree/UnityVS/2013/UnityVS.CSharp.targets", which evaluated to "/usr/share/dotnet/sdk/10.0.400//SyntaxTree/UnityVS/2013/UnityVS.CSharp.targets", is correct, and that the file exists on disk.; CS0246: The type or namespace name 'Text' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'GameObject' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'Slider' could not be found (are you missing a using directive or an assembly reference?); CS1525: Invalid expression term '}'; CS1002: ; expected; CS0246: The type or namespace name 'UnityEditor' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'ScriptableObject' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'Vector3' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'IBeginDragHandler' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'IEndDragHandler' could not be found (are you missing a using directive or an assembly reference?)

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

59of 64 dimensions measured by tools. The other 5 are advisory notes from an AI model, which explain the code but don't count towards the score.
679of 694 findings point to an exact file and line, so you can open each one in the code. The other 15 concern the repository as a whole, such as missing documentation.
64dimensions across 5 lenses, read from 235,146 lines of product code in 95 projects.
Chapters

Executive summary

XINCGer/Unity3DTraining scores 30 out of 100, but the score is provisional because the code didn't build, so the ratings below may change once it does.

The weakest lens counts most in the score, and here that is Security and Compliance, which scores 11 and is rated Critical. Its Secrets (history) dimension scores 0 out of 10, and until that reaches 4, Security and Compliance can't be rated higher than Adequate. The first actions are to encrypt sensitive data at rest (ASP.NET Core Data Protection / column encryption) and manage keys in a vault and to resolve the 1 Leaked secret finding(s) in REDACTED Scanning, and if Security and Compliance rose to 70, the score would rise from 30 to about 47.

28 findings are critical: 21 in Secrets (history), five in Explicit Debt, one in Project dependency cycles and one in REDACTED Scanning.

Watchdog couldn't measure Dependency Hygiene, IL Efficiency and Runtime evidence locked — no reproducible boot in this code, so those dimensions are left out of the score. The product code is 235,146 lines, which would take an estimated 4.0 person-years, around €580,000, to rebuild.

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

How the score is built: what each lens counts for The lenses don't count equally. The weakest lens counts most, the next weakest a little less, and so on, so a weak area pulls the score down instead of being averaged away. In the bar below, each part's width shows how much that lens counts and its colour shows its rating. Improving the widest part moves the score most, and as that lens improves, it counts for less, because another lens becomes the weakest.
Security and Compliance 11 · counts for 47%Production Readiness 31 · counts for 26%Code Health 55 · counts for 14%Maturity 59 · counts for 8%Architecture 97 · counts for 4%

If Security and Compliance rose from 11 to 70, the lowest score rated Strong, the score would rise from 30 to about 47.

Code composition: what the lines of code are
Business logic 45%Supporting code 54%Tests 0%Generated by tools 0%
New since the last survey: 31 findings

These 31 critical or serious findings weren't in the previous survey, on 9 October 2026.

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

Fixed since the last survey: 164 findings

These 164 critical or serious findings were in the previous survey, on 9 October 2026, and are gone from this one. The first 100 are listed here.

  • Coupling · Off the main sequence: AssetBundleFrame.CSharp
  • Coupling · Off the main sequence: AssetBundleFrame
  • Coupling · Off the main sequence: uLuaDemo
  • Coupling · Off the main sequence: Assembly-CSharp (DoTweenTraining/DoTweenProject)
  • Coupling · Off the main sequence: AssetBundleDemo
  • Coupling · Off the main sequence: Delegate_EventTraining.CSharp
  • Dependency Hygiene · Deprecated: EPPlus.Core
  • Dependency Hygiene · Deprecated: System.Configuration.ConfigurationManager
  • Dependency Hygiene · Deprecated: System.Text.Encoding.CodePages
  • Exception handling · Swallowed exception (caught, then discarded) Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIKeyBinding.cs
  • Exception handling · Swallowed exception (caught, then discarded) Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIKeyBinding.cs
  • Exception handling · Swallowed exception (caught, then discarded) Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Internal/PropertyReference.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Examples/TestErrorStack/TestLuaStack.cs
  • Exception handling · Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Misc/LuaLooper.cs
  • Exception handling · Swallowed exception (caught, then discarded) HotUpdate/UnityTechnologiesAssetbundleDemo/demo/Assets/AssetBundleManager/Editor/LaunchAssetBundleServer.cs
  • Exception handling · Swallowed exception (empty catch) HotUpdate/UnityTechnologiesAssetbundleDemo/demo/Assets/AssetBundleManager/Editor/LaunchAssetBundleServer.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIScrollBarEditor.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UISnapshotPointEditor.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UISnapshotPointEditor.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIToggleInspector.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UITweenerEditor.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIWidgetContainerEditor.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIWrapContentEditor.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
  • Nullable reference types · Symbol treated as nullable, then dereferenced unguarded HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_ArrayWrap.cs
Rebuild cost: about €580,000 · Estimate
Cost to rebuild€190,000 to €980,000, for 3,158 to 10,300 hours of work, about 4.0 person-years for 2 to 8 engineers
Difficulty of the problemStandard, judged from the kind of software and how it is built. Code that solves a harder problem, such as payments or medical bookings, costs more per line to write.
Quality factor×0.7 at a score of 30. Better code takes more work to write, so the factor is ×1.0 at a score of 70, lower below it and higher above it.
SizeLarge: 235,146 lines of product code
Comment linesThe estimate prices 213,251 lines. Comment lines count towards the size of 235,146 lines but aren't priced as work.

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

Top priorities

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

1
Encrypt sensitive data at rest (ASP.NET Core Data Protection / column encryption) and manage keys in a vault.
Skip if delegated to infra (Postgres TDE, KMS, etc.).
Raises the score by about 16 points · Medium effort · Data Protection
2
Resolve the 1 Leaked secret finding(s) in REDACTED Scanning — start with REDACTED.
Raises the score by about 6 points · Low effort · REDACTED Scanning
3
Resolve the 1 End-of-life runtime finding(s) in Platform End-of-Life — start with Xls2CS.csproj.
Raises the score by about 6 points · Low effort · Platform End-of-Life

Diagnosis: what the measurements show together

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

If you do one thing first · First action
Fix the build. The code didn't build, so the dimensions that need a working build were measured on an incomplete picture of the code, and every grade in this report is provisional. Once the build works, the next survey gives a final score. The compiler's first errors: MSB4019: The imported project "/usr/share/dotnet/sdk/10.0.400/SyntaxTree/UnityVS/2012/UnityVS.CSharp.targets" was not found. Confirm that the expression in the Import declaration "$(MSBuildExtensionsPath)/SyntaxTree/UnityVS/2012/UnityVS.CSharp.targets", which evaluated to "/usr/share/dotnet/sdk/10.0.400//SyntaxTree/UnityVS/2012/UnityVS.CSharp.targets", is correct, and that the file exists on disk.; MSB3644: The reference assemblies for .NETFramework,Version=v3.5,Profile=Unity Subset v3.5 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application. You can download .NET Framework Developer Packs at https://aka.ms/msbuild/developerpacks; MSB3644: The reference assemblies for .NETFramework,Version=v3.5,Profile=Unity Full v3.5 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application. You can download .NET Framework Developer Packs at https://aka.ms/msbuild/developerpacks; CS0246: The type or namespace name 'UnityEngine' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'MonoBehaviour' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'RequireComponentAttribute' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'RequireComponent' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'Animator' could not be found (are you missing a using directive or an assembly reference?); CS2001: Source file 'MacanimSystem/Macanim_Training/Assets/Locomotion/Scripts/Locomotion.cs' could not be found.; MSB4019: The imported project "/usr/share/dotnet/sdk/10.0.400/SyntaxTree/UnityVS/2015/UnityVS.CSharp.targets" was not found. Confirm that the expression in the Import declaration "$(MSBuildExtensionsPath)/SyntaxTree/UnityVS/2015/UnityVS.CSharp.targets", which evaluated to "/usr/share/dotnet/sdk/10.0.400//SyntaxTree/UnityVS/2015/UnityVS.CSharp.targets", is correct, and that the file exists on disk.; MSB4019: The imported project "/usr/share/dotnet/sdk/10.0.400/SyntaxTree/UnityVS/2013/UnityVS.CSharp.targets" was not found. Confirm that the expression in the Import declaration "$(MSBuildExtensionsPath)/SyntaxTree/UnityVS/2013/UnityVS.CSharp.targets", which evaluated to "/usr/share/dotnet/sdk/10.0.400//SyntaxTree/UnityVS/2013/UnityVS.CSharp.targets", is correct, and that the file exists on disk.; CS0246: The type or namespace name 'Text' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'GameObject' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'Slider' could not be found (are you missing a using directive or an assembly reference?); CS1525: Invalid expression term '}'; CS1002: ; expected; CS0246: The type or namespace name 'UnityEditor' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'ScriptableObject' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'Vector3' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'IBeginDragHandler' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'IEndDragHandler' could not be found (are you missing a using directive or an assembly reference?)
Based on: Solution Shape
Where the investment is most exposed · Value at risk
This code would cost about €580,000 to build again, about 4.0 person-years of work. Its weakest lens is Security and Compliance, at 11 (Critical). Security and Compliance is about how well the product is protected, and how it handles personal data. Because the weakest lens counts most in the score, work on Security and Compliance also moves the score most.
Based on: the rebuild estimate · the Security and Compliance grade · how much each lens counts
What to do: Start with the Security and Compliance actions in Top priorities.

Architecture — bounded-context dependency graph

Each box is a bounded context (its layer projects grouped, or a project count when large); arrows show dependencies between contexts. A shared kernel is where many arrows converge.

arch AbstractFactory AbstractFactory AdapterPattern AdapterPattern BridgePattern BridgePattern BuilderPattern BuilderPattern ChainofResponsibilityPattern ChainofResponsibilityPattern CommandPattern CommandPattern CompositePattern CompositePattern ConsoleApplication1 ConsoleApplication1 DecoratorPattern DecoratorPattern FacadePattern FacadePattern Fisher_Yates_Shuffle Fisher_Yates_Shuffle FlyweightPattern FlyweightPattern GZipStreamDemo GZipStreamDemo ILDemo ILDemo InterpreterPattern InterpreterPattern IteratorPattern IteratorPattern MediatorPattern MediatorPattern MementoPattern MementoPattern MemoryStream MemoryStream MultiDelegateException MultiDelegateException NetworkStreamDemo NetworkStreamDemo ObserverPattern ObserverPattern ProcessBat ProcessBat Prototype Prototype ProxyPattern ProxyPattern SimpleFactory SimpleFactory SocketClient SocketClient SocketServer SocketServer StatePattern StatePattern StrategyPattern StrategyPattern TaskDemo TaskDemo TemplateFactory TemplateFactory TemplatePattern TemplatePattern ThreadDemo ThreadDemo UnDoReDoByCommand UnDoReDoByCommand VisitorPattern VisitorPattern WinFormMVP WinFormMVP Xls2CS Xls2CS Xls2Lua Xls2Lua ctx:Assembly-CSharp (Minecraft) Assembly-CSharp (Minecraft) Assembly-CSharp (Minecraft) ctx:Minecraft Minecraft Assembly-CSharp-firstpass ctx:Assembly-CSharp (Minecraft)->ctx:Minecraft __more__ +29 more contexts

Architecture: which parts of the code depend on which

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

60 modules, with 13 dependencies between them. One loop runs through 2 of the modules, marked above the diagonal.

The table shows the 40 modules with the most connections; 20 more are left out to keep it readable.

Which modules use which. The module on each row uses the module in each column, and the number counts the pairs of types that connect them. A cell above the diagonal is part of a loop.
uses →1 AbstractFactory2 AdapterPattern3 AnimationOrTween4 BridgePattern5 BuilderPattern6 ChainofResponsibilityPattern7 CommandPattern8 CompositePattern9 ConsoleApplication110 DG.Tweening11 DecoratorPattern12 FacadePattern13 Fisher_Yates_Shuffle14 FlyweightPattern15 GZipStreamDemo16 ILDemo17 InterpreterPattern18 IteratorPattern19 LuaInterface20 MediatorPattern21 MementoPattern22 MemoryStream23 Minecraft.Assets.Scripts24 MultiDelegateException25 NetworkStreamDemo26 ObserverPattern27 ProcessBat28 Prototype29 UnDoReDoByCommand.Command30 UnityStandardAssets.CrossPlatformInput31 UnityStandardAssets.Utility32 WinFormMVP.Model.Entity33 WinFormMVP.View34 UnDoReDoByCommand35 UnityStandardAssets.Characters.FirstPerson36 UnityStandardAssets.CrossPlatformInput.PlatformSpecific37 WinFormMVP.Model38 (global)39 WinFormMVP.Presenter40 WinFormMVP
1 AbstractFactory
2 AdapterPattern
3 AnimationOrTween
4 BridgePattern
5 BuilderPattern
6 ChainofResponsibilityPattern
7 CommandPattern
8 CompositePattern
9 ConsoleApplication1
10 DG.Tweening
11 DecoratorPattern
12 FacadePattern
13 Fisher_Yates_Shuffle
14 FlyweightPattern
15 GZipStreamDemo
16 ILDemo
17 InterpreterPattern
18 IteratorPattern
19 LuaInterface
20 MediatorPattern
21 MementoPattern
22 MemoryStream
23 Minecraft.Assets.Scripts
24 MultiDelegateException
25 NetworkStreamDemo
26 ObserverPattern
27 ProcessBat
28 Prototype
29 UnDoReDoByCommand.Command
30 UnityStandardAssets.CrossPlatformInput
31 UnityStandardAssets.Utility
32 WinFormMVP.Model.Entity
33 WinFormMVP.View
34 UnDoReDoByCommand1
35 UnityStandardAssets.Characters.FirstPerson5
36 UnityStandardAssets.CrossPlatformInput.PlatformSpecific2
37 WinFormMVP.Model2
38 (global)121541
39 WinFormMVP.Presenter222
40 WinFormMVP21
Uses a module listed above itPart of a loopThe module itself
1 AbstractFactory2 AdapterPattern3 AnimationOrTween4 BridgePattern5 BuilderPattern6 ChainofResponsibilityPattern7 CommandPattern8 CompositePattern9 ConsoleApplication110 DG.Tweening11 DecoratorPattern12 FacadePattern13 Fisher_Yates_Shuffle14 FlyweightPattern15 GZipStreamDemo16 ILDemo17 InterpreterPattern18 IteratorPattern19 LuaInterface20 MediatorPattern21 MementoPattern22 MemoryStream23 Minecraft.Assets.Scripts24 MultiDelegateException25 NetworkStreamDemo26 ObserverPattern27 ProcessBat28 Prototype29 UnDoReDoByCommand.Command30 UnityStandardAssets.CrossPlatformInput31 UnityStandardAssets.Utility32 WinFormMVP.Model.Entity33 WinFormMVP.View34 UnDoReDoByCommand35 UnityStandardAssets.Characters.FirstPerson36 UnityStandardAssets.CrossPlatformInput.PlatformSpecific37 WinFormMVP.Model38 (global)39 WinFormMVP.Presenter40 WinFormMVPAbstractFactory1AdapterPattern2AnimationOrTween3BridgePattern4BuilderPattern5ChainofResponsibilityPattern6CommandPattern7CompositePattern8ConsoleApplication19DG.Tweening10DecoratorPattern11FacadePattern12Fisher_Yates_Shuffle13FlyweightPattern14GZipStreamDemo15ILDemo16InterpreterPattern17IteratorPattern18LuaInterface19MediatorPattern20MementoPattern21MemoryStream22Minecraft.Assets.Scripts23MultiDelegateException24NetworkStreamDemo25ObserverPattern26ProcessBat27Prototype28UnDoReDoByCommand.Command29UnityStandardAssets.CrossPlatformInput30UnityStandardAssets.Utility31WinFormMVP.Model.Entity32WinFormMVP.View33UnDoReDoByCommand34UnityStandardAssets.Characters.FirstPerson35UnityStandardAssets.CrossPlatformInput.PlatformSpecific36WinFormMVP.Model37(global)38WinFormMVP.Presenter39WinFormMVP40152212154122221+20 more modules (most-connected shown)

At a glance — Code Health · 55% · Adequate · gated by D18, X5 ·

At a glance — Architecture · 97% · Exemplary ·

At a glance — Maturity · 59% · Adequate ·

At a glance — Readiness · 31% · Weak · gated by P1, P3 ·

At a glance — Security · 11% · Critical · gated by D28, D29, C1 ·

Security & Compliance — OWASP Top-10 mapping

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

OWASP categoryFindingsSeverity
A05:2025 — Injection35Medium
A07:2025 — Authentication Failures23High / Critical

Roadmap

Immediately secure sensitive data by implementing encryption at rest and managing keys in a vault, while simultaneously resolving all historical and current secret findings in project assets and source code. Address the static analysis warnings regarding insecure requests, prioritizing fixes in the NGUI and download modules to eliminate known vulnerabilities. Finally, update the project to replace the end-of-life runtime to ensure long-term platform stability and support.

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

Do thisHelpsEffortDimension
Encrypt sensitive data at rest (ASP.NET Core Data Protection / column encryption) and manage keys in a vault. Skip if delegated to infra (Postgres TDE, KMS, etc.).+16.0 ptsMediumData Protection
Resolve the 1 Leaked secret finding(s) in REDACTED Scanning — start with REDACTED.+6.4 ptsLowREDACTED Scanning
Resolve the 1 End-of-life runtime finding(s) in Platform End-of-Life — start with Xls2CS.csproj.+6.3 ptsLowPlatform End-of-Life
Resolve the 21 REDACTED finding(s) in Secrets (history) — start with REDACTED (15), REDACTED (2), REDACTED (2).+12.5 ptsMediumSecrets (history)
Resolve the 31 REDACTED finding(s) in Static Analysis (SAST) — start with REDACTED (28), REDACTED, REDACTED.+10.7 ptsMediumStatic Analysis (SAST)
Add a CI workflow that builds and runs the test suite on every push/PR.+4.5 ptsMediumCI/CD gates
Run what this repository's stack ships: CodeQL's csharp pack, or a .NET security analyzer package — or `semgrep --config=auto`, which runs on any language — locally for now, since there is no CI pipeline here yet, and as a step of the first workflow you add so a security regression fails the build instead of landing.+4.5 ptsMediumSecurity & performance tooling
Resolve the 1 DiscardedPureResult finding(s) in Explicit Debt — start with XlsTransfer.cs.+1.9 ptsLowExplicit Debt

File quality

Per-file score 0–10 — a quality signature. Of 143 files carrying findings, judged against the Production bar: 1% slop · 57% mixed · 42% near-clean.

FileScoreBandWorst signal
XlsxTools/Xls2Lua/Xls2Lua/XlsTransfer.cs3.4SlopExplicit Debt: DiscardedPureResult
REDACTED5.8MixedSecrets (history): REDACTED: REDACTED
REDACTED5.8MixedSecrets (history): REDACTED: REDACTED
REDACTED5.8MixedSecrets (history): REDACTED: REDACTED
REDACTED5.8MixedStatic Analysis (SAST): Medium: REDACTED
HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs6.0MixedExplicit Debt: CommentedOutCode
HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs6.0MixedExplicit Debt: CommentedOutCode
HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaException.cs6.0MixedExplicit Debt: DeadPreprocessorBranch
HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaMisc.cs6.0MixedExplicit Debt: CommentedOutCode
HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs6.0MixedExplicit Debt: DeadPreprocessorBranch
HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs6.0MixedExplicit Debt: CommentedOutCode
HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs6.0MixedExplicit Debt: CommentedOutCode
HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaDLL.cs6.0MixedExplicit Debt: CommentedOutCode
HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs6.0MixedExplicit Debt: CommentedOutCode
HotUpdate/uLuaDemo/Assets/ToLua/Examples/22_Reflection/TestReflection.cs6.6MixedExplicit Debt: CommentedOutCode
Minecraft/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs6.7MixedExplicit Debt: DeadPreprocessorBranch
NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs7.0MixedCyclomatic Complexity: MetaType.ApplyDefaultBehaviour (cyclomatic 73)
NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs7.0MixedCyclomatic Complexity: TypeModel.TryDeserializeAuxiliaryType (cyclomatic 43)
NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/RuntimeTypeModel.cs7.0MixedCyclomatic Complexity: RuntimeTypeModel.GetSchemaTypeName (cyclomatic 34)
NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoReader.cs7.0MixedCyclomatic Complexity: ProtoReader.TryReadUInt64VariantWithoutMoving (cyclomatic 22)

How the grades work

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

Critical — 28

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

Serious — 516

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

Minor — 150

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

Could not be resolved — 8

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

Methodology & how to trust this report

Watchdog is a deep, periodic assessment — run each sprint, monthly, or quarterly, taking the time to go wider and deeper than a quick check and surfacing in one coherent report what you'd otherwise piece together from a dozen separate tools. It scores deterministically: the same commit yields the same score, every run. 59 of 64 evaluated dimensions are computed purely by tools and static analysis (confidence 1.0); 5 documentation/naming judgement(s) are LLM-assisted and labelled advisory. Overall confidence is 0.9 — the weighted average across measured dimensions; it falls as more of the score leans on LLM-assisted judgement and rises when it's fully tool-backed.

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

What we checked — 64 dimensions across the health lenses
D1D2D3D4D5D6D7D9D10D13D14D15D17D18D19D20D21D24D26D28D29D34D35D44AX10AX3AX4AX5AX6C1GD1IC1M1M2M3M4P1P2P3P6X1X12X13X14X15X16X17X18X19X20X21X22X23X24X25X26X27X28X29X3X30X32X4X5

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, 679 of 694 do; the remainder are repo-wide signals — a dimension-level measurement, not a single line. (Every path in this report is repo-relative by construction: paths are normalized at the producer and the report is rejected if any rooted path leaks through.)
  2. Is there a tool behind the number? Every score below names the method that produced it — Roslyn, git, a scanner, or (for a handful of documentation/naming dimensions) an LLM labelled sampled · advisory — not a narrative.
  3. Does re-running give the same result? Run it again on the same commit and the score — and this report, byte for byte — is identical. A report whose numbers move between runs is describing the run, not the code.

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

Tools & methods

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

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

Every finding is locatable in findings.md. Run 01a1682c-00a5-7c9e-a3d0-37097c130f89.

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

Run transparency — what happened this run

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

  • D4 Code Duplication — measured, with a gap in what it reached — Watchdog measured this, but not all of it. What it did not reach is a gap on our side — a collector, parser or image we have not built yet — so the numbers on that dimension cover less than the repository, and the part left out is not evidence that it would have passed. The 96 duplicated block group(s) on this row were found in the languages this pass could tokenize, and they do NOT cover all of this repository's production source: .cpp (26,298 lines, 21% of production source), .c (11,760 lines, 9% of production source) went unread, because no language model this pass could load exposed a clone-unit token stream for those file kinds. Duplication in that source is UNMEASURED — its absence from the count above is a gap in this analyzer's language coverage, not a finding that the code is free of duplication.
  • D12 Dependency Hygiene — not measured this run — Watchdog could not measure this here. That is a gap on our side — a collector, parser or image we have not built yet — and it is neither a defect in this repository nor evidence that the check would have passed. `dotnet list package` did not return usable output (restore or query failed); no outdated/vulnerable/deprecated data to assess. The tool said: error: The imported project "/usr/share/dotnet/sdk/10.0.400/SyntaxTree/UnityVS/2012/UnityVS.CSharp.targets" was not found. Confirm that the expression in the Import declaration "$(MSBuildExtensionsPath)/SyntaxTree/UnityVS/2012/UnityVS.CSharp.targets", which evaluated to "/usr/share/dotnet/sdk/10.0.4….
  • D16 Bus Factor — not measured this run — This is a true statement about the repository that carries nothing for its owner to act on, so it is reported here rather than as a defect in their code. Single-maintainer repository — bus factor is not applicable (4 contributor(s) across 4839 commit(s) sampled, automation and bot accounts excluded). One of them holds 100% of the history; the other 3 hold 0% each on average, below the 5% at which there is somebody to hand the work to. That is a single maintainer with drive-by contributors, not a team whose knowledge has concentrated — so the bus factor is not applicable and there is nothing here for the owner to act on.
  • D17 Explicit Debt — measured, with a gap in what it reached — Watchdog measured this, but not all of it. What it did not reach is a gap on our side — a collector, parser or image we have not built yet — so the numbers on that dimension cover less than the repository, and the part left out is not evidence that it would have passed. The C# workspace loaded this repository's projects but reported a load failure, and the dead-code reference search is unreliable over a graph that did not load cleanly, so it was skipped. The other debt markers on this row were read; dead symbols were not, and their absence from the score is not a finding that the code has none. First load diagnostic: Failure: Msbuild failed when processing the file 'Effective C#/Delegate_EventTraining/Delegate_EventTraining.CSharp.csproj' with message: Project does not contain 'Compile' target.
  • D17 Explicit Debt — measured, with a gap in what it reached — Watchdog measured this, but not all of it. What it did not reach is a gap on our side — a collector, parser or image we have not built yet — so the numbers on that dimension cover less than the repository, and the part left out is not evidence that it would have passed. The 96 deducted marker(s) and the 0.4/KLoC density on this row were taken over this repository's .NET projects ALONE: .cpp (26,298 lines, 21% of production source), .c (11,760 lines, 9% of production source) went unread, because every marker collector on this path is reached through a C# workspace. D17's marker collectors need a compiler we do not have for that language, so none of its nine marker kinds were read there. The debt in that source is UNMEASURED — its absence from the score above is a gap in this analyzer's language coverage, not a finding that the code carries none.
  • D18 Solution Shape — measured, with a gap in what it reached — Watchdog measured this, but not all of it. What it did not reach is a gap on our side — a collector, parser or image we have not built yet — so the numbers on that dimension cover less than the repository, and the part left out is not evidence that it would have passed. A scan loads every live solution in the repository into one workspace. Every score, lens, and finding here reflects the projects of `Effective C#/Delegate_EventTraining/Delegate_EventTraining.sln`, `HotUpdate/uLuaDemo/uLuaDemo.sln`, `Minecraft/Minecraft.sln`, `MacanimSystem/MecanimGDC2013/MyMecanimEx-csharp.sln`, `MacanimSystem/MecanimGDC2013/MyMecanimEx.sln`, `MacanimSystem/Macanim_Training/MyMacanim-csharp.sln`, `MacanimSystem/Macanim_Training/MyMacanim.sln`, `SomeTest/WinFormMVP/WinFormMVP.sln`, `HotUpdate/AssetBundleFrame5.4/AssetBundleFrame.sln`, `DoTweenTraining/DoTweenProject/DoTweenProject.sln`, `UGUITraining/KnapsackSystem/KnapsackSystem.sln`, `HotUpdate/UnityTechnologiesAssetbundleDemo/demo/demo.sln`, `DesignPatterns/CompositePattern/CompositePattern.sln`, `DesignPatterns/VisitorPattern/VisitorPattern.sln`, `Fruit_Ninja/Fruit_Ninja.sln`, `DesignPatterns/AdapterPattern/AdapterPattern.sln`, `DesignPatterns/CommandPattern/CommandPattern.sln`, `DesignPatterns/BuilderPattern/BuilderPattern/BuilderPattern.sln`, `SomeTest/UnDoReDoByCommand/UnDoReDoByCommand.sln`, `HotUpdate/AssetBundleFrame5.4/ScriptsDll/DemoDll.sln`, `DesignPatterns/BridgePattern/BridgePattern.sln`, `DesignPatterns/DecoratorPattern/DecoratorPattern.sln`, `DesignPatterns/FacadePattern/FacadePattern.sln`, `DesignPatterns/FlyweightPattern/FlyweightPattern.sln`, `DesignPatterns/InterpreterPattern/InterpreterPattern.sln`, `DesignPatterns/MediatorPattern/MediatorPattern.sln`, `DesignPatterns/MementoPattern/MementoPattern.sln`, `DesignPatterns/ObserverPattern/ObserverPattern.sln`, `DesignPatterns/Prototype/Prototype.sln`, `DesignPatterns/TemplatePattern/TemplatePattern.sln`, `SomeTest/SocketDemo/SocketDemo.sln`, `SomeTest/ThreadDemo/ThreadDemo.sln`, `XlsxTools/Xls2Lua/Xls2Lua.sln`, `DesignPatterns/ChainofResponsibilityPattern/ChainofResponsibilityPattern.sln`, `DesignPatterns/IteratorPattern/IteratorPattern.sln`, `DesignPatterns/ProxyPattern/ProxyPattern.sln`, `DesignPatterns/StatePattern/StatePattern.sln`, `DesignPatterns/StrategyPattern/StrategyPattern.sln`, `HotUpdate/AssetBundleDemo/AssetBundleDemo.sln`, `NetWorkAndResources/JsonDataDemo/JsonDataDemo.sln`, `Unit4Unity/Editor Test Runner/Editor Test Runner.sln`, `UnityEditorExtension/MultiEditorWindow/MultiEditorWindow.sln`, `I18N_Localization/I18N_By_Csv/I18N_By_Csv.sln`, `NetWorkAndResources/MobilePlatformDynamicReadExternalFiles/MobilePlatformDynamicReadExternalFiles.sln`, `SomeTest/Fisher_Yates_Shuffle/Fisher_Yates_Shuffle.sln`, `SomeTest/GZipStreamDemo/GZipStreamDemo.sln`, `SomeTest/ILDemo/ILDemo.sln`, `SomeTest/MultiDelegateException/MultiDelegateException.sln`, `SomeTest/ProcessBat/ProcessBat.sln`, `SomeTest/ScriptableDemo/MyScriptable-csharp.sln`, `SomeTest/ScriptableDemo/MyScriptable.sln`, `SomeTest/SortDemo/ConsoleApplication1.sln`, `UGUITraining/UGUIDemo02/UGUIDemo02.sln`, `XlsxTools/Xls2CS/Xls2CS.sln`, `DesignPatterns/Factory/AbstractFactory/AbstractFactory.sln`, `DesignPatterns/Factory/SimpleFactory/SimpleFactory.sln`, `DesignPatterns/Factory/TemplateFactory/TemplateFactory.sln`, `I18N_Localization/I18N_By_Json/I18N_By_Json.sln`, `I18N_Localization/I18N_By_Txt/Unity_MultiLanguagesLocalization.sln`, `PerformanceOptimization/ProfilerExample/ProfilerExample.sln`, `UGUITraining/UGUIDemo01/UGUIDemo01.sln`, `SomeTest/GizmosDrawCircle/GizmosDrawCircle.sln`, `SomeTest/MobileAcceleration/MobileAcceleration-csharp.sln`, `SomeTest/MobileAcceleration/MobileAcceleration.sln`, `SomeTest/MusicDemo/OrchestralDemo.sln`, `SomeTest/Scripting Define Symbols/Scripting Define Symbols.sln`, `SomeTest/SystemInfoDemo/SystemInfoDemo.sln`, `SDK/SDKBase/SDKBase/SDKBase.sln`, `SomeTest/DLLImport/DLLImportDemo/DLLImportDemo.sln`; 2 further solution(s) found in this tree (`LearningOpenGL/LearnOpenGLDemo/LearnOpenGLDemo.sln`, `SomeTest/DLLImport/MyDLL/MyDLL.sln`) could not be added to it — their project list could not be read, or none of their projects opened — so their code is not represented in the headline. (This is a count of the solutions discovery found and could not show to be covered by the analyzed ones — not a claim about how many solution files the repository contains.) If one of them is an archived or vendored tree, declaring it — `.gitattributes` (`path/** linguist-vendored`) or `.editorconfig` (`[path/**] generated_code = true`) — excludes it from discovery the same way generated code is. You can widen what we reach: if one of these solutions is live code, check that it opens on its own (`dotnet build <solution>`); if it is archived or vendored, declare it so.
  • D22 Internal API Consistency — not measured this run — This is a true statement about the repository that carries nothing for its owner to act on, so it is reported here rather than as a defect in their code. The loaded project set declares no packable project and no `.Contracts` project, so there is no intentionally-exposed surface for API consistency to be judged over.
  • D23 Boundary Type-Coupling — not measured this run — Watchdog could not measure this here. That is a gap on our side — a collector, parser or image we have not built yet — and it is neither a defect in this repository nor evidence that the check would have passed. Large codebase (142,965 production LoC in the .NET projects) with no declared bounded contexts — cross-boundary type coupling is unassessed Bounded contexts cannot be inferred from a codebase that is not physically organised by them (D-321), so with none declared there are no boundaries for the coupling pass to measure across. You can widen what we reach: name this codebase's bounded contexts (≥2 module groups, e.g. per subsystem) so cross-boundary type coupling can be assessed. Declare them in `.codehealth/config.yaml` at the repository root (create it if absent), mapping each context name to the module-path or namespace prefixes that belong to it — e.g. `architecture:` → `contexts:` → `Billing: ["src/billing", "Acme.Billing"]`, `Catalog: ["src/catalog", "Acme.Catalog"]`.
  • D32 Data Compliance (PII/GDPR) — not measured this run — Watchdog could not measure this here. That is a gap on our side — a collector, parser or image we have not built yet — and it is neither a defect in this repository nor evidence that the check would have passed. `DesignPatterns/Singleton/AttributeSingleton.cs`, `DesignPatterns/Singleton/EagerSingleton.cs`, `DesignPatterns/Singleton/LazySingleton.cs`, `DesignPatterns/Singleton/SyncLazySingleton.cs`, `DesignPatterns/Singleton/UnitySingleton.cs`, … (+13 more) produced a parse error, so every rule in this engine's `gdpr.yml` was absent there. That absence is NOT a clean result: these rules detect personal data crossing a boundary into a log sink, a URL or browser storage, and a file that was never parsed cannot report any of the three. The rest of the tree analysed normally and its rows above stand; only these files are unaccounted for. You can widen what we reach: fix the syntax error (or exclude the file deliberately) and re-scan to cover it.
  • D39 IL Efficiency — not measured this run — Watchdog could not measure this here. That is a gap on our side — a collector, parser or image we have not built yet — and it is neither a defect in this repository nor evidence that the check would have passed. IL NOT MEASURED: the analyzer's own build of this repository failed for an ENVIRONMENT reason (exit 1) — MSBuild's engine or the CLR gave up, or our image does not carry the SDK band/targeting pack this repository needs. This is OUR limitation, not a defect in the repo, and it is not a statement that this repository fails to build. D18 owns the question of whether this repository builds; it was not answered here.
  • AXB1 Runtime evidence locked — no reproducible boot — not measured this run — Watchdog could not measure this here. That is a gap on our side — a collector, parser or image we have not built yet — and it is neither a defect in this repository nor evidence that the check would have passed. Subject: a native UI project (SDK/SDKBase/Android/com.mx.sdkbase/AndroidManifest.xml). The Runtime Evidence tier boots an app only via docker-compose, an Aspire AppHost, a Dockerfile, an npm dev script, a web service's own toolchain entry point (cargo, go, dotnet, Python, Spring Boot), or an Android app's own Gradle wrapper (run on an emulator); an Apple or Flutter app needs a host it lacks. None applied, so no live runtime a11y/egress/header evidence was collected. You can widen what we reach: add a docker-compose.yml (or an Aspire AppHost) that brings the app up with its dependencies. Watchdog then boots it in an isolated sandbox and gathers real runtime evidence — you change nothing in your pipeline (no CI step, no SDK).
  • IC1 Incompleteness & stubs — measured, with a gap in what it reached — Watchdog measured this, but not all of it. What it did not reach is a gap on our side — a collector, parser or image we have not built yet — so the numbers on that dimension cover less than the repository, and the part left out is not evidence that it would have passed. 360 further occurrence(s) are not listed individually; the score already reflects all 400.
  • P5 DR & Backup — not measured this run — This is a true statement about the repository that carries nothing for its owner to act on, so it is reported here rather than as a defect in their code. No backup/snapshot/replication config, RTO/RPO or restore-procedure documentation was found — and no production persistence was detected either (no data-access packages, no data-store services, no database resources), so there is nothing in this repository whose loss a DR control would recover. If this system's data lives in a platform or ops repo we can't see, that's where the DR evidence belongs.
  • X3 Exception handling — measured, with a gap in what it reached — Watchdog measured this, but not all of it. What it did not reach is a gap on our side — a collector, parser or image we have not built yet — so the numbers on that dimension cover less than the repository, and the part left out is not evidence that it would have passed. 43 further occurrence(s) are not listed individually; the score already reflects all 83.
  • X5 Nullable reference types — measured, with a gap in what it reached — Watchdog measured this, but not all of it. What it did not reach is a gap on our side — a collector, parser or image we have not built yet — so the numbers on that dimension cover less than the repository, and the part left out is not evidence that it would have passed. 78 further occurrence(s) are not listed individually; the score already reflects all 118.

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

Limitations & what we did not check

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

Per-dimension blind spots

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

  • D1 Cyclomatic Complexity: Cyclomatic complexity counts branches statically — it cannot tell an essential decision tree from accidental tangle, nor see complexity that lives in data or configuration (large switch-case token tables, DSL lexers/parsers, data-as-code rule tables) rather than control flow: a tokenizer's many single-character cases read as high complexity though each branch is trivial.
  • D2 Cognitive Complexity: Cognitive-complexity heuristics approximate how hard code is to follow; genuine domain difficulty and well-named intent that eases reading are not captured.
  • D3 God Classes: "God class" is sized by members and responsibilities visible in the type — a deliberately broad facade over a coherent subsystem can read the same as an accidental grab-bag. For front-end JS the file-length check is cohesion-aware (a single-responsibility module — one class/IIFE — earns a 3× threshold), but cohesion is approximated from top-level declarations, not true dependency structure.
  • D4 Code Duplication: Duplication is token-similarity — an in-process token-stream comparison over sliding windows, with type-aware normalization — so it finds copy-paste, not semantic duplication expressed differently. Committed machine-written code (scaffolded migrations, designer/codegen output, protobuf/OpenAPI stubs, model snapshots) is EXCLUDED — its repetition is the tool's, not the team's — so the score reflects hand-written duplication only.
  • D5 Coupling: Coupling is measured between projects/assemblies — runtime coupling through DI, reflection, messaging or shared databases is invisible to a static reference graph.
  • D6 Cohesion (LCOM4): LCOM4 cohesion is syntactic — it infers connectivity from which methods touch which fields/methods by name, not from real runtime behaviour or intent.
  • D7 Architectural Integrity: Layering is checked against detected/declared rules — an architecture whose boundaries live in convention or in code review, not in a rule a scanner can read, is not enforced here.
  • D9 Test Distribution: The test-pyramid shape is inferred from project/folder naming and references, with a single test host bucketed per-file by its path tier and content signals — a suite that names tiers unconventionally and gives no per-file signal can still be mis-bucketed.
  • D10 Test Quality: Assertion density is structural — it cannot tell a meaningful behavioural assertion from a trivial one, only that an assertion is present.
  • D13 REDACTED Scanning: REDACTED detection is signature- and entropy-based on the current tree — a secret that does not match a known pattern, or one already rotated, will not be flagged (a clean scan is "nothing matched", not "no secrets exist").
  • D14 License Compliance: License compatibility is checked against declared package metadata and a policy — mislabelled or missing license metadata, and obligations that depend on how you distribute, are not resolved here.
  • D15 Churn × Complexity Hotspots: Churn hotspots come from git history — a freshly imported or squashed repository has no churn signal, and recent rewrites can mask a historically risky file.
  • D17 Explicit Debt: Acknowledged-debt signals (TODO/FIXME, suppressions, dead code) are textual — undocumented debt that nobody marked, and debt that lives in design rather than annotations, is invisible. Committed machine-written code (scaffolded migrations, designer/codegen output, generated stubs) is excluded — it is never the team's dead code to delete.
  • D18 Solution Shape: Build integrity reflects whether the solution compiled in this environment — a build that needs a private feed, a specific SDK, or a generated file absent from the repo can read as broken when it is merely unreproducible here.
  • D19 Documentation Quality: Documentation quality is judged by an LLM over a bounded sample of docs — it reads what is written, not whether the docs match the running system, and it is advisory, not a measurement. Its critique rows are drawn from a closed category vocabulary and each row means the same thing in every run, so two scans can be compared row by row; the SET that fires is still a sample, and does not repeat exactly. Measured on one frozen input, six scans at one engine SHA: 2-5 critique rows per scan, 8 distinct rows across the six, 3 of those 8 seen in only one scan. So a D19 row is evidence about the documentation, but a COUNT of D19 rows is not a quantity — never read a change in it as an improvement or a regression.
  • D20 ADR Quality: ADR quality is an LLM read of the decision records present — it cannot know about decisions made and never recorded, and its verdict is sampled and advisory.
  • D21 Naming Consistency: Naming quality is an LLM judgement over a bounded sample — it assesses clarity/consistency of the names it sees, not domain-correctness, and is advisory.
  • D24 Comment Value: Comment value (WHY vs WHAT) is an LLM judgement over a bounded sample — it is advisory and cannot weigh a comment against the precise code change it was written to explain.
  • D26 Project Cohesion: Project focus is sized from members/namespaces per project — a project that is broad by deliberate design reads the same as one that has sprawled.
  • 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.
  • D44 Platform End-of-Life: The support table is FROZEN, so it goes out of date by losing RECALL: a release that ended support after the table was written is missed until the table is refreshed, and this dimension reading 10 is not evidence that a platform is current. Only platforms the repository DECLARES in a place this pass reads are seen — a runtime named only in a Dockerfile (D31's subject), in a CI workflow (D29's), or in a file this pass does not parse (go.mod, a Gemfile ruby directive) is invisible here, which is why a repository declaring none of them abstains rather than scoring. Only frameworks with a PUBLISHED support policy are tracked: React, Flask and Express publish none, so their age cannot be judged and their absence from a report is not a statement that they are supported.
  • 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; each names its own sample and method on its card. They are sampled and advisory by design: they vary at the margins between runs and are never a deterministic measurement. Every other score in this report is tool-computed at confidence 1.0.

Dimensions

D1 · Cyclomatic Complexity6.3 / 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: Documented → Verified → Prevented · effective 6.3 / 10 · rule-coverage 100% · ceiling Prevented

51 method(s) exceeded the cyclomatic complexity threshold of 15; the worst was MetaType.ApplyDefaultBehaviour at 73. A further 2 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 TypeModel.GetWireType at 24 — they are counted neither in the figure above nor in this dimension's score. 1 file carries no cyclomatic complexity row at all for this reason — every one of its over-threshold methods was excluded, so the exclusion is disclosed nowhere in the file itself: NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Helpers.cs (Helpers.GetTypeCode at 22). They are named here because the per-file figures other dimensions report are taken BEFORE this exclusion, so such a file can show a high maximum complexity elsewhere in this report and nothing here, with nothing to reconcile the two.

MetaType.ApplyDefaultBehaviour (cyclomatic 73)NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:525
ToLuaExport.ProcessArg (cyclomatic 70)HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2215
_MethodBase.ProcessParams (cyclomatic 45)HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:390
ValueMember.TryGetCoreSerializer (cyclomatic 44)NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/ValueMember.cs:422
TypeModel.TryDeserializeAuxiliaryType (cyclomatic 43)NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs:1058

+ 46 more group(s) — more in Appendix A; the complete list is findings.md.

What to do

  1. Bring the 2 bodies over 60 down to 60 or less in Cyclomatic Complexity — start with MetaType.ApplyDefaultBehaviour (cyclomatic 73), ToLuaExport.ProcessArg (cyclomatic 70). — This score is capped by its worst body, so a finding fixed alone moves it by almost nothing — the next one down takes its place. Refactoring these 2 together lifts Cyclomatic Complexity from 6.3 to about 6.5/10, projected with the scoring formula itself and assuming each lands exactly at 60; a cleaner split scores higher.
  2. Stand up a CI pipeline, then gate Cyclomatic Complexity in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Prevented — provenance only; does not change the score.

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

D2 · Cognitive Complexity5.5 / 10Adequate✓ Tool-verified

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

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

Maturity: Documented → Verified → Prevented · effective 5.5 / 10 · rule-coverage 100% · ceiling Prevented

95 method(s) exceeded the cognitive complexity threshold of 15; the worst was MetaType.ApplyDefaultBehaviour at 158.

MetaType.ApplyDefaultBehaviour (cognitive 158)NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:525
ToLuaExport.ProcessArg (cognitive 157)HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2215
RuntimeTypeModel.CascadeDependents (cognitive 81)NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/RuntimeTypeModel.cs:234
MetaType.WriteSchema (cognitive 75)NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:1717
_MethodBase.ProcessParams (cognitive 74)HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:390

+ 90 more group(s) — more in Appendix A; the complete list is findings.md.

What to do

  1. Bring the 2 bodies over 120 down to 120 or less in Cognitive Complexity — start with MetaType.ApplyDefaultBehaviour (cognitive 158), ToLuaExport.ProcessArg (cognitive 157). — This score is capped by its worst body, so a finding fixed alone moves it by almost nothing — the next one down takes its place. Refactoring these 2 together lifts Cognitive Complexity from 5.5 to about 5.8/10, projected with the scoring formula itself and assuming each lands exactly at 120; a cleaner split scores higher.
  2. Stand up a CI pipeline, then gate Cognitive Complexity in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Prevented — provenance only; does not change the score.

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

D3 · God Classes9.4 / 10Stronggated by 36 serious findings✓ Tool-verified

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

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

Maturity: Documented → Verified → Prevented · effective 9.4 / 10 · rule-coverage 100% · ceiling Prevented

36 god class(es) detected.

TooManyMethods: LuaDLL · ×19HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaDLL.cs
FileTooLong: Editor/ToLuaExport.cs · ×13HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs
MethodTooLong: ToLuaExport.ProcessArg · ×4HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2215

What to do

  1. Resolve the 19 TooManyMethods finding(s) in God Classes — start with LuaDLL.cs, LuaState.cs, LuaStackOp.cs. — One of this dimension's main actionable groups (19 warning-level).
  2. Resolve the 13 FileTooLong finding(s) in God Classes — start with ToLuaExport.cs, ToLua.cs, LuaState.cs. — One of this dimension's main actionable groups (13 warning-level).
  3. Resolve the 4 MethodTooLong finding(s) in God Classes — start with ToLuaExport.cs (2), MetaType.cs, ValueMember.cs. — One of this dimension's main actionable groups (4 warning-level).
  4. Stand up a CI pipeline, then gate God Classes in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Prevented — provenance only; does not change the score.

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

D4 · Code Duplication9.7 / 10Stronggated by 106 serious findings✓ Tool-verified

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

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

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

96 duplicated block group(s) detected. A further 10 rows report members as variants of one another; they aggregate block groups already counted above and are not themselves counted. 2 of the 106 are in trees this repository does not ship — vendored, example/demo, fixture and benchmark code — and are ranked below the shipped groups rather than excluded from them: the duplication there is real and is still counted in this dimension's score. The dimensions that publish a production-file census leave those trees out of theirs, so this count is deliberately drawn over the wider population. Measured on part of this repository only: .cpp, .c (30% of production source) was not exposed to the token comparison, so duplication there is unmeasured and is not in this count.

Duplicated block (16 lines × 2) · ×7HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:460
Duplicated block (8 lines × 2) · ×7HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFileUtils.cs:192
Duplicated block (6 lines × 2) · ×7HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:1125
Duplicated block (7 lines × 2) · ×5HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2660
Duplicated block (5 lines × 2) · ×5MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Bazooka.cs:28

+ 54 more group(s) — more in Appendix A; the complete list is findings.md.

What to do

  1. Resolve the 7 Duplicated block (16 lines × 2) finding(s) in Code Duplication — start with BuildPath.cs (2), System_Collections_Generic_ListWrap.cs, LuaTable.cs. — One of this dimension's main actionable groups (7 warning-level).
  2. Resolve the 7 Duplicated block (8 lines × 2) finding(s) in Code Duplication — start with LuaFileUtils.cs, ToLua.cs, LuaReflection.cs. — One of this dimension's main actionable groups (7 warning-level).
  3. Resolve the 7 Duplicated block (6 lines × 2) finding(s) in Code Duplication — start with LuaReflection.cs (2), ToLuaMenu.cs, System_Collections_Generic_DictionaryWrap.cs. — One of this dimension's main actionable groups (7 warning-level).
  4. Stand up a CI pipeline, then gate Code Duplication in it to reach Verified (currently Documented). — This repository has no CI pipeline, so there is nothing to add a gate to yet — the pipeline comes first. Hardens enforcement from Documented toward Verified — provenance only; does not change the score.

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

D5 · Coupling9.9 / 10Stronggated by 1 serious finding✓ Tool-verified

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

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

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

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

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

Off the main sequence: Assembly-CSharp-firstpassMinecraft/Assembly-CSharp-firstpass.csproj:1

What to do

  1. Resolve the 1 Off the main sequence finding(s) in Coupling — start with Assembly-CSharp-firstpass.csproj. — 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)10.0 / 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: Documented → Verified → Prevented · effective 10.0 / 10 · rule-coverage 100% · ceiling Verified

0 of 236 classes have LCOM4 above 3.

✓ On the Gold path — maintain.

Detailed fixes: d6_recommendation.md.

D7 · Architectural Integrity6.0 / 10Adequate✓ Tool-verified

What it measures: Whether the code respects its intended layering / architecture rules.

Method: Enforcement rung (Prevented/Verified/Documented) per checkable ADR via Roslyn, plus dependency cycles via the engine shared with D5/AX3. Deterministic, exact.

Maturity: Documented → Verified → Prevented · effective 6.0 / 10 · rule-coverage 100% · ceiling Prevented

No mechanizable ADR was identified, so enforcement is not measured. Cycles found: 0.

What to do

  1. Stand up a CI pipeline, then gate Architectural Integrity 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: d7_recommendation.md.

D9 · Test Distribution10.0 / 10Exemplary✓ Tool-verified

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

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

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

8 test methods: 8 unit, 0 integration, 0 BDD, 0 e2e.

✓ On the Gold path — maintain.

Detailed fixes: d9_recommendation.md.

D10 · Test Quality10.0 / 10Exemplary✓ Tool-verified

What it measures: Whether the tests truly assert behaviour rather than just running the code.

Method: Per-test assertions, skips, and mock references analyzed via Roslyn; structured skip-reason tags (BUG:/ENV:) separate documented deferrals from debt. Deterministic.

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

0 skipped, 0 zero-assertion, no mocking-framework packages referenced (hand-written doubles or no mocking) across 4 tests.

✓ On the Gold path — maintain.

Detailed fixes: d10_recommendation.md.

D13 · REDACTED Scanning5.0 / 10Adequate✓ Tool-verified

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

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

Maturity: Documented → Verified → Prevented · effective 5.0 / 10 · rule-coverage 100% · ceiling Prevented

1 secret(s) detected.

REDACTED

What to do

  1. Resolve the 1 Leaked secret finding(s) in REDACTED Scanning — start with REDACTED. — One of this dimension's main actionable groups (1 issue-level).
  2. Stand up a CI pipeline, then gate REDACTED Scanning 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: d13_recommendation.md · top locations in Appendix A, every location in findings.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: Documented → Verified → Prevented · effective 10.0 / 10 · rule-coverage 100% · ceiling Verified

0 of 126 packages use a banned license. ★ DEPTH: this repository's MSBuild projects declare 5 direct `PackageReference`(s), and 121 further package(s) were reached beyond them by closing the graph over nuget.org's own nuspec dependency graph — so a banned licence pulled in only by a dependency's OWN dependencies is inside this verdict. A package whose licence nuget.org could not be asked for is not graded, and version ranges are taken at their lower bound, so this is the closure as that graph states it rather than a restored consumer's exact resolution.

✓ On the Gold path — maintain.

Detailed fixes: d14_recommendation.md.

D15 · Churn × Complexity Hotspots10.0 / 10Exemplary✓ Tool-verified

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

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

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

No churn × complexity hotspots in the window.

✓ On the Gold path — maintain.

Detailed fixes: d15_recommendation.md.

D17 · Explicit Debt9.2 / 10Adequategated by 5 critical findings✓ Tool-verified

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

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

Maturity: Documented → Verified → Prevented · effective 9.2 / 10 · rule-coverage 100% · ceiling Prevented

96 deducted debt markers + unmeasured dead symbols across 142965 LoC in the .NET projects (0.4/KLoC) → score 9.2. Dead code not measured: the solution did not load cleanly, so the reference search was skipped. Measured on the .NET source only: .cpp, .c (30% of production source) was not read, and carries at least 0 uncounted task marker(s) in 0 file(s).

WriteOnlyPrivateField · ×3DesignPatterns/StatePattern/StatePattern/Train.cs:14
DiscardedPureResultXlsxTools/Xls2Lua/Xls2Lua/XlsTransfer.cs:168
NoWarnInCsproj repeated across 20 filesMinecraft/Assembly-CSharp.csproj:25
CommentedOutCode · ×32HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs:72
DeadPreprocessorBranch · ×18HotUpdate/uLuaDemo/Assets/Editor/Custom/CustomSettings.cs:59

+ 1 more group(s) — more in Appendix A; the complete list is findings.md.

What to do

  1. Resolve the 3 WriteOnlyPrivateField finding(s) in Explicit Debt — start with Train.cs, UserListPresenter.cs, TimeManager.cs. — One of this dimension's main actionable groups (3 issue-level).
  2. Resolve the 1 DiscardedPureResult finding(s) in Explicit Debt — start with XlsTransfer.cs. — One of this dimension's main actionable groups (1 issue-level).
  3. Resolve the 1 NoWarnInCsproj repeated across 20 files finding(s) in Explicit Debt — start with Assembly-CSharp.csproj. — One of this dimension's main actionable groups (1 issue-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 Shape3.0 / 10Weak✓ Tool-verified

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

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

Maturity: Documented → Verified → Prevented · effective 3.0 / 10 · rule-coverage 100% · ceiling Documented

95 projects, 895 source files, 143174 hand-written lines of code (142965 production / 209 test — the split is derived per file: test is what its project, its own path, or a compile-guarded region marks as test, and a file carrying no test signal counts as production), plus 469 generated (machine-written code — designer, scaffolded and tool-emitted files — excluded from quality), 9 inter-project edges (build failed). Measured across 69 solutions loaded as one workspace: `Effective C#/Delegate_EventTraining/Delegate_EventTraining.sln`, `HotUpdate/uLuaDemo/uLuaDemo.sln`, `Minecraft/Minecraft.sln`, `MacanimSystem/MecanimGDC2013/MyMecanimEx-csharp.sln`, `MacanimSystem/MecanimGDC2013/MyMecanimEx.sln`, `MacanimSystem/Macanim_Training/MyMacanim-csharp.sln`, `MacanimSystem/Macanim_Training/MyMacanim.sln`, `SomeTest/WinFormMVP/WinFormMVP.sln`, `HotUpdate/AssetBundleFrame5.4/AssetBundleFrame.sln`, `DoTweenTraining/DoTweenProject/DoTweenProject.sln`, `UGUITraining/KnapsackSystem/KnapsackSystem.sln`, `HotUpdate/UnityTechnologiesAssetbundleDemo/demo/demo.sln`, `DesignPatterns/CompositePattern/CompositePattern.sln`, `DesignPatterns/VisitorPattern/VisitorPattern.sln`, `Fruit_Ninja/Fruit_Ninja.sln`, `DesignPatterns/AdapterPattern/AdapterPattern.sln`, `DesignPatterns/CommandPattern/CommandPattern.sln`, `DesignPatterns/BuilderPattern/BuilderPattern/BuilderPattern.sln`, `SomeTest/UnDoReDoByCommand/UnDoReDoByCommand.sln`, `HotUpdate/AssetBundleFrame5.4/ScriptsDll/DemoDll.sln`, `DesignPatterns/BridgePattern/BridgePattern.sln`, `DesignPatterns/DecoratorPattern/DecoratorPattern.sln`, `DesignPatterns/FacadePattern/FacadePattern.sln`, `DesignPatterns/FlyweightPattern/FlyweightPattern.sln`, `DesignPatterns/InterpreterPattern/InterpreterPattern.sln`, `DesignPatterns/MediatorPattern/MediatorPattern.sln`, `DesignPatterns/MementoPattern/MementoPattern.sln`, `DesignPatterns/ObserverPattern/ObserverPattern.sln`, `DesignPatterns/Prototype/Prototype.sln`, `DesignPatterns/TemplatePattern/TemplatePattern.sln`, `SomeTest/SocketDemo/SocketDemo.sln`, `SomeTest/ThreadDemo/ThreadDemo.sln`, `XlsxTools/Xls2Lua/Xls2Lua.sln`, `DesignPatterns/ChainofResponsibilityPattern/ChainofResponsibilityPattern.sln`, `DesignPatterns/IteratorPattern/IteratorPattern.sln`, `DesignPatterns/ProxyPattern/ProxyPattern.sln`, `DesignPatterns/StatePattern/StatePattern.sln`, `DesignPatterns/StrategyPattern/StrategyPattern.sln`, `HotUpdate/AssetBundleDemo/AssetBundleDemo.sln`, `NetWorkAndResources/JsonDataDemo/JsonDataDemo.sln`, `Unit4Unity/Editor Test Runner/Editor Test Runner.sln`, `UnityEditorExtension/MultiEditorWindow/MultiEditorWindow.sln`, `I18N_Localization/I18N_By_Csv/I18N_By_Csv.sln`, `NetWorkAndResources/MobilePlatformDynamicReadExternalFiles/MobilePlatformDynamicReadExternalFiles.sln`, `SomeTest/Fisher_Yates_Shuffle/Fisher_Yates_Shuffle.sln`, `SomeTest/GZipStreamDemo/GZipStreamDemo.sln`, `SomeTest/ILDemo/ILDemo.sln`, `SomeTest/MultiDelegateException/MultiDelegateException.sln`, `SomeTest/ProcessBat/ProcessBat.sln`, `SomeTest/ScriptableDemo/MyScriptable-csharp.sln`, `SomeTest/ScriptableDemo/MyScriptable.sln`, `SomeTest/SortDemo/ConsoleApplication1.sln`, `UGUITraining/UGUIDemo02/UGUIDemo02.sln`, `XlsxTools/Xls2CS/Xls2CS.sln`, `DesignPatterns/Factory/AbstractFactory/AbstractFactory.sln`, `DesignPatterns/Factory/SimpleFactory/SimpleFactory.sln`, `DesignPatterns/Factory/TemplateFactory/TemplateFactory.sln`, `I18N_Localization/I18N_By_Json/I18N_By_Json.sln`, `I18N_Localization/I18N_By_Txt/Unity_MultiLanguagesLocalization.sln`, `PerformanceOptimization/ProfilerExample/ProfilerExample.sln`, `UGUITraining/UGUIDemo01/UGUIDemo01.sln`, `SomeTest/GizmosDrawCircle/GizmosDrawCircle.sln`, `SomeTest/MobileAcceleration/MobileAcceleration-csharp.sln`, `SomeTest/MobileAcceleration/MobileAcceleration.sln`, `SomeTest/MusicDemo/OrchestralDemo.sln`, `SomeTest/Scripting Define Symbols/Scripting Define Symbols.sln`, `SomeTest/SystemInfoDemo/SystemInfoDemo.sln`, `SDK/SDKBase/SDKBase/SDKBase.sln`, `SomeTest/DLLImport/DLLImportDemo/DLLImportDemo.sln`.

Build failed
Thin analysable surface across projects: Assembly-CSharp-vs · ×16SomeTest/MobileAcceleration/Assembly-CSharp-vs.csproj
Shell project: Editor Test Runner.CSharp.Plugins · ×2Unit4Unity/Editor Test Runner/Editor Test Runner.CSharp.Plugins.csproj

What to do

  1. Resolve the 16 Thin analysable surface across projects finding(s) in Solution Shape — start with Assembly-CSharp.csproj (6), Assembly-CSharp-vs.csproj (2), DLLImportDemo.csproj. — One of this dimension's main actionable groups (16 recommendation-level).
  2. Resolve the 2 Shell project finding(s) in Solution Shape — start with Editor Test Runner.CSharp.Plugins.csproj, Editor Test Runner.CSharp.csproj. — One of this dimension's main actionable groups (2 recommendation-level).
  3. Resolve the 1 Build failed finding(s) in Solution Shape. — One of this dimension's main actionable groups (1 warning-level).

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

D19 · Documentation QualityAdequate◐ Sampled · advisory

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

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

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

The repository's README files are a sprawling collection of miscellaneous project directories (e.g. Unity3D--Training, 2DPlatformer/README.md, CPlusPlus/README.md) with no single overview and no installation/build or usage guidance for the root repository; architecture/design docs are sparse but present in the XML coverage. The READMEs themselves lack an overview of what the project is doing (the first one reads like a directory listing rather than a description), so the missing-overview defect applies to all of them. The READMEs are mostly focused on individual directories (e.g. Crack/, CutsceneTimeline/, DesignPatterns/) and document what they contain rather than the repository as a whole; there is no single root README covering installation, usage, contribution, or license for the project. The XML-doc coverage shows strong documentation of design patterns across C# namespaces but does not reflect the quality of the directory-level docs. The repository's documentation is strong in code coverage (71% Delegate_EventTraining.CSharp to 100% MultiDelegateException), but the visible README files are mostly directory-specific and lack a unified overview. The '热更新专题' entry lists links to Unity AssetBundle topics, an I18N localization roadmap, and InputAndTouch gesture docs; none of them state what the project is or how to use its contents. There is no single root README covering installation/usage/contributing/license, so those are not flagged against the directory's READMEs but fall outside the visible scope.

XML-doc coverage: Delegate_EventTraining.CSharp · ×82Effective C#/Delegate_EventTraining/Delegate_EventTraining.CSharp.csproj

What to do

  1. Improve Documentation Quality — currently 6.0/10. — The repository's README files are a sprawling collection of miscellaneous project directories (e.g. Unity3D--Training, 2DPlatformer/README.md, CPlusPlus/README.md) with no single overview and no installation/build or usage guidance for the root repository; architecture/design docs are sparse but present in the XML coverage. The READMEs themselves lack an overview of what the project is doing (the first one reads like a directory listing rather than a description), so the missing-overview defect applies to all of them. The READMEs are mostly focused on individual directories (e.g. Crack/, CutsceneTimeline/, DesignPatterns/) and document what they contain rather than the repository as a whole; there is no single root README covering installation, usage, contribution, or license for the project. The XML-doc coverage shows strong documentation of design patterns across C# namespaces but does not reflect the quality of the directory-level docs. The repository's documentation is strong in code coverage (71% Delegate_EventTraining.CSharp to 100% MultiDelegateException), but the visible README files are mostly directory-specific and lack a unified overview. The '热更新专题' entry lists links to Unity AssetBundle topics, an I18N localization roadmap, and InputAndTouch gesture docs; none of them state what the project is or how to use its contents. There is no single root README covering installation/usage/contributing/license, so those are not flagged against the directory's READMEs but fall outside the visible scope.

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

D20 · ADR QualityCritical◐ 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: Documented → Verified → Prevented · effective Critical / 10 · rule-coverage 100% · ceiling Documented

Evaluated 1 ADR(s) individually; mean quality 2.0/10 (frequently incomplete). 0 flagged with a specific gap.

What to do

  1. Improve ADR Quality — currently 2.0/10. — Evaluated 1 ADR(s) individually; mean quality 2.0/10 (frequently incomplete). 0 flagged with a specific gap.

Detailed fixes: d20_recommendation.md.

D21 · Naming ConsistencyExemplary◐ Sampled · advisory

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

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

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

1 naming inconsistencies across 200 sampled symbols.

Inconsistent spelling of the concept 'ambiguity' or 'snap'. `UIPopupList.ambigiousFont` uses the non-standard/misspelled 'ambigious' (standard: ambiguous), while `UISpriteAnimation.mSnap` uses the standard term 'Snap'. While these are different concepts, the presence of a clear spelling error ('ambigious') in a public API alongside correctly spelled terms indicates a lack of orthographic consistency in the codebase's vocabulary.

✓ On the Gold path — maintain.

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

D24 · Comment ValueExemplary◐ Sampled · advisory

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

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

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

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

redundant commentMacanimSystem/Macanim_Training/Assets/Scripts/IdleRunJump.cs:20

✓ On the Gold path — maintain.

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

D26 · Project Cohesion9.6 / 10Exemplary✓ Tool-verified

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

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

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

2 of 95 projects flagged as possibly oversized/incoherent.

Projects may be oversized for their cohesion

✓ On the Gold path — maintain.

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

D28 · Secrets (history)0.0 / 10Critical✓ Tool-verified

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

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

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

21 finding(s): 0 critical, 21 high, 0 medium, 0 low. Remediation for historically-committed secrets is credential rotation — they remain in history regardless of later deletion.

REDACTED
REDACTED

What to do

  1. Resolve the 21 REDACTED finding(s) in Secrets (history) — start with REDACTED (15), REDACTED (2), REDACTED (2). — One of this dimension's main actionable groups (21 issue-level).
  2. Resolve the 1 Rotate the exposed credentials finding(s) in Secrets (history). — One of this dimension's main actionable groups (1 recommendation-level).

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

D29 · Static Analysis (SAST)1.6 / 10Critical✓ Tool-verified

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

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

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

Maturity: Documented → Verified → Prevented · effective 1.6 / 10 · rule-coverage 100% · ceiling Documented

35 finding(s): 0 critical, 0 high, 35 medium, 0 low. semgrep hit a parse error in 22 file(s) — `DesignPatterns/Singleton/AttributeSingleton.cs` (line 26), `DesignPatterns/Singleton/EagerSingleton.cs` (line 25), `DesignPatterns/Singleton/LazySingleton.cs` (line 7, line 24), `DesignPatterns/Singleton/SyncLazySingleton.cs` (line 12, line 36), `DesignPatterns/Singleton/UnitySingleton.cs` (line 19), … (+17 more) — so no absence of findings in the named regions is evidence of anything; rows reported elsewhere in those files are real. Fix the syntax error (or exclude the file deliberately) and re-scan to cover them. In 3 of those file(s) — `Effective C#/Delegate_EventTraining/Assets/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs`, `Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIRectEditor.cs`, `NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Serializers/TypeSerializer.cs` — the break is at a TYPE DECLARATION (a C# primary constructor semgrep's grammar cannot parse), so the loss is wider than the named lines: rules scoped to that type see no type to scope to and are blind over its whole body, while rules matching statements keep working there. Absence of a type-scoped finding in those types is not evidence of anything.

REDACTED
REDACTED
REDACTED
REDACTED
REDACTED

What to do

  1. Resolve the 31 REDACTED finding(s) in Static Analysis (SAST) — start with REDACTED (28), REDACTED, REDACTED. — One of this dimension's main actionable groups (31 warning-level).
  2. Resolve the 1 REDACTED finding(s) in Static Analysis (SAST) — start with REDACTED. — One of this dimension's main actionable groups (1 warning-level).
  3. Resolve the 1 REDACTED finding(s) in Static Analysis (SAST) — start with REDACTED. — One of this dimension's main actionable groups (1 warning-level).

Detailed fixes: d29_recommendation.md · top locations in Appendix A, every location in findings.md.

D34 · Knowledge Freshness10.0 / 10Exemplary✓ Tool-verified

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

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

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

Every significant source file has living knowledge — recently and meaningfully worked. Counted over 200 of the 687 production source files in this repository: the rest are under the ~2,400-byte size floor this dimension measures over.

✓ On the Gold path — maintain.

Detailed fixes: d34_recommendation.md.

D35 · Change Coupling10.0 / 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. A non-source file is never a coupling PARTICIPANT either: documentation, schemas, config and data files are dropped with the rest, so a code↔docs pair — a command and the reference page that restates it — is not reported however strongly the two co-change; nor is coupling that runs THROUGH a build step or config file.

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

No strong hidden change-coupling between production files.

✓ On the Gold path — maintain.

Detailed fixes: d35_recommendation.md.

D44 · Platform End-of-Life6.0 / 10Adequate✓ Tool-verified

What it measures: Whether anyone still ships security patches for the platform this repository RUNS ON — the runtime it pins and the framework majors its own constraints hold it to. Separate from D12 because the question differs: a current Django on an end-of-life Python is perfectly up to date and completely unsupported, and the fix is a migration rather than a version bump. What the repository says it merely SUPPORTS is never charged.

Method: End-of-life PLATFORM read from the repository's own declarations and graded against a FROZEN, dated table of vendor support dates — no network, no feed, no API, so this dimension answers identically inside a closed scan fence. Two subjects: a RUNTIME the project pins (a single or all-end-of-life TargetFramework, a .nvmrc or .python-version, a requires-python CAP) and a FRAMEWORK major a dependency constraint cannot move off (a caret, tilde or exact version; `vue@^2.7.16` pins Vue 2). A FLOOR is deliberately never charged — `requires-python = ">=3.8"` states what a package SUPPORTS, not what it runs on — and a multi-target project is charged only when EVERY target is out of support. Runtime 4.0/product capped 8.0, framework 1.5 capped 4.5. The table is safe to freeze because a statement about support that ended in the past cannot become false: it loses recall as it ages, never precision, and a test asserts every entry predates the freeze date. Disjoint from D31 (a container image's OS layer) and D29 (the toolchain a CI workflow installs). Abstains when the repository declares no platform this pass reads — never scores it clean.

Maturity: Documented → Verified → Prevented · effective 6.0 / 10 · rule-coverage 100% · ceiling Documented

1 end-of-life runtime(s) and 0 end-of-life framework(s), read from 1 platform declaration(s) and 0 dependency declaration(s). This dimension reads what the repository says about ITSELF — a pinned target framework, a version file, a capped requires-python, a Rust toolchain pin, a framework major a constraint cannot move off. A FLOOR is deliberately never charged: `requires-python = ">=3.8"` states what the package SUPPORTS, not what it runs on, and a well-maintained library declares exactly that while running its own CI on a current release. The end-of-life facts are FROZEN and dated, so this dimension needs no network and answers identically inside a closed scan fence; as the table ages it loses recall and never precision, because a statement about support that ended in the past cannot become false. The OS layer of a container image is D31's question and the toolchain a CI workflow installs is D29's; this row is neither.

End-of-life runtime: .NET netcoreapp3.1XlsxTools/Xls2CS/Xls2CS.csproj:5

What to do

  1. Resolve the 1 End-of-life runtime finding(s) in Platform End-of-Life — start with Xls2CS.csproj. — One of this dimension's main actionable groups (1 warning-level).

Detailed fixes: d44_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. How each file's role is decided, because the split is only as good as that: a generated name or a build-output tree makes it Generated, a test project makes it Test, and otherwise the file's NAMESPACE and PATH words are matched against fixed vocabularies in a fixed ORDER — domain, then infrastructure, then application — so a file whose words hit two layers is counted under the earlier one. A production file matching none of them counts as application, so that share reads 'application or unclassified' rather than a measured application layer. Roles come from naming convention, never from what the code does.

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

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

What to do

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

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

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

  • The namespaces WinFormMVP ↔ WinFormMVP.Presenter depend on each other. The lightest dependency in the cycle is WinFormMVP → WinFormMVP.Presenter (WinFormMVP.ApplicationFacade → WinFormMVP.Presenter.IPresenter, 1 type pair(s)); cut that one first, e.g. by moving the shared type to a namespace both can use or inverting it behind an interface. — SomeTest/WinFormMVP/ApplicationFacade.cs:6

What to do

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

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

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

AX5 · Architecture & 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 segregation10.0 / 10Exemplary✓ Tool-verified

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

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

C1 · Data Protection0.0 / 10Critical✓ Tool-verified

Other · Security — Whether sensitive data is encrypted at rest and in transit and keys are vaulted.

Method: Roslyn plus filesystem scan: encryption presence (EF ColumnEncryption, key-vault references, HTTPS enforcement) and key-derivation KDF detection. Deterministic.

  • No data-protection or encryption usage (ASP.NET Data Protection, AES, column encryption, PBKDF2) was found — sensitive data at rest may be unprotected. If TDE/KMS/vault is delegated to infrastructure, ignore.

What to do

  • Encrypt sensitive data at rest (ASP.NET Core Data Protection / column encryption) and manage keys in a vault. Skip if delegated to infra (Postgres TDE, KMS, etc.).
  • Enforce HTTPS (UseHttpsRedirection / RequireHttpsMetadata) so data in transit is always encrypted.
GD1 · Unfinished & placeholder code10.0 / 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. (×8) — DesignPatterns/VisitorPattern/VisitorPattern/Corporation.cs:18, HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:14, HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:19, …

What to do

  • Finish or delete NotImplementedException stubs and replace placeholder literals before shipping.
IC1 · Incompleteness & stubs5.4 / 10Adequate✓ 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, guards that return what the code already falls through to, tests an earlier guard already decided, comparisons against NaN, skeleton types), not keyword-gated. Deterministic, code-shape heuristic.

  • `SetState` takes parameters but its body is empty — it accepts inputs and does nothing. Either implement it or remove it. — DesignPatterns/StatePattern/StatePattern/Train.cs:26
  • `Run` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface. (×2) — DesignPatterns/StatePattern/StatePattern/Train.cs:78, DesignPatterns/StatePattern/StatePattern/Train.cs:86
  • `Accept` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface. — DesignPatterns/VisitorPattern/VisitorPattern/Corporation.cs:18
  • The first 3 statements of the `if` and of the `else` are identical, so they run on both paths regardless of the condition. Lift them above the `if` — leaving them duplicated inside makes the branches read as though they handled this differently. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UILabelInspector.cs:288
  • `MenuUI` has 5 unfinished members out of 6 declared members (methods, properties, indexers and events, whether or not each carries a body) — a scaffolded type that was never implemented. — HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:9
  • `CheckUI` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface. — HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:14
  • `ClearMemory` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface. — HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:19
  • `CreateUI` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface. — HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:24
  • `DeleteUI` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface. — HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:29
  • `ShowUI` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface. — HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:71
  • `Call` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in. (×2) — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_LuaInterface_LuaConstructor.cs:37, HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_LuaInterface_LuaMethod.cs:31
  • `Set` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in. (×2) — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_LuaInterface_LuaField.cs:28, HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_LuaInterface_LuaProperty.cs:29
  • `Get` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in. (×2) — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_LuaInterface_LuaField.cs:34, HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_LuaInterface_LuaProperty.cs:35
  • `Destroy` takes parameters but its body is empty — it accepts inputs and does nothing. Either implement it or remove it. (×2) — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Delegate.cs:134, HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Object.cs:8
  • `ToInt` takes parameters but its body is empty — it accepts inputs and does nothing. Either implement it or remove it. — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Enum.cs:82
  • `ToObject` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in. — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Enum.cs:87
  • `Parse` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in. — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Enum.cs:93
  • `op_Equality` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in. — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Object.cs:13
  • `ToLua_System_Type` has 29 unfinished members out of 35 declared members (methods, properties, indexers and events, whether or not each carries a body) — a scaffolded type that was never implemented. — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:5
  • `GetEvent` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in. (×2) — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:7, HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:13
  • `GetEvents` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in. — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:25
  • `GetMethod` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in. (×6) — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:31, HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:37, HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:43, …
  • `GetMethods` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in. — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:73
  • `GetProperties` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in. — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:85
  • `GetProperty` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in. (×5) — HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:91, HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:97, HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:103, …

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)6.5 / 10Adequate✓ Tool-verified

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

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

What to do

  • Add a build/run (quick start) section to the root README — the first thing a newcomer needs.
  • Explain in the README how to run the tests. Add a section called Testing to the README in the repository's top folder, saying how to run the test suite.
  • Add an 'Architecture' / 'How it works' section to the root README — the high-level shape.
  • Add a README to the 54 of 73 project(s) that lack one — worth up to 1.5 pts.
M2 · Architecture documentation4.0 / 10Weak✓ 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.

What to do

  • Grow the ADR log (currently 1) — reach 8 to raise the maturity tier; document significant decisions as they're made.
M3 · Folder & project structure4.0 / 10Weak✓ 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'.
  • Tests aren't grouped in a dedicated test folder — the test surface isn't separable from production code at a glance.
  • Only 13/95 projects share a common root namespace — the code's module identity is inconsistent.

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.
  • Group tests in the folder your build system expects (tests/, test/, spec/, or your module's test source set) so the test surface is discoverable and CI can scope it.
  • Adopt a consistent root-namespace convention (a shared prefix, e.g. Acme.*); short project-file/directory names are fine as long as the RootNamespace is uniform.
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.

  • UnityEditorExtension/README.md links to `.//REDACTED`, but `UnityEditorExtension/REDACTED` does not exist. Checked without a model against the repository: its files and folders, the scripts and dependencies of every package.json, the projects, namespaces, package references and target frameworks of the .NET build, the SDK and Node pins, and the identifiers of every file that is not a document; the documents' own text never counts. A footprint generated at build time, read only by a platform, or living outside this repository is not seen, and this row is then wrong. — UnityEditorExtension/README.md:38

What to do

  • Reconcile the README with reality: UnityEditorExtension/README.md links to `.//REDACTED`, but `UnityEditorExtension/REDACTED` does not exist.
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 · Observability6.0 / 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 23/34 service-like projects use logging (pure contract/DTO projects are excluded — they have nothing to log). Of those 34, 1 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.
  • For more than a log file, an `ActivitySource`/`EventSource` the user can switch on gives you a structured trace to attach to a bug report. A health-check endpoint does not apply here: nothing orchestrates or load-balances a binary the user launches.
P3 · Security & performance tooling0.0 / 10Critical✓ Tool-verified

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

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

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

What to do

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

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

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

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

What to do

  • Keep a changelog (e.g. Keep-a-Changelog) recording what shipped in each release.
X1 · Async correctness10.0 / 10Exemplary○ Nothing flagged

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

X18 · Disposal-pattern correctness5.4 / 10Adequate✓ Tool-verified

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

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

  • `LuaState` implements `IDisposable` — so it has told every caller it holds something worth releasing — and it constructs `reflection` itself (line 39), which makes that instance its own. But `reflection` is named in none of the methods the disposal search covered: `Dispose` (line 1902), `Collect` (line 359), `Collect` (line 1685), `CloseBaseRef` (line 1892), `Collect` (line 2032) — that is `Dispose` plus every method `Dispose` calls BY NAME, so a release reached through an interface, a delegate or a base class is not followed and is worth checking before acting. On what was read, the type's disposal releases everything except the one thing it owns. A disposable the owner never disposes is held until finalization if its type has a finalizer, and forever if it does not — which for a synchronisation primitive, a timer, a stream or a handle means the resource accumulates once per instance for the life of the process. Release it in `Dispose` (`reflection?.Dispose();`), or, if it truly does not need releasing, drop `IDisposable` from the type so the claim and the behaviour agree. — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:39
  • `reader` is a `StreamReader`, which implements `IDisposable`, and it is created here (line 24). Every use of it in `ReadConfig` reads a member through it — it is never returned, never stored, never handed to anything else, and never disposed — so this method both creates the value and is the last thing that can release it, and does not. Nothing announces the leak: the object holds its resource until finalization if its type has a finalizer, and until the process ends if it does not, so the cost accumulates once per CALL rather than showing up as a failure. Declare it with `using` (`using var reader = …;`), which releases it at the end of the scope on every path including a throw. — XlsxTools/Xls2Lua/Xls2Lua/Program.cs:24
  • `memoryStream` is a `MemoryStream`, which implements `IDisposable`, and it is created here (line 15). Every use of it in `Main` reads a member through it — it is never returned, never stored, never handed to anything else, and never disposed — so this method both creates the value and is the last thing that can release it, and does not. Nothing announces the leak: the object holds its resource until finalization if its type has a finalizer, and until the process ends if it does not, so the cost accumulates once per CALL rather than showing up as a failure. Declare it with `using` (`using var memoryStream = …;`), which releases it at the end of the scope on every path including a throw. — SomeTest/SocketDemo/MemoryStream/Program.cs:15
  • `tcpClient` is a `TcpClient`, which implements `IDisposable`, and it is created here (line 14). Every use of it in `Main` reads a member through it — it is never returned, never stored, never handed to anything else, and never disposed — so this method both creates the value and is the last thing that can release it, and does not. Nothing announces the leak: the object holds its resource until finalization if its type has a finalizer, and until the process ends if it does not, so the cost accumulates once per CALL rather than showing up as a failure. Declare it with `using` (`using var tcpClient = …;`), which releases it at the end of the scope on every path including a throw. — SomeTest/SocketDemo/NetworkStreamDemo/Program.cs:14

What to do

  • Each finding names the value and the span that decides who owns it — the `new` that created it, or the constructor parameter that handed it over. Confirm ownership from that span, then make the disposal match it: release what this type created, leave what it was injected with to whoever created THAT, and drop a finalizer whose type holds nothing unmanaged to release.
X19 · Unrestored process-global state10.0 / 10Exemplary○ Nothing flagged

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

X29 · Per-element action decided by a fixed element7.0 / 10Adequate✓ Tool-verified

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

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

  • This loop runs once per element of `mItems`, and the statement it guards acts on the element it is on — `mItems[i]`. The test deciding whether that statement runs does not: `string.IsNullOrEmpty(guid)` reads `mItems[0]`, a subscript that does not move, so whatever it answers for that one element it answers for ALL of them. One `if` names the same collection at two different subscripts — the fixed one at line 257, which is the contradiction: either the test was meant to be per-element, in which case every element that differs from the fixed one is handled wrongly and all in the same direction, or it really is one answer for the whole collection, in which case it is being re-asked on every pass and belongs above the loop. The `if` is in the wrong place under both readings. Give the test the loop variable, or hoist it out. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIPrefabTool.cs:265

What to do

  • Each finding names the test and the statement it guards, which index the same collection at two different subscripts — one fixed, one the loop variable. Confirm from the two, then decide which subscript the test meant. If it was meant to be per-element, give it the loop variable so each element is judged on itself. If it really is one answer for the whole collection, hoist the test OUT of the loop, where a reader can see it is asked once and where it is not re-evaluated on every pass — leaving it inside, reading a fixed element, is the one arrangement that cannot be right under either reading.
X3 · Exception handling6.9 / 10Adequate✓ Tool-verified

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

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

  • An empty catch block silently discards the error — failures vanish with no log and no rethrow. Log it, handle it, or don't catch it. (×2) — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Internal/EventDelegate.cs:389, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/NGUITransformInspector.cs:32
  • `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack. (×38) — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:101, HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:526, HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:540, …

What to do

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

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

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

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

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

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

X4 · Structured logging6.8 / 10Adequate✓ Tool-verified

Other · Code Health — Whether log calls use message templates (queryable) rather than interpolated strings.

Method: Roslyn syntax scan: every log call-site counted; interpolated-string first-argument violations flagged. Population is all log calls, not estimated. On a repository with no .NET source it reads JavaScript/TypeScript off the engine’s own token stream (test, vendored and minified paths not) with the same rule: a `trace`/`debug`/`info`/`warn`/`error`/`fatal`/`verbose`/`silly`/`http`/`log` call on a receiver named for a logger, in a package whose own or an enclosing `package.json` declares a logger that carries values as fields (pino, pino-http, nestjs-pino, Fastify, winston, bunyan, tslog, LogTape, roarr), whose first deciding argument is a template literal with substitutions; an object-literal fields argument is stepped over, a plain string message clears the call. Python is read the same way: a `debug`/`info`/`warning`/`error`/`exception`/`critical`/`log` call on a logger in a file that imports the standard library’s `logging` or structlog (loguru, which formats at the call, is not judged), whose message is a whole f-string with a non-constant field; a `%`-formatted, `.format()`-ed or concatenated message is not convicted, as in C#. PHP is read the same way: a PSR-3 level call (`emergency`…`debug`, `log`) on a logger (`$logger`, `$this->logger`, Laravel’s `Log::`, `logger()`, `\Drupal::logger()`) in a package whose `composer.json` requires a PSR-3 logger or a framework that hands one out (psr/log, Monolog, Laravel, Symfony, Drupal, CakePHP), or a file that imports one, whose message is a double-quoted string interpolating a variable; a single-quoted message clears the call, and `sprintf` or `.` concatenation is not convicted, as in C#. Dart is read the same way: a `trace`/`debug`/`info`/`warn`/`error`/`fatal` call on Sentry’s structured logger (`Sentry.logger`) whose message is a whole string literal interpolating a value (`$name`, `${…}`); the `Sentry.logger.fmt` template API clears the call. Dart that logs only through loggers with one message and no fields (package:logging, package:logger, talker, dart:developer) is not applicable rather than a reach gap. Ruby is read the same way: a `trace`/`debug`/`info`/`warn`/`error`/`fatal` call on the console gem’s `Console` (declared by a Gemfile, gemspec or Gemfile.lock, or required) or, where SemanticLogger, Ougai or dry-logger is declared or required, on a receiver named for a logger (`logger`, `@logger`, `Rails.logger`, `log`), whose first deciding argument is, as the whole argument, a double-quoted string interpolating a non-constant value (`#{…}`, `#@ivar`); a plain literal clears the call, keyword arguments are the fields, and a block, `%`-format or `+` concatenation is not convicted. Ruby that logs only through the standard Logger (Rails.logger) is not applicable rather than a reach gap. Deterministic.

  • Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it. (×13) — HotUpdate/uLuaDemo/Assets/ToLua/Examples/07_LuaThread/TestLuaThread.cs:105, HotUpdate/uLuaDemo/Assets/ToLua/Examples/17_Inherit/TestInherit.cs:96, HotUpdate/uLuaDemo/Assets/ToLua/Examples/18_Bundle/TestABLoader.cs:20, …

What to do

  • Interpolated log message defeats structured logging
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.

  • This method contradicts itself about `widgets`: line 365 assigns it with `as UIWidget[]`, which hands back null rather than throwing when the value is not a `UIWidget[]`, but line 366 then dereferences it directly as `widgets.Length` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `widgets` once before the first use and handle the null case, or cast with `(UIWidget[])` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Internal/NGUIMath.cs:366
  • This method contradicts itself about `gos`: line 1198 assigns it with `as GameObject[]`, which hands back null rather than throwing when the value is not a `GameObject[]`, but line 1199 then dereferences it directly as `gos.Length` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `gos` once before the first use and handle the null case, or cast with `(GameObject[])` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Internal/NGUITools.cs:1199
  • This method contradicts itself about `gos`: line 1208 assigns it with `as GameObject[]`, which hands back null rather than throwing when the value is not a `GameObject[]`, but line 1209 then dereferences it directly as `gos.Length` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `gos` once before the first use and handle the null case, or cast with `(GameObject[])` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Internal/NGUITools.cs:1209
  • This method contradicts itself about `fonts`: line 434 assigns it with `as UIFont[]`, which hands back null rather than throwing when the value is not a `UIFont[]`, but line 436 then dereferences it directly as `fonts.Length` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `fonts` once before the first use and handle the null case, or cast with `(UIFont[])` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/UI/UIAtlas.cs:436
  • This method contradicts itself about `caret`: line 1767 tests it for null before doing anything with it — the author's own statement that null is an input this code expects — but that `if` scopes only the block beneath it, and line 1774 then dereferences `caret` as `caret.verts` AFTER the block has closed, where the guard no longer applies. A null `caret` skips the guarded body and reaches that line anyway, throwing NullReferenceException on exactly the input the guard was written for. If the dereference belongs to the guarded work, move it inside the block; if `caret` truly cannot be null by then, the guard above is misleading and should go. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/UI/UILabel.cs:1774
  • This method contradicts itself about `db`: line 98 assigns it with `as InvDatabase`, which hands back null rather than throwing when the value is not a `InvDatabase`, but line 103 then dereferences it directly as `db.items` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `db` once before the first use and handle the null case, or cast with `(InvDatabase)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs:103
  • This method contradicts itself about `aa`: line 15 assigns it with `as ActiveAnimation`, which hands back null rather than throwing when the value is not a `ActiveAnimation`, but line 17 then dereferences it directly as `aa.onFinished` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `aa` once before the first use and handle the null case, or cast with `(ActiveAnimation)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/ActiveAnimationEditor.cs:17
  • This method contradicts itself about `range`: line 25 assigns it with `as MinMaxRangeAttribute`, which hands back null rather than throwing when the value is not a `MinMaxRangeAttribute`, but line 43 then dereferences it directly as `range.minLimit` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `range` once before the first use and handle the null case, or cast with `(MinMaxRangeAttribute)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/MinMaxRangeAttributeDrawer.cs:43
  • This method contradicts itself about `go`: line 568 assigns it with `as GameObject`, which hands back null rather than throwing when the value is not a `GameObject`, but line 569 then dereferences it directly as `go.transform` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `go` once before the first use and handle the null case, or cast with `(GameObject)` so the failure is reported where it happens — rather than leaving the two readings side by side. — REDACTED:569
  • This method contradicts itself about `go`: line 2065 assigns it with `as GameObject`, which hands back null rather than throwing when the value is not a `GameObject`, but line 2066 then dereferences it directly as `go.GetComponent` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `go` once before the first use and handle the null case, or cast with `(GameObject)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/NGUIEditorTools.cs:2066
  • This method contradicts itself about `t`: line 52 assigns it with `as Transform`, which hands back null rather than throwing when the value is not a `Transform`, but line 54 then dereferences it directly as `t.GetComponent` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `t` once before the first use and handle the null case, or cast with `(Transform)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/NGUITransformInspector.cs:54
  • This method contradicts itself about `t`: line 242 assigns it with `as Transform`, which hands back null rather than throwing when the value is not a `Transform`, but line 243 then dereferences it directly as `t.localEulerAngles` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `t` once before the first use and handle the null case, or cast with `(Transform)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/NGUITransformInspector.cs:243
  • This method contradicts itself about `pb`: line 15 assigns it with `as PropertyBinding`, which hands back null rather than throwing when the value is not a `PropertyBinding`, but line 21 then dereferences it directly as `pb.direction` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `pb` once before the first use and handle the null case, or cast with `(PropertyBinding)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/PropertyBindingEditor.cs:21
  • This method contradicts itself about `sd`: line 210 assigns it with `as UISpriteData`, which hands back null rather than throwing when the value is not a `UISpriteData`, but line 211 then dereferences it directly as `sd.name` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `sd` once before the first use and handle the null case, or cast with `(UISpriteData)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/SpriteSelector.cs:211
  • This method contradicts itself about `sd`: line 222 assigns it with `as UISpriteData`, which hands back null rather than throwing when the value is not a `UISpriteData`, but line 230 then dereferences it directly as `sd.name` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `sd` once before the first use and handle the null case, or cast with `(UISpriteData)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/SpriteSelector.cs:230
  • This method contradicts itself about `tw`: line 17 assigns it with `as TweenAlpha`, which hands back null rather than throwing when the value is not a `TweenAlpha`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenAlpha)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenAlphaEditor.cs:20
  • This method contradicts itself about `tw`: line 17 assigns it with `as TweenColor`, which hands back null rather than throwing when the value is not a `TweenColor`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenColor)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenColorEditor.cs:20
  • This method contradicts itself about `tw`: line 17 assigns it with `as TweenFOV`, which hands back null rather than throwing when the value is not a `TweenFOV`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenFOV)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenFOVEditor.cs:20
  • This method contradicts itself about `tw`: line 17 assigns it with `as TweenHeight`, which hands back null rather than throwing when the value is not a `TweenHeight`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenHeight)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenHeightEditor.cs:20
  • This method contradicts itself about `tw`: line 17 assigns it with `as TweenOrthoSize`, which hands back null rather than throwing when the value is not a `TweenOrthoSize`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenOrthoSize)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenOrthoSizeEditor.cs:20
  • This method contradicts itself about `tw`: line 17 assigns it with `as TweenPosition`, which hands back null rather than throwing when the value is not a `TweenPosition`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenPosition)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenPositionEditor.cs:20
  • This method contradicts itself about `tw`: line 17 assigns it with `as TweenRotation`, which hands back null rather than throwing when the value is not a `TweenRotation`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenRotation)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenRotationEditor.cs:20
  • This method contradicts itself about `tw`: line 17 assigns it with `as TweenScale`, which hands back null rather than throwing when the value is not a `TweenScale`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenScale)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenScaleEditor.cs:20
  • This method contradicts itself about `tw`: line 17 assigns it with `as TweenVolume`, which hands back null rather than throwing when the value is not a `TweenVolume`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenVolume)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenVolumeEditor.cs:20
  • This method contradicts itself about `tw`: line 17 assigns it with `as TweenWidth`, which hands back null rather than throwing when the value is not a `TweenWidth`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenWidth)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenWidthEditor.cs:20
  • This method contradicts itself about `tw`: line 27 assigns it with `as TypewriterEffect`, which hands back null rather than throwing when the value is not a `TypewriterEffect`, but line 28 then dereferences it directly as `tw.onFinished` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TypewriterEffect)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TypewriterEffectEditor.cs:28
  • This method contradicts itself about `btn`: line 52 assigns it with `as UIButtonColor`, which hands back null rather than throwing when the value is not a `UIButtonColor`, but line 54 then dereferences it directly as `btn.tweenTarget` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `btn` once before the first use and handle the null case, or cast with `(UIButtonColor)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIButtonColorEditor.cs:54
  • This method contradicts itself about `btn`: line 36 assigns it with `as UIButton`, which hands back null rather than throwing when the value is not a `UIButton`, but line 38 then dereferences it directly as `btn.tweenTarget` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `btn` once before the first use and handle the null case, or cast with `(UIButton)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIButtonEditor.cs:38
  • This method contradicts itself about `button`: line 90 assigns it with `as UIButton`, which hands back null rather than throwing when the value is not a `UIButton`, but line 91 then dereferences it directly as `button.onClick` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `button` once before the first use and handle the null case, or cast with `(UIButton)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIButtonEditor.cs:91
  • This method contradicts itself about `picker`: line 18 assigns it with `as UIColorPicker`, which hands back null rather than throwing when the value is not a `UIColorPicker`, but line 29 then dereferences it directly as `picker.onChange` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `picker` once before the first use and handle the null case, or cast with `(UIColorPicker)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIColorPickerEditor.cs:29
  • This method contradicts itself about `dc`: line 24 assigns it with `as UIDrawCall`, which hands back null rather than throwing when the value is not a `UIDrawCall`, but line 26 then dereferences it directly as `dc.manager` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `dc` once before the first use and handle the null case, or cast with `(UIDrawCall)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIDrawCallInspector.cs:26
  • This method contradicts itself about `img`: line 23 assigns it with `as UIImageButton`, which hands back null rather than throwing when the value is not a `UIImageButton`, but line 25 then dereferences it directly as `img.GetComponent` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `img` once before the first use and handle the null case, or cast with `(UIImageButton)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIImageButtonInspector.cs:25
  • This method contradicts itself about `input`: line 23 assigns it with `as UIInput`, which hands back null rather than throwing when the value is not a `UIInput`, but line 68 then dereferences it directly as `input.characterLimit` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `input` once before the first use and handle the null case, or cast with `(UIInput)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIInputEditor.cs:68
  • This method contradicts itself about `pa`: line 27 assigns it with `as UIPlayAnimation`, which hands back null rather than throwing when the value is not a `UIPlayAnimation`, but line 32 then dereferences it directly as `pa.target` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `pa` once before the first use and handle the null case, or cast with `(UIPlayAnimation)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIPlayAnimationEditor.cs:32
  • This method contradicts itself about `tw`: line 28 assigns it with `as UIPlayTween`, which hands back null rather than throwing when the value is not a `UIPlayTween`, but line 32 then dereferences it directly as `tw.tweenTarget` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(UIPlayTween)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIPlayTweenEditor.cs:32
  • This method contradicts itself about `sb`: line 50 assigns it with `as UIProgressBar`, which hands back null rather than throwing when the value is not a `UIProgressBar`, but line 51 then dereferences it directly as `sb.onChange` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `sb` once before the first use and handle the null case, or cast with `(UIProgressBar)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIProgressBarEditor.cs:51
  • This method contradicts itself about `sb`: line 57 assigns it with `as UIProgressBar`, which hands back null rather than throwing when the value is not a `UIProgressBar`, but line 58 then dereferences it directly as `sb.value` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `sb` once before the first use and handle the null case, or cast with `(UIProgressBar)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIProgressBarEditor.cs:58
  • This method contradicts itself about `rect`: line 106 assigns it with `as UIRect`, which hands back null rather than throwing when the value is not a `UIRect`, but line 108 then dereferences it directly as `rect.leftAnchor` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `rect` once before the first use and handle the null case, or cast with `(UIRect)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIRectEditor.cs:108
  • This method contradicts itself about `rect`: line 175 assigns it with `as UIRect`, which hands back null rather than throwing when the value is not a `UIRect`, but line 176 then dereferences it directly as `rect.cachedTransform` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `rect` once before the first use and handle the null case, or cast with `(UIRect)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIRectEditor.cs:176
  • This method contradicts itself about `myRect`: line 272 assigns it with `as UIRect`, which hands back null rather than throwing when the value is not a `UIRect`, but line 321 then dereferences it directly as `myRect.cachedTransform` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `myRect` once before the first use and handle the null case, or cast with `(UIRect)` so the failure is reported where it happens — rather than leaving the two readings side by side. — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIRectEditor.cs:321

What to do

  • Where a method uses `?.` on a symbol and then dereferences it directly, settle the question once: test it before the first use and handle null, or drop the `?.`.
  • Where a method null-tests a symbol and then uses it after the guarded block closes, move the trailing work inside the block — the guard skips its body on null, it does not stop the method.
  • 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 Health55%Adequate — gated by D18, X5Capped at Fair by a Critical contributor — resolve it before relying on this lens.
Architecture97%ExemplaryStrongest area.
Maturity59%AdequateAcceptable, with room to improve.
Readiness31%Weak — gated by P1, P3Capped at Fair by a Critical contributor — resolve it before relying on this lens.
Security11%Critical — gated by D28, D29, C1Capped at Fair by a Critical contributor — resolve it before relying on this lens.
Unscored — 3 check(s) recorded observations but carry no score

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

  • SC1 Supply-chain hygiene — 1 observation(s) recorded · Advisory — this card reports evidence and never carries a score, so there is nothing missing here.
  • X10 Duplicated predicate — 25 observation(s) recorded · Advisory — this card reports evidence and never carries a score.
  • X7 Silent fallback defaults — 1 observation(s) recorded · Advisory — this card reports evidence and never carries a score.
Not evidenced — 5 control(s) we could not find positive evidence for

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

  • C3 Audit Trail — Repo shows no audit-logging mechanism (IAuditable, an immutable audit log, an EF SaveChanges interceptor) for sensitive changes — absence of evidence is not evidence of a working control. Record an audit trail in code (or document where it lives) so this dimension can be scored.
  • C4 Data Retention — Repo shows no data-retention / TTL / cleanup mechanism for personal data — absence of evidence is not evidence of a working control. Define retention periods and a purge/cleanup job (or TTL) in code, or document where retention is enforced, so this dimension can be scored.
  • C5 Data-Subject Rights — Repo shows no corroborated data-subject-rights mechanism (erasure / export-portability / consent) tied to a subject id or GDPR vocabulary — absence of evidence is not evidence of a working control. Implement erasure, data export/portability and consent tracking over the subject's records.
  • P4 Deployment & Rollback — not evidenced — no deploy/rollback/approval signal in the repo; absence of evidence is not evidence of a manual release
  • P5 DR & Backup — not evidenced — repo shows no backup/RTO/RPO controls; absence of evidence is not evidence of a working control
Not included — 48 check(s) not relevant to this codebase

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

  • AC1 Text alternatives — No web markup found — accessibility is not applicable to this repository.
  • AC2 Forms & labels — No web markup found — accessibility is not applicable to this repository.
  • AC3 Page structure — No web markup found — accessibility is not applicable to this repository.
  • AC4 Keyboard semantics — No web markup found — accessibility is not applicable to this repository.
  • AC5 ARIA correctness — No web markup found — accessibility is not applicable to this repository.
  • AC6 Visual & motion safety — No web markup found — accessibility is not applicable to this repository.
  • AC7 A11y enforcement — No web markup found — accessibility is not applicable to this repository.
  • AX1 Captive dependencies — no DI registrations detected
  • AX2 Stateful singletons — no singleton implementations detected
  • AX7 Slice cohesion — not applicable — not a vertical-slice architecture
  • AX8 Test isolation — no test/production split to check
  • AX9 CQS / query purity — no CQRS query handlers detected — query purity is not applicable to this codebase
  • AXB1 Runtime evidence locked — no reproducible boot — Advisory — this card reports evidence and never carries a score, so there is nothing missing here.
  • AXB2 Runtime readiness — Advisory — this card reports evidence and never carries a score, so there is nothing missing here.
  • 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.
  • D11 Test Reliability — Test reliability NOT MEASURED: this repository did not build in our analyzer environment (a C#/MSBuild compiler error), so no test ever ran and flakiness could not be exercised. It is excluded from the score rather than counted as a defect. We did not read WHERE the failing diagnostic is, so this does not claim the fault is in your test code — a repository written for an older SDK band can compile for you and not for us. Run `dotnet build` on this commit: if it succeeds, the gap is ours and nothing here is a defect in your code.
  • D12 Dependency Hygiene — Dependency hygiene not measured
  • D16 Bus Factor — single-maintainer repository — bus factor is not applicable
  • D22 Internal API Consistency — No intentionally-exposed public API to evaluate for consistency.
  • D23 Boundary Type-Coupling — Cross-context type coupling could not be assessed — this codebase's bounded contexts are neither declared nor inferable.
  • D25 ADR Conformance — none of 1 ADRs are conformance-checkable — unverifiable.
  • D27 Navigability — symbol resolution incomplete — navigability not assessed
  • D30 Dependency Vulnerabilities — nuget: 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
  • D31 IaC & Container Security — No Infrastructure-as-Code or container manifests found (Dockerfile, Docker Compose, Terraform, Kubernetes/Helm, CloudFormation, ARM, Bicep, Ansible); nothing to scan.
  • D32 Data Compliance (PII/GDPR) — 18 file(s) were not parsed by semgrep — the PII/GDPR ruleset never ran over them
  • D36 Supply-chain Provenance & Signing — No CI/build pipeline found (.github/.forgejo/.gitea workflows, .circleci, .buildkite, .woodpecker, .teamcity, .gitlab-ci.yml, .travis.yml, bitbucket-pipelines.yml, .drone.yml, .cirrus.yml, .woodpecker.yml, appveyor.yml, azure-pipelines*.yml, .pipelines/, .vsts-ci/, .azuredevops/, Jenkinsfile); there is no build to attest provenance for.
  • D37 Vulnerability-disclosure Policy — No vulnerability-disclosure policy file found (SECURITY.md/.markdown/.rst/.txt at root or under .github/.forgejo/.gitea/docs, .well-known/security.txt). A coordinated-disclosure policy may live off-repo, so this is not evidenced rather than failed.
  • D39 IL Efficiency — IL not measured — the analyzer's build of the target did not succeed
  • D40 Network Egress Confinement — No Kubernetes/orchestration workloads found in the repository manifests; network egress policy is a cluster-native control that may live at the platform/firewall layer, so there is nothing to assess here.
  • D41 Kernel & Syscall Confinement — No Kubernetes/orchestration workloads found in the repository manifests; seccomp/AppArmor/SELinux confinement is a workload-level control, so there is nothing to assess here.
  • D42 Runtime Threat Enforcement — No Kubernetes/orchestration workloads found in the repository manifests; runtime threat-detection and admission-control policy are cluster-level controls, so there is nothing to assess here.
  • D43 Malicious Dependencies — Not scored — no dependency manifest in a supported ecosystem was read for this repository. A gap in the analyzer's language coverage, NOT a finding that the repository is free of vulnerable dependencies (a Python pyproject.toml/requirements.txt (pip/uv/Poetry), a Swift Package.swift/Package.resolved, a Cargo manifest, a Go module (go.mod/go.sum), a Gradle version catalogue, a Maven POM, an sbt build (build.sbt), composer.json, package.json, a Dart pubspec.yaml, an Elixir mix.exs/mix.lock (Hex), a rebar.config / erlang.mk DEPS (Hex), a Ruby Gemfile/Gemfile.lock or .gemspec (Bundler/RubyGems) — not scanned yet).
  • D8 Code Coverage — Coverage NOT MEASURED: `--collect:"XPlat Code Coverage"` names a data collector that ships in the `coverlet.collector` package, and this repository wires up none — no test project references it and no runsettings declares one. The absence of coverage here is therefore not evidence about the suite or about our analyzer environment: without a collector, `--collect` produces nothing even from a suite that builds and passes. Add a `coverlet.collector` PackageReference to the test project(s) (or commit the Cobertura/OpenCover/lcov report your CI produces) and real coverage will be measured. It is excluded from the score rather than counted as a near-zero defect.
  • DM1 Domain Modelling — not scored — this repository shows only 1 of the 3 signals this lens looks for (1 aggregate root(s) (AggregateRoot/IAggregateRoot))
  • ED1 Event-Driven — not scored — this repository shows none of the 3 signals this lens looks for
  • ED5 Idempotency — no mutating command handlers or message consumers detected — idempotency check not applicable
  • ES1 Event Sourcing — not scored — this repository shows none of the 3 signals this lens looks for
  • P12 CI test-gate honesty — no CI workflow found
  • P7 Outbound HTTP resilience — not applicable — this isn't a service/API/worker
  • P8 Schema migrations — no EF Core usage detected
  • P9 Domain vs controller coverage — no coverage report found on disk — produce a coverage report in a standard format (Cobertura — `dotnet test --collect:"XPlat Code Coverage"` with a `coverlet.collector` PackageReference) and commit it — a hosted scan measures a clone of the repository, so a report that exists only in a working tree, a CI runner's or your own, never reaches it; the artefact is commonly gitignored, so `git add -f` that one file (or un-ignore its path) and commit it alongside the code it measures, or wire coverage collection into CI, to enable this cross-layer check
  • 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.
  • S1 Web-Security Posture — No web surface detected in the analyzed source — no HTTP API or web-UI project (no controllers/minimal-API endpoints, no Razor/Blazor views) and no web middleware (HTTPS redirection, HSTS, security headers, cookies). Transport security, security headers, secure cookies, CSRF/input-validation and middleware-order controls are therefore N/A here — this is a library/CLI/worker, not a web app. Crypto hygiene was still checked and found nothing to flag. If this codebase becomes web-facing, the dimension reactivates automatically.
  • X2 Cancellation propagation — no async method does work a token could cancel
  • X6 Hand-rolled structured-format parsing — Advisory — this card reports evidence and never carries a score, so there is nothing missing here.
  • X9 Subsumed condition operand — Advisory — this card reports evidence and never carries a score, so there is nothing missing here.

Appendix A — Findings (grouped)

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

Critical — 28 finding(s)
D28 · Secrets (history) · REDACTED · ×21
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D17 · Explicit Debt · WriteOnlyPrivateField · ×3
  • WriteOnlyPrivateField DesignPatterns/StatePattern/StatePattern/Train.cs:14 — private TrainState state — assigned 1 time(s), read never — this field is written and never read anywhere its type can be reached from, so the state it keeps answers no question: every assignment to it computes a value that nothing observes, on every instance, for the lifetime of each one. It reads as a flag the code branches on, and nothing branches on it. Delete the field and its assignments — or, if the value was MEANT to be consulted, the missing read is the defect this row is pointing at, and the branch that should have depended on it is not there.
  • WriteOnlyPrivateField SomeTest/WinFormMVP/Presenter/UserListPresenter.cs:12 — private ApplicationFacade _facade — assigned 1 time(s), read never — this field is written and never read anywhere its type can be reached from, so the state it keeps answers no question: every assignment to it computes a value that nothing observes, on every instance, for the lifetime of each one. It reads as a flag the code branches on, and nothing branches on it. Delete the field and its assignments — or, if the value was MEANT to be consulted, the missing read is the defect this row is pointing at, and the branch that should have depended on it is not there.
  • WriteOnlyPrivateField SomeTest/timeScaleTest/Assets/TimeManager.cs:7 — private float timer — assigned 2 time(s), read never — this field is written and never read anywhere its type can be reached from, so the state it keeps answers no question: every assignment to it computes a value that nothing observes, on every instance, for the lifetime of each one. It reads as a flag the code branches on, and nothing branches on it. Delete the field and its assignments — or, if the value was MEANT to be consulted, the missing read is the defect this row is pointing at, and the branch that should have depended on it is not there.
AX3 · Project dependency cycles · Namespace dependency cycle · ×1
  • Namespace dependency cycle SomeTest/WinFormMVP/ApplicationFacade.cs:6 — The namespaces WinFormMVP ↔ WinFormMVP.Presenter depend on each other. The lightest dependency in the cycle is WinFormMVP → WinFormMVP.Presenter (WinFormMVP.ApplicationFacade → WinFormMVP.Presenter.IPresenter, 1 type pair(s)); cut that one first, e.g. by moving the shared type to a namespace both can use or inverting it behind an interface.
D13 · REDACTED Scanning · Leaked secret · ×1
  • REDACTED
D17 · Explicit Debt · DiscardedPureResult · ×1
  • DiscardedPureResult XlsxTools/Xls2Lua/Xls2Lua/XlsTransfer.cs:168 — typeStr.Remove(0, 5); — strings are immutable, so this call cannot change the text it was called on: it computes a new string and the statement throws it away, leaving the original exactly as it was. The line reads as the transformation it names, and the value that comes out of this method later is the untransformed one. Assign the result — to the same variable, or to the field or property the transformed text was meant to reach — or, if the call really was pointless, delete the line rather than leaving something that looks like it works.
D17 · Explicit Debt · NoWarnInCsproj repeated across 20 files · ×1
  • NoWarnInCsproj repeated across 20 files Minecraft/Assembly-CSharp.csproj:25 — The identical NoWarnInCsproj (`0169`) appears in 20 files (40 occurrences) — a single repo-wide policy (e.g. a Directory.Build.props decision or an idiomatic suppression), not 40 independent debts. Decide it once centrally rather than file-by-file. (Every occurrence still counts toward the score and metrics.)
Serious — 516 finding(s)
X5 · Nullable reference types · Symbol treated as nullable, then dereferenced unguarded · ×39
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Internal/NGUIMath.cs:366 — This method contradicts itself about `widgets`: line 365 assigns it with `as UIWidget[]`, which hands back null rather than throwing when the value is not a `UIWidget[]`, but line 366 then dereferences it directly as `widgets.Length` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `widgets` once before the first use and handle the null case, or cast with `(UIWidget[])` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Internal/NGUITools.cs:1199 — This method contradicts itself about `gos`: line 1198 assigns it with `as GameObject[]`, which hands back null rather than throwing when the value is not a `GameObject[]`, but line 1199 then dereferences it directly as `gos.Length` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `gos` once before the first use and handle the null case, or cast with `(GameObject[])` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Internal/NGUITools.cs:1209 — This method contradicts itself about `gos`: line 1208 assigns it with `as GameObject[]`, which hands back null rather than throwing when the value is not a `GameObject[]`, but line 1209 then dereferences it directly as `gos.Length` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `gos` once before the first use and handle the null case, or cast with `(GameObject[])` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/UI/UIAtlas.cs:436 — This method contradicts itself about `fonts`: line 434 assigns it with `as UIFont[]`, which hands back null rather than throwing when the value is not a `UIFont[]`, but line 436 then dereferences it directly as `fonts.Length` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `fonts` once before the first use and handle the null case, or cast with `(UIFont[])` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs:103 — This method contradicts itself about `db`: line 98 assigns it with `as InvDatabase`, which hands back null rather than throwing when the value is not a `InvDatabase`, but line 103 then dereferences it directly as `db.items` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `db` once before the first use and handle the null case, or cast with `(InvDatabase)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/ActiveAnimationEditor.cs:17 — This method contradicts itself about `aa`: line 15 assigns it with `as ActiveAnimation`, which hands back null rather than throwing when the value is not a `ActiveAnimation`, but line 17 then dereferences it directly as `aa.onFinished` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `aa` once before the first use and handle the null case, or cast with `(ActiveAnimation)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/MinMaxRangeAttributeDrawer.cs:43 — This method contradicts itself about `range`: line 25 assigns it with `as MinMaxRangeAttribute`, which hands back null rather than throwing when the value is not a `MinMaxRangeAttribute`, but line 43 then dereferences it directly as `range.minLimit` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `range` once before the first use and handle the null case, or cast with `(MinMaxRangeAttribute)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded REDACTED:569 — This method contradicts itself about `go`: line 568 assigns it with `as GameObject`, which hands back null rather than throwing when the value is not a `GameObject`, but line 569 then dereferences it directly as `go.transform` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `go` once before the first use and handle the null case, or cast with `(GameObject)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/NGUIEditorTools.cs:2066 — This method contradicts itself about `go`: line 2065 assigns it with `as GameObject`, which hands back null rather than throwing when the value is not a `GameObject`, but line 2066 then dereferences it directly as `go.GetComponent` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `go` once before the first use and handle the null case, or cast with `(GameObject)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/NGUITransformInspector.cs:54 — This method contradicts itself about `t`: line 52 assigns it with `as Transform`, which hands back null rather than throwing when the value is not a `Transform`, but line 54 then dereferences it directly as `t.GetComponent` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `t` once before the first use and handle the null case, or cast with `(Transform)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/NGUITransformInspector.cs:243 — This method contradicts itself about `t`: line 242 assigns it with `as Transform`, which hands back null rather than throwing when the value is not a `Transform`, but line 243 then dereferences it directly as `t.localEulerAngles` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `t` once before the first use and handle the null case, or cast with `(Transform)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/PropertyBindingEditor.cs:21 — This method contradicts itself about `pb`: line 15 assigns it with `as PropertyBinding`, which hands back null rather than throwing when the value is not a `PropertyBinding`, but line 21 then dereferences it directly as `pb.direction` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `pb` once before the first use and handle the null case, or cast with `(PropertyBinding)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/SpriteSelector.cs:211 — This method contradicts itself about `sd`: line 210 assigns it with `as UISpriteData`, which hands back null rather than throwing when the value is not a `UISpriteData`, but line 211 then dereferences it directly as `sd.name` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `sd` once before the first use and handle the null case, or cast with `(UISpriteData)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/SpriteSelector.cs:230 — This method contradicts itself about `sd`: line 222 assigns it with `as UISpriteData`, which hands back null rather than throwing when the value is not a `UISpriteData`, but line 230 then dereferences it directly as `sd.name` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `sd` once before the first use and handle the null case, or cast with `(UISpriteData)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenAlphaEditor.cs:20 — This method contradicts itself about `tw`: line 17 assigns it with `as TweenAlpha`, which hands back null rather than throwing when the value is not a `TweenAlpha`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenAlpha)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenColorEditor.cs:20 — This method contradicts itself about `tw`: line 17 assigns it with `as TweenColor`, which hands back null rather than throwing when the value is not a `TweenColor`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenColor)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenFOVEditor.cs:20 — This method contradicts itself about `tw`: line 17 assigns it with `as TweenFOV`, which hands back null rather than throwing when the value is not a `TweenFOV`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenFOV)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenHeightEditor.cs:20 — This method contradicts itself about `tw`: line 17 assigns it with `as TweenHeight`, which hands back null rather than throwing when the value is not a `TweenHeight`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenHeight)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenOrthoSizeEditor.cs:20 — This method contradicts itself about `tw`: line 17 assigns it with `as TweenOrthoSize`, which hands back null rather than throwing when the value is not a `TweenOrthoSize`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenOrthoSize)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenPositionEditor.cs:20 — This method contradicts itself about `tw`: line 17 assigns it with `as TweenPosition`, which hands back null rather than throwing when the value is not a `TweenPosition`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenPosition)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenRotationEditor.cs:20 — This method contradicts itself about `tw`: line 17 assigns it with `as TweenRotation`, which hands back null rather than throwing when the value is not a `TweenRotation`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenRotation)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenScaleEditor.cs:20 — This method contradicts itself about `tw`: line 17 assigns it with `as TweenScale`, which hands back null rather than throwing when the value is not a `TweenScale`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenScale)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenVolumeEditor.cs:20 — This method contradicts itself about `tw`: line 17 assigns it with `as TweenVolume`, which hands back null rather than throwing when the value is not a `TweenVolume`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenVolume)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TweenWidthEditor.cs:20 — This method contradicts itself about `tw`: line 17 assigns it with `as TweenWidth`, which hands back null rather than throwing when the value is not a `TweenWidth`, but line 20 then dereferences it directly as `tw.from` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TweenWidth)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • Symbol treated as nullable, then dereferenced unguarded Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/TypewriterEffectEditor.cs:28 — This method contradicts itself about `tw`: line 27 assigns it with `as TypewriterEffect`, which hands back null rather than throwing when the value is not a `TypewriterEffect`, but line 28 then dereferences it directly as `tw.onFinished` with no null test between them and no guard around it. If the `as` is right, that dereference throws NullReferenceException on the input it was written for — and the NullReferenceException names neither the cast nor the type that failed. Settle it one way — test `tw` once before the first use and handle the null case, or cast with `(TypewriterEffect)` so the failure is reported where it happens — rather than leaving the two readings side by side.
  • + 14 more in this group — see findings.md.
X3 · Exception handling · Rethrow loses stack trace (`throw ex;`) · ×38
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:101 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:526 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:540 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:554 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:568 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:582 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:596 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:610 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:624 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:638 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:668 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:681 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:694 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:707 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:720 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:733 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:746 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:759 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:772 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:785 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:798 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:811 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:824 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:837 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • Rethrow loses stack trace (`throw ex;`) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs:850 — `throw e;` resets the exception's stack trace to this line, hiding where it really came from. Use a bare `throw;` to preserve the original stack.
  • + 13 more in this group — see findings.md.
D17 · Explicit Debt · CommentedOutCode · ×32
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs:72 — 5 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaEvent.cs:72 — 5 consecutive commented-code lines
  • CommentedOutCode SomeTest/ThreadDemo/TaskDemo/Program.cs:14 — 5 consecutive commented-code lines
  • CommentedOutCode SomeTest/ThreadDemo/TaskDemo/Program.cs:20 — 5 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs:129 — 4 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaDLL.cs:451 — 4 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaEvent.cs:129 — 4 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaMisc.cs:477 — 4 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaMisc.cs:482 — 4 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaMisc.cs:487 — 4 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaMisc.cs:492 — 4 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2671 — 4 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:3395 — 4 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:3567 — 4 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:156 — 4 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaTree.cs:71 — 4 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Misc/LuaCoroutine.cs:150 — 4 consecutive commented-code lines
  • CommentedOutCode SomeTest/ThreadDemo/ThreadDemo/Program.cs:14 — 4 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:1961 — 3 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:100 — 3 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Examples/22_Reflection/TestReflection.cs:90 — 3 consecutive commented-code lines
  • CommentedOutCode MacanimSystem/Macanim_Training/Assets/Scripts/FootPlanting.cs:63 — 3 consecutive commented-code lines
  • CommentedOutCode SomeTest/DLLImport/DLLImportDemo/Assets/Scripts/DLLImportTest.cs:18 — 3 consecutive commented-code lines
  • CommentedOutCode HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2483 — 8 consecutive commented-code lines
  • CommentedOutCode NetWorkAndResources/JsonDataDemo/Assets/Scripts/JsonDeserialize.cs:60 — 8 consecutive commented-code lines
  • + 7 more in this group — see findings.md.
D29 · Static Analysis (SAST) · REDACTED
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  • + 6 more in this group — see findings.md.
IC1 · Incompleteness & stubs · Hollow method · ×25
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_LuaInterface_LuaConstructor.cs:37 — `Call` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_LuaInterface_LuaField.cs:28 — `Set` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_LuaInterface_LuaField.cs:34 — `Get` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_LuaInterface_LuaMethod.cs:31 — `Call` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_LuaInterface_LuaProperty.cs:29 — `Set` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_LuaInterface_LuaProperty.cs:35 — `Get` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Enum.cs:87 — `ToObject` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Enum.cs:93 — `Parse` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Object.cs:13 — `op_Equality` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:7 — `GetEvent` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:13 — `GetEvent` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:25 — `GetEvents` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:31 — `GetMethod` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:37 — `GetMethod` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:43 — `GetMethod` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:49 — `GetMethod` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:55 — `GetMethod` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:61 — `GetMethod` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:73 — `GetMethods` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:85 — `GetProperties` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:91 — `GetProperty` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:97 — `GetProperty` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:103 — `GetProperty` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:109 — `GetProperty` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
  • Hollow method — returns a constant without doing the work HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:115 — `GetProperty` looks like it should compute a result but its body just returns a constant — a placeholder return that was never filled in.
D3 · God Classes · TooManyMethods · ×19
  • TooManyMethods: LuaDLL HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaDLL.cs — TooManyMethods — 572 significant lines (blank, comment-only and punctuation-only lines excluded), 228 methods. The bar is 30 methods; this is 198 over it, 7.60× the bar. The type holds no instance state, so there is no shared data to group its members by. To reduce it, split it by area instead: give each cohesive family of members its own smaller type, so no one type has to be read whole to change one of them.
  • TooManyMethods: LuaState HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs — TooManyMethods — 1398 significant lines (blank, comment-only and punctuation-only lines excluded), 165 methods. The bar is 30 methods; this is 135 over it, 5.50× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: LuaStackOp HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaStackOp.cs — TooManyMethods — 515 significant lines (blank, comment-only and punctuation-only lines excluded), 142 methods. The bar is 30 methods; this is 112 over it, 4.73× the bar. The type holds no instance state, so there is no shared data to group its members by. To reduce it, split it by area instead: give each cohesive family of members its own smaller type, so no one type has to be read whole to change one of them.
  • TooManyMethods: ToLua HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs — TooManyMethods — 1530 significant lines (blank, comment-only and punctuation-only lines excluded), 136 methods. The bar is 30 methods; this is 106 over it, 4.53× the bar. The type holds no instance state, so there is no shared data to group its members by. To reduce it, split it by area instead: give each cohesive family of members its own smaller type, so no one type has to be read whole to change one of them.
  • TooManyMethods: LuaStatePtr HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaStatePtr.cs — TooManyMethods — 236 significant lines (blank, comment-only and punctuation-only lines excluded), 105 methods. The bar is 30 methods; this is 75 over it, 3.50× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: ToLuaExport HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs — TooManyMethods — 1905 significant lines (blank, comment-only and punctuation-only lines excluded), 100 methods. The bar is 30 methods; this is 70 over it, 3.33× the bar. The type holds no instance state, so there is no shared data to group its members by. To reduce it, split it by area instead: give each cohesive family of members its own smaller type, so no one type has to be read whole to change one of them.
  • TooManyMethods: LuaFunction HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs — TooManyMethods — 508 significant lines (blank, comment-only and punctuation-only lines excluded), 82 methods. The bar is 30 methods; this is 52 over it, 2.73× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: LuaMatchType HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaMatchType.cs — TooManyMethods — 363 significant lines (blank, comment-only and punctuation-only lines excluded), 66 methods. The bar is 30 methods; this is 36 over it, 2.20× the bar. The type holds no instance state, so there is no shared data to group its members by. To reduce it, split it by area instead: give each cohesive family of members its own smaller type, so no one type has to be read whole to change one of them.
  • TooManyMethods: ProtoReader NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoReader.cs — TooManyMethods — 722 significant lines (blank, comment-only and punctuation-only lines excluded), 65 methods. The bar is 30 methods; this is 35 over it, 2.17× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: MetaType NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs — TooManyMethods — 878 significant lines (blank, comment-only and punctuation-only lines excluded), 58 methods. The bar is 30 methods; this is 28 over it, 1.93× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: TypeModel NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs — TooManyMethods — 591 significant lines (blank, comment-only and punctuation-only lines excluded), 53 methods. The bar is 30 methods; this is 23 over it, 1.77× the bar. The type holds no instance state, so there is no shared data to group its members by. To reduce it, split it by area instead: give each cohesive family of members its own smaller type, so no one type has to be read whole to change one of them.
  • TooManyMethods: ProtoWriter NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoWriter.cs — TooManyMethods — 498 significant lines (blank, comment-only and punctuation-only lines excluded), 48 methods. The bar is 30 methods; this is 18 over it, 1.60× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: TypeChecker HotUpdate/uLuaDemo/Assets/ToLua/Core/TypeChecker.cs — TooManyMethods — 204 significant lines (blank, comment-only and punctuation-only lines excluded), 38 methods. The bar is 30 methods; this is 8 over it, 1.27× the bar. The type holds no instance state, so there is no shared data to group its members by. To reduce it, split it by area instead: give each cohesive family of members its own smaller type, so no one type has to be read whole to change one of them.
  • TooManyMethods: ToLuaMenu HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs — TooManyMethods — 635 significant lines (blank, comment-only and punctuation-only lines excluded), 35 methods. The bar is 30 methods; this is 5 over it, 1.17× the bar. The type holds no instance state, so there is no shared data to group its members by. To reduce it, split it by area instead: give each cohesive family of members its own smaller type, so no one type has to be read whole to change one of them.
  • TooManyMethods: System_Collections_Generic_ListWrap HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs — TooManyMethods — 540 significant lines (blank, comment-only and punctuation-only lines excluded), 35 methods. The bar is 30 methods; this is 5 over it, 1.17× the bar. The type holds no instance state, so there is no shared data to group its members by. To reduce it, split it by area instead: give each cohesive family of members its own smaller type, so no one type has to be read whole to change one of them.
  • TooManyMethods: ToLua_System_Type HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs — TooManyMethods — 106 significant lines (blank, comment-only and punctuation-only lines excluded), 35 methods. The bar is 30 methods; this is 5 over it, 1.17× the bar. The type holds no instance state, so there is no shared data to group its members by. To reduce it, split it by area instead: give each cohesive family of members its own smaller type, so no one type has to be read whole to change one of them.
  • TooManyMethods: LuaTable HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs — TooManyMethods — 409 significant lines (blank, comment-only and punctuation-only lines excluded), 32 methods. The bar is 30 methods; this is 2 over it, 1.07× the bar. The type holds no instance state, so there is no shared data to group its members by. To reduce it, split it by area instead: give each cohesive family of members its own smaller type, so no one type has to be read whole to change one of them.
  • TooManyMethods: RuntimeTypeModel NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/RuntimeTypeModel.cs — TooManyMethods — 427 significant lines (blank, comment-only and punctuation-only lines excluded), 31 methods. The bar is 30 methods; this is 1 over it, 1.03× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
  • TooManyMethods: ByteStreamBuff NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/ByteStreamBuff.cs — TooManyMethods — 89 significant lines (blank, comment-only and punctuation-only lines excluded), 31 methods. The bar is 30 methods; this is 1 over it, 1.03× the bar. To reduce it, group the members that share the same data into a smaller type of their own and delegate to it, so no single type carries every responsibility.
D17 · Explicit Debt · DeadPreprocessorBranch · ×18
  • DeadPreprocessorBranch HotUpdate/uLuaDemo/Assets/Editor/Custom/CustomSettings.cs:59 — #if USING_DOTWEENING — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaDLL.cs:194 — #if !UNITY_EDITOR && UNITY_IPHONE — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaException.cs:188 — #if DEVELOPER — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:516 — #else — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:540 — #else — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:554 — #else — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch HotUpdate/uLuaDemo/Assets/ToLua/Core/ObjectTranslator.cs:91 — #else — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch HotUpdate/uLuaDemo/Assets/ToLua/Examples/15_ProtoBuffer/TestProtoBuffer.cs:122 — #else — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:94 — #else — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch Minecraft/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs:114 — #else — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch HotUpdate/uLuaDemo/Assets/ToLua/Core/TypeTraits.cs:59 — #if MULTI_STATE — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:275 — #if JUMP_NODEFINED_ABSTRACT — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch HotUpdate/uLuaDemo/Assets/ToLua/Examples/15_ProtoBuffer/TestProtoBuffer.cs:8 — #if USE_PROTOBUF_NET — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch HotUpdate/uLuaDemo/Assets/ToLua/Misc/LuaClient.cs:62 — #if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch Minecraft/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs:26 — #if MOBILE_INPUT — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch Minecraft/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs:69 — #if MOBILE_INPUT — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch Minecraft/Assets/Standard Assets/Utility/SimpleMouseRotator.cs:73 — #if MOBILE_INPUT — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
  • DeadPreprocessorBranch SomeTest/Scripting Define Symbols/Assets/ScriptDefineSymbols.cs:25 — #if KKK — no definition of that symbol was found anywhere this analysis looks: not in a <DefineConstants> in any project file, props or targets under any condition, not on a build script's command line, not in a #define, and not in a project-template manifest; nor is it one the compiler or SDK defines itself. On that evidence the condition is decided the same way in every configuration this repository can build, and the code on the dead side of it never compiles — including the part a reader will assume is what ships. Either define the symbol in the configuration that is supposed to have it, or delete the branch and keep the behaviour you are actually shipping. If some other mechanism binds it, that mechanism is outside the list above and this row is a gap in what we read, not a fact about your code.
D3 · God Classes · FileTooLong · ×13
  • FileTooLong: Editor/ToLuaExport.cs HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs — FileTooLong — 2158 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 1658 over it, 4.32× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: Core/ToLua.cs HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs — FileTooLong — 1542 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 1042 over it, 3.08× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: Core/LuaState.cs HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs — FileTooLong — 1408 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 908 over it, 2.82× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: Meta/MetaType.cs NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs — FileTooLong — 894 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 394 over it, 1.79× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: protobuf/ProtoReader.cs NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoReader.cs — FileTooLong — 727 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 227 over it, 1.45× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: Editor/ToLuaMenu.cs HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs — FileTooLong — 701 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 201 over it, 1.40× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: Core/LuaDLL.cs HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaDLL.cs — FileTooLong — 664 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 164 over it, 1.33× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: Meta/TypeModel.cs NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs — FileTooLong — 631 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 131 over it, 1.26× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: Core/LuaTable.cs HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs — FileTooLong — 587 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 87 over it, 1.17× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: BaseType/System_Collections_Generic_ListWrap.cs HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs — FileTooLong — 546 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 46 over it, 1.09× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: Core/LuaStackOp.cs HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaStackOp.cs — FileTooLong — 520 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 20 over it, 1.04× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: Core/LuaFunction.cs HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFunction.cs — FileTooLong — 518 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 18 over it, 1.04× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
  • FileTooLong: protobuf/ProtoWriter.cs NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoWriter.cs — FileTooLong — 503 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 3 over it, 1.01× the bar. To reduce it, split the file along the responsibilities already in it: move each cohesive group of declarations into its own sibling file in the same module or package, so no one file has to be read whole to change one of them.
GD1 · Unfinished & placeholder code · Unfinished stub · ×8
  • Unfinished stub — throws NotImplementedException DesignPatterns/VisitorPattern/VisitorPattern/Corporation.cs:18 — A shipped member still throws NotImplementedException — generated scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:14 — A shipped member still throws NotImplementedException — generated scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:19 — A shipped member still throws NotImplementedException — generated scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:24 — A shipped member still throws NotImplementedException — generated scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:29 — A shipped member still throws NotImplementedException — generated scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:71 — A shipped member still throws NotImplementedException — generated scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException DesignPatterns/StatePattern/StatePattern/Train.cs:78 — A shipped member still throws NotImplementedException — generated scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException DesignPatterns/StatePattern/StatePattern/Train.cs:86 — A shipped member still throws NotImplementedException — generated scaffolding that was never completed. Implement it or remove the dead surface.
IC1 · Incompleteness & stubs · Unfinished stub · ×8
  • Unfinished stub — throws NotImplementedException DesignPatterns/StatePattern/StatePattern/Train.cs:78 — `Run` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException DesignPatterns/StatePattern/StatePattern/Train.cs:86 — `Run` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException DesignPatterns/VisitorPattern/VisitorPattern/Corporation.cs:18 — `Accept` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:14 — `CheckUI` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:19 — `ClearMemory` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:24 — `CreateUI` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:29 — `DeleteUI` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface.
  • Unfinished stub — throws NotImplementedException HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:71 — `ShowUI` is a shipped member whose whole body throws NotImplementedException — scaffolding that was never completed. Implement it or remove the dead surface.
D4 · Code Duplication · Duplicated block (16 lines × 2) · ×7
  • Duplicated block (16 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:460 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:460-475 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:542-557 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:460` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it.
  • Duplicated block (16 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:253 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:253-268 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:279-294 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:253` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
  • Duplicated block (16 lines × 2) Minecraft/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs:56 — Minecraft/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs:56-71 | Minecraft/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs:69-84 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from both call sites, so a change lands once. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
  • Duplicated block (16 lines × 2) MacanimSystem/Macanim_Training/Assets/Scripts/Agent.cs:30 — MacanimSystem/Macanim_Training/Assets/Scripts/Agent.cs:30-45 | MacanimSystem/Macanim_Training/Assets/_Scripts/NavAgent/MyAgent.cs:28-43 — 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 `MacanimSystem/Macanim_Training/Assets/Scripts/Agent.cs:30` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
  • Duplicated block (16 lines × 2) HotUpdate/AssetBundleFrame5.4/Assets/Scripts/BuildPath.cs:34 — HotUpdate/AssetBundleFrame5.4/Assets/Scripts/BuildPath.cs:34-49 | HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/Common/BuildPath.cs:36-51 — before extracting anything, compare `HotUpdate/AssetBundleFrame5.4/Assets/Scripts/BuildPath.cs` and `HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/Common/BuildPath.cs` as WHOLE FILES: this scan already matched 3 separate duplicated blocks between them, totalling at least 46 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
  • Duplicated block (16 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs:51 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs:51-66 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/PlayerActions.cs:46-61 — before extracting anything, compare `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/PlayerActions.cs` as WHOLE FILES: this scan already matched 3 separate duplicated blocks between them, totalling at least 46 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs:51` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
  • Duplicated block (16 lines × 2) HotUpdate/AssetBundleFrame5.4/Assets/Scripts/BuildPath.cs:83 — HotUpdate/AssetBundleFrame5.4/Assets/Scripts/BuildPath.cs:83-98 | HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/Common/BuildPath.cs:85-100 — before extracting anything, compare `HotUpdate/AssetBundleFrame5.4/Assets/Scripts/BuildPath.cs` and `HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/Common/BuildPath.cs` as WHOLE FILES: this scan already matched 3 separate duplicated blocks between them, totalling at least 46 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
D4 · Code Duplication · Duplicated block (8 lines × 2) · ×7
  • Duplicated block (8 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFileUtils.cs:192 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFileUtils.cs:192-199 | HotUpdate/uLuaDemo/Assets/ToLua/Misc/LuaResLoader.cs:80-87 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaFileUtils.cs:192` 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) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:483 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:483-490 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:494-501 — both copies are in the same file, so extract the block into one function there and call it from each site — the copies drift apart the first time only one of them is edited. The matched lines also transfer control out of the body holding them, which cannot survive a move into a called unit unchanged: have the extracted unit return that decision and let each site act on it.
  • Duplicated block (8 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:264 — HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:264-271 | HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:356-363 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:264` 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) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:3660 — HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:3660-3667 | HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:227-234 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from both call sites, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:3660` 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 (8 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/JoystickToWorld.cs:12 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/JoystickToWorld.cs:12-19 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/PlayerController.cs:22-29 — 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 `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/JoystickToWorld.cs:12` 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) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs:39 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs:39-46 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaEvent.cs:39-46 — before extracting anything, compare `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs` and `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaEvent.cs` as WHOLE FILES: this scan already matched 4 separate duplicated blocks between them, totalling at least 62 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
  • Duplicated block (8 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:77 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:77-84 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs:66-73 — before extracting anything, compare `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs` as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 61 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
D4 · Code Duplication · Duplicated block (6 lines × 2) · ×7
  • Duplicated block (6 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:1125 — HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:1125-1130 | HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:1183-1188 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:1125` 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 (6 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:217 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:217-222 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:290-295 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:217` 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 (6 lines × 2) Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:176 — Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:176-181 | Minecraft/Assets/Standard Assets/Utility/WaypointCircuit.cs:317-322 — before extracting anything, compare `Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs` and `Minecraft/Assets/Standard Assets/Utility/WaypointCircuit.cs` as WHOLE FILES: this scan already matched 4 separate duplicated blocks between them, totalling at least 74 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place.
  • Duplicated block (6 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:431 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:431-436 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:631-636 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:431` 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 (6 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:316 — HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:316-321 | HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:416-421 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:316` 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 (6 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:395 — HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:395-400 | HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:405-410 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:395` 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 (6 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:58 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:58-64 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs:52-57 — before extracting anything, compare `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs` as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 61 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:58` 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 (7 lines × 2) · ×5
  • Duplicated block (7 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2660 — HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2660-2666 | HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:4132-4138 — both copies are in the same file, so extract the block into one function there and call it from each site — the copies drift apart the first time only one of them is edited.
  • Duplicated block (7 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:307 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:307-313 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:370-376 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:307` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it.
  • Duplicated block (7 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:274 — HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:274-280 | HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:366-372 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:274` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it.
  • Duplicated block (7 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:283 — HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:283-289 | HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:384-390 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:283` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it.
  • Duplicated block (7 lines × 2) HotUpdate/AssetBundleDemo/Assets/Scripts/Editor/BundleHelper.cs:101 — HotUpdate/AssetBundleDemo/Assets/Scripts/Editor/BundleHelper.cs:101-110 | HotUpdate/AssetBundleFrame5.4/Assets/Editor/AssetBundle/DoAssetbundle.cs:131-137 — 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 (5 lines × 2) · ×5
  • Duplicated block (5 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Bazooka.cs:28 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Bazooka.cs:28-32 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/PlayerWithLog.cs:22-26 — 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 `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Bazooka.cs:28` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
  • Duplicated block (5 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaProperty.cs:55 — HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaProperty.cs:55-59 | HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaProperty.cs:87-91 — 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaProperty.cs:86` calls `ToVarObject`, `ChangeType` and `HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaProperty.cs:55` does not — after which the two agree again for 4 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
  • Duplicated block (5 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:408 — HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:408-412 | HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:421-425 — 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. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:420` calls `lua_tonumber`, `ToObject` and `HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:408` does not — after which the two agree again for 3 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
  • Duplicated block (5 lines × 2) Minecraft/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:90 — Minecraft/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:90-94 | Minecraft/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:108-112 — 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 `Minecraft/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:90` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
  • Duplicated block (5 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:28 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:28-32 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs:25-29 — before extracting anything, compare `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs` as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 61 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
D3 · God Classes · MethodTooLong · ×4
  • MethodTooLong: ToLuaExport.ProcessArg HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2215 — MethodTooLong — ProcessArg runs 137 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 37 over it, 1.37× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
  • MethodTooLong: MetaType.ApplyDefaultBehaviour NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:525 — MethodTooLong — ApplyDefaultBehaviour runs 120 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 20 over it, 1.20× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
  • MethodTooLong: _MethodBase.ProcessParams HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:390 — MethodTooLong — ProcessParams runs 108 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 8 over it, 1.08× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
  • MethodTooLong: ValueMember.TryGetCoreSerializer NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/ValueMember.cs:422 — MethodTooLong — TryGetCoreSerializer runs 103 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 3 over it, 1.03× the bar. This is length, not branching: a long straight-line body scores low on complexity and is still read whole to change any part of it, so the complexity numbers beside this row neither confirm nor excuse it. To reduce it, extract each cohesive step of the body — the runs of statements that work on the same values and would earn the same name — into its own named unit, and have this one call them in order.
D4 · Code Duplication · Members sharing a duplicated core (6 members, 50+ identical tokens) · ×4
  • Members sharing a duplicated core (6 members, 50+ identical tokens) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:231 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:231-246 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:250-265 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:269-284 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:332-347 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:594-609 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:758-773 — These 6 members share a duplicated core: a run of at least 50 identical tokens appears in every one of them. That run is NOT broken out as duplicated-block rows below — it is what admitted this row, and the blocks below cover only the part of it that clears the block floor, so they understate the correspondence. Read the members as one construct written 6 times. The repair is at the members' grain — factor the shared implementation out once and have all of them call it with their differences as parameters or as an injected step, or, where the difference is systematic, generate them from one template. Extracting the individual blocks below is not the same fix: it leaves every body in place and the next edit still has to be made 6 times.
  • Members sharing a duplicated core (6 members, 50+ identical tokens) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:491 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:491-513 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:516-539 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:542-566 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:569-594 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:597-623 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:626-653 — These 6 members share a duplicated core: a run of at least 50 identical tokens appears in every one of them. That run is NOT broken out as duplicated-block rows below — it is what admitted this row, and the blocks below cover only the part of it that clears the block floor, so they understate the correspondence. Read the members as one construct written 6 times. The repair is at the members' grain — factor the shared implementation out once and have all of them call it with their differences as parameters or as an injected step, or, where the difference is systematic, generate them from one template. Extracting the individual blocks below is not the same fix: it leaves every body in place and the next edit still has to be made 6 times.
  • Members sharing a duplicated core (6 members, 50+ identical tokens) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:87 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:87-99 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:102-115 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:118-136 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:139-158 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:161-181 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:184-205 — These 6 members share a duplicated core: a run of at least 50 identical tokens appears in every one of them. That run is NOT broken out as duplicated-block rows below — it is what admitted this row, and the blocks below cover only the part of it that clears the block floor, so they understate the correspondence. Read the members as one construct written 6 times. The repair is at the members' grain — factor the shared implementation out once and have all of them call it with their differences as parameters or as an injected step, or, where the difference is systematic, generate them from one template. Extracting the individual blocks below is not the same fix: it leaves every body in place and the next edit still has to be made 6 times.
  • Members sharing a duplicated core (6 members, 50+ identical tokens) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1507 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1507-1540 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1543-1574 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1618-1652 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1998-2031 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2134-2166 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2170-2202 — These 6 members share a duplicated core: a run of at least 50 identical tokens appears in every one of them. That run is NOT broken out as duplicated-block rows below — it is what admitted this row, and the blocks below cover only the part of it that clears the block floor, so they understate the correspondence. Read the members as one construct written 6 times. The repair is at the members' grain — factor the shared implementation out once and have all of them call it with their differences as parameters or as an injected step, or, where the difference is systematic, generate them from one template. Extracting the individual blocks below is not the same fix: it leaves every body in place and the next edit still has to be made 6 times.
D4 · Code Duplication · Duplicated block (13 lines × 2) · ×4
  • Duplicated block (13 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1025 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1025-1037 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1055-1067 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1025` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. The matched lines also transfer control out of the body holding them, which cannot survive a move into a called unit unchanged: have the extracted unit return that decision and let each site act on it.
  • Duplicated block (13 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1597 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1597-1609 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1978-1990 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1597` 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 (13 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaStackOp.cs:176 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaStackOp.cs:176-188 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:995-1007 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from both call sites, so a change lands once. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
  • Duplicated block (13 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:181 — HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:181-193 | HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:236-248 — 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 (9 lines × 2) · ×4
  • Duplicated block (9 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:869 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:869-877 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:926-934 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:869` 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 (9 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:296 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:296-304 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:582-590 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from both call sites, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:296` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
  • Duplicated block (9 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:366 — HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:366-374 | HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:1247-1255 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:366` 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) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:3531 — HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:3531-3539 | HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:3545-3553 — 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.
IC1 · Incompleteness & stubs · Empty method body · ×4
  • Empty method body — does nothing with its inputs DesignPatterns/StatePattern/StatePattern/Train.cs:26 — `SetState` takes parameters but its body is empty — it accepts inputs and does nothing. Either implement it or remove it.
  • Empty method body — does nothing with its inputs HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Delegate.cs:134 — `Destroy` takes parameters but its body is empty — it accepts inputs and does nothing. Either implement it or remove it.
  • Empty method body — does nothing with its inputs HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Enum.cs:82 — `ToInt` takes parameters but its body is empty — it accepts inputs and does nothing. Either implement it or remove it.
  • Empty method body — does nothing with its inputs HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Object.cs:8 — `Destroy` takes parameters but its body is empty — it accepts inputs and does nothing. Either implement it or remove it.
D4 · Code Duplication · Duplicated block (15 lines × 2) · ×3
  • Duplicated block (15 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:9 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:9-23 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs:6-20 — before extracting anything, compare `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs` as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 61 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place.
  • Duplicated block (15 lines × 2) HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/Common/SourceManager.cs:152 — HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/Common/SourceManager.cs:152-166 | HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/Common/SourceManager.cs:209-223 — 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 `HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/Common/SourceManager.cs:152` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. The matched lines also transfer control out of the body holding them, which cannot survive a move into a called unit unchanged: have the extracted unit return that decision and let each site act on it. Note first that the copies are not typed on the same thing: the declarations holding them bind `null` to `Action<string, AssetBundle[]> DownloadAssetBundle =` in one and `Action<AssetBundle, AssetBundle[]> loadOver =` in another, and the duplicated lines use it. The extracted unit therefore needs a parameter type that fits BOTH — their common supertype where they have one, or a new abstraction over them where they do not — and settling that is the step that comes BEFORE the extraction above. Where the two types are deliberately unrelated, the duplication is the price of that separation and the honest resolution is to record the decision rather than to extract.
  • Duplicated block (15 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:1937 — HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:1937-1951 | HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:1976-1991 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:1937` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it. Note that the copies do not run to the end of the range shown: their LAST lines are different code, not the same code under different names — the matched region ends inside that line. Extract the lines above it, and read the last line of each site separately.
D4 · Code Duplication · Duplicated block (6 lines × 3) · ×3
  • Duplicated block (6 lines × 3) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:1060 — HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:1060-1065 | HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:1080-1085 | HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:1172-1177 — 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.
  • Duplicated block (6 lines × 3) MacanimSystem/Macanim_Training/Assets/_Scripts/NavAgent/MyLocomotion.cs:18 — MacanimSystem/Macanim_Training/Assets/_Scripts/NavAgent/MyLocomotion.cs:18-23 | MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Locomotion.cs:22-27 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/MyLocomotion.cs:18-23 — before extracting anything, compare `MacanimSystem/Macanim_Training/Assets/_Scripts/NavAgent/MyLocomotion.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/MyLocomotion.cs` as WHOLE FILES: 96% of the shorter file's lines also appear in the other, so this reads as one file having been copied from the other rather than as a helper waiting to be extracted. The 2 duplicated block(s) this scan matched between them are fragments of that copy, not the extent of it — treat the file pair as the unit. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
  • Duplicated block (6 lines × 3) MacanimSystem/Macanim_Training/Assets/Scripts/ThirdPersonCamera.cs:20 — MacanimSystem/Macanim_Training/Assets/Scripts/ThirdPersonCamera.cs:20-29 | MacanimSystem/Macanim_Training/Assets/_Scripts/CameraMover.cs:14-19 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/CameraMover.cs:14-19 — the copies span different directories, so extracting a shared function means choosing where it lives: put it somewhere all 3 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 3 times.
X18 · Disposal-pattern correctness · Disposable created and abandoned in the method that made it · ×3
  • Disposable created and abandoned in the method that made it XlsxTools/Xls2Lua/Xls2Lua/Program.cs:24 — `reader` is a `StreamReader`, which implements `IDisposable`, and it is created here (line 24). Every use of it in `ReadConfig` reads a member through it — it is never returned, never stored, never handed to anything else, and never disposed — so this method both creates the value and is the last thing that can release it, and does not. Nothing announces the leak: the object holds its resource until finalization if its type has a finalizer, and until the process ends if it does not, so the cost accumulates once per CALL rather than showing up as a failure. Declare it with `using` (`using var reader = …;`), which releases it at the end of the scope on every path including a throw.
  • Disposable created and abandoned in the method that made it SomeTest/SocketDemo/MemoryStream/Program.cs:15 — `memoryStream` is a `MemoryStream`, which implements `IDisposable`, and it is created here (line 15). Every use of it in `Main` reads a member through it — it is never returned, never stored, never handed to anything else, and never disposed — so this method both creates the value and is the last thing that can release it, and does not. Nothing announces the leak: the object holds its resource until finalization if its type has a finalizer, and until the process ends if it does not, so the cost accumulates once per CALL rather than showing up as a failure. Declare it with `using` (`using var memoryStream = …;`), which releases it at the end of the scope on every path including a throw.
  • Disposable created and abandoned in the method that made it SomeTest/SocketDemo/NetworkStreamDemo/Program.cs:14 — `tcpClient` is a `TcpClient`, which implements `IDisposable`, and it is created here (line 14). Every use of it in `Main` reads a member through it — it is never returned, never stored, never handed to anything else, and never disposed — so this method both creates the value and is the last thing that can release it, and does not. Nothing announces the leak: the object holds its resource until finalization if its type has a finalizer, and until the process ends if it does not, so the cost accumulates once per CALL rather than showing up as a failure. Declare it with `using` (`using var tcpClient = …;`), which releases it at the end of the scope on every path including a throw.
D17 · Explicit Debt · TodoComment · ×2
  • TodoComment XlsxTools/Xls2Lua/Xls2Lua/XlsTransfer.cs:261 — //todo:可以处理结构体类型的字段 — 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 XlsxTools/Xls2Lua/Xls2Lua/XlsTransfer.cs:316 — //todo:可以具体地相应去处理枚举型变量 — 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.
D4 · Code Duplication · Duplicated block (24 lines × 2) · ×2
  • Duplicated block (24 lines × 2) Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:135 — Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:135-158 | Minecraft/Assets/Standard Assets/Utility/WaypointCircuit.cs:280-303 — before extracting anything, compare `Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs` and `Minecraft/Assets/Standard Assets/Utility/WaypointCircuit.cs` as WHOLE FILES: this scan already matched 4 separate duplicated blocks between them, totalling at least 74 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
  • Duplicated block (24 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_Patrol.cs:39 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_Patrol.cs:39-62 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCPatrol.cs:28-51 — 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 `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_Patrol.cs:39` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (16–17 lines × 2) · ×2
  • Duplicated block (16–17 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:36 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:36-52 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:91-106 — both copies are in the same file, so extract the block into one function there and call it from each site — the copies drift apart the first time only one of them is edited.
  • Duplicated block (16–17 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs:72 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs:72-88 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/PlayerActions.cs:67-82 — before extracting anything, compare `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/PlayerActions.cs` as WHOLE FILES: this scan already matched 3 separate duplicated blocks between them, totalling at least 46 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs:72` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (14 lines × 5) · ×2
  • Duplicated block (14 lines × 5) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:348 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:348-361 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_Dictionary_KeyCollectionWrap.cs:84-97 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_Dictionary_ValueCollectionWrap.cs:84-97 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:833-846 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_ObjectModel_ReadOnlyCollectionWrap.cs:117-130 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from all 5 call sites, so a change lands once. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
  • Duplicated block (14 lines × 5) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1508 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1508-1521 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1619-1632 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1999-2012 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2135-2148 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2171-2184 — all 5 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1508` 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.
D4 · Code Duplication · Duplicated block (10 lines × 2) · ×2
  • Duplicated block (10 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1089 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1089-1098 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1121-1130 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1089` 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 (10 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:880 — HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:880-889 | HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:899-908 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:880` 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 (11 lines × 2) · ×2
  • Duplicated block (11 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:253 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:253-263 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:285-295 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:253` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:252` calls `lua_gettop` and `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:284` does not — after which the two agree again for 4 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
  • Duplicated block (11 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Examples/Performance/TestPerformance.cs:141 — HotUpdate/uLuaDemo/Assets/ToLua/Examples/Performance/TestPerformance.cs:141-151 | HotUpdate/uLuaDemo/Assets/ToLua/Examples/Performance/TestPerformance.cs:157-167 — 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 (9 lines × 3) · ×2
  • Duplicated block (9 lines × 3) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_Dictionary_KeyCollectionWrap.cs:54 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_Dictionary_KeyCollectionWrap.cs:54-62 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_Dictionary_ValueCollectionWrap.cs:54-62 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_ObjectModel_ReadOnlyCollectionWrap.cs:50-58 — the copies sit in sibling files of one directory, so a shared home is within easy reach: extract the block into a single shared function the call sites can all reach — a file they already depend on, or a new one alongside them — and call it from all 3 call sites, so a change lands once. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_Dictionary_KeyCollectionWrap.cs:54` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
  • Duplicated block (9 lines × 3) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:109 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:109-117 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:450-458 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:532-540 — all 3 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:109` 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 (9–10 lines × 2) · ×2
  • Duplicated block (9–10 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:87 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:87-95 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:161-170 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:87` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just after the matched lines, `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:171` calls `default` and `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:96` does not — after which the two agree again for 2 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
  • Duplicated block (9–10 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:110 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:110-118 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs:76-85 — before extracting anything, compare `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs` as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 61 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place.
D4 · Code Duplication · Duplicated block (12 lines × 2) · ×2
  • Duplicated block (12 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs:101 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs:101-112 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaEvent.cs:101-112 — before extracting anything, compare `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs` and `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaEvent.cs` as WHOLE FILES: this scan already matched 4 separate duplicated blocks between them, totalling at least 62 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
  • Duplicated block (12 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs:116 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs:116-127 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaEvent.cs:116-127 — before extracting anything, compare `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs` and `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaEvent.cs` as WHOLE FILES: this scan already matched 4 separate duplicated blocks between them, totalling at least 62 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
IC1 · Incompleteness & stubs · Skeleton type · ×2
  • Skeleton type — most members are unfinished HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/Menu/MenuUI.cs:9 — `MenuUI` has 5 unfinished members out of 6 declared members (methods, properties, indexers and events, whether or not each carries a body) — a scaffolded type that was never implemented.
  • Skeleton type — most members are unfinished HotUpdate/uLuaDemo/Assets/ToLua/Editor/Extend/ToLua_System_Type.cs:5 — `ToLua_System_Type` has 29 unfinished members out of 35 declared members (methods, properties, indexers and events, whether or not each carries a body) — a scaffolded type that was never implemented.
X3 · Exception handling · Swallowed exception (empty catch) · ×2
  • Swallowed exception (empty catch) Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Internal/EventDelegate.cs:389 — An empty catch block silently discards the error — failures vanish with no log and no rethrow. Log it, handle it, or don't catch it.
  • Swallowed exception (empty catch) Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/NGUITransformInspector.cs:32 — 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.
C1 · Data Protection · No data-protection/encryption · ×1
  • No data-protection/encryption — No data-protection or encryption usage (ASP.NET Data Protection, AES, column encryption, PBKDF2) was found — sensitive data at rest may be unprotected. If TDE/KMS/vault is delegated to infrastructure, ignore.
D1 · Cyclomatic Complexity · MetaType.ApplyDefaultBehaviour (cyclomatic 73) · ×1
  • MetaType.ApplyDefaultBehaviour (cyclomatic 73) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:525 — MetaType.ApplyDefaultBehaviour has cyclomatic complexity 73 (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 · ToLuaExport.ProcessArg (cyclomatic 70) · ×1
  • ToLuaExport.ProcessArg (cyclomatic 70) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2215 — ToLuaExport.ProcessArg has cyclomatic complexity 70 (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 · _MethodBase.ProcessParams (cyclomatic 45) · ×1
  • _MethodBase.ProcessParams (cyclomatic 45) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:390 — _MethodBase.ProcessParams has cyclomatic complexity 45 (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 · ValueMember.TryGetCoreSerializer (cyclomatic 44) · ×1
  • ValueMember.TryGetCoreSerializer (cyclomatic 44) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/ValueMember.cs:422 — ValueMember.TryGetCoreSerializer has cyclomatic complexity 44 (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 · TypeModel.TryDeserializeAuxiliaryType (cyclomatic 43) · ×1
  • TypeModel.TryDeserializeAuxiliaryType (cyclomatic 43) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs:1058 — TypeModel.TryDeserializeAuxiliaryType has cyclomatic complexity 43 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · MetaType.NormalizeProtoMember (cyclomatic 42) · ×1
  • MetaType.NormalizeProtoMember (cyclomatic 42) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:941 — MetaType.NormalizeProtoMember has cyclomatic complexity 42 (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 · ToLuaExport.GenLuaFunctionRetValue (cyclomatic 37) · ×1
  • ToLuaExport.GenLuaFunctionRetValue (cyclomatic 37) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:3234 — ToLuaExport.GenLuaFunctionRetValue has cyclomatic complexity 37 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · ToLuaExport.Compare (cyclomatic 36) · ×1
  • ToLuaExport.Compare (cyclomatic 36) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2023 — ToLuaExport.Compare has cyclomatic complexity 36 (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 · MetaType.ApplyDefaultBehaviour (cyclomatic 34) · ×1
  • MetaType.ApplyDefaultBehaviour (cyclomatic 34) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:1085 — MetaType.ApplyDefaultBehaviour has cyclomatic complexity 34 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · RuntimeTypeModel.GetSchemaTypeName (cyclomatic 34) · ×1
  • RuntimeTypeModel.GetSchemaTypeName (cyclomatic 34) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/RuntimeTypeModel.cs:1886 — RuntimeTypeModel.GetSchemaTypeName has cyclomatic complexity 34 (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 · ToLuaExport.GetPushFunction (cyclomatic 32) · ×1
  • ToLuaExport.GetPushFunction (cyclomatic 32) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:1619 — ToLuaExport.GetPushFunction has cyclomatic complexity 32 (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 · MetaType.WriteSchema (cyclomatic 32) · ×1
  • MetaType.WriteSchema (cyclomatic 32) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:1717 — MetaType.WriteSchema has cyclomatic complexity 32 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · TypeModel.TrySerializeAuxiliaryType (cyclomatic 32) · ×1
  • TypeModel.TrySerializeAuxiliaryType (cyclomatic 32) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs:96 — TypeModel.TrySerializeAuxiliaryType has cyclomatic complexity 32 (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 · ToLua.Push (cyclomatic 31) · ×1
  • ToLua.Push (cyclomatic 31) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2682 — ToLua.Push has cyclomatic complexity 31 (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 · ToLuaExport.InitMethods (cyclomatic 31) · ×1
  • ToLuaExport.InitMethods (cyclomatic 31) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:830 — ToLuaExport.InitMethods has cyclomatic complexity 31 (threshold 15). Of this number, 30 points are the body's own statements and 1 belongs to one function literal inside it that branches. To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · BclHelpers.ReadNetObject (cyclomatic 30) · ×1
  • BclHelpers.ReadNetObject (cyclomatic 30) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/BclHelpers.cs:377 — BclHelpers.ReadNetObject has cyclomatic complexity 30 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · MetaType.ResolveTupleConstructor (cyclomatic 25) · ×1
  • MetaType.ResolveTupleConstructor (cyclomatic 25) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:828 — MetaType.ResolveTupleConstructor has cyclomatic complexity 25 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · TestLuaStack.OnGUI (cyclomatic 24) · ×1
  • TestLuaStack.OnGUI (cyclomatic 24) HotUpdate/uLuaDemo/Assets/ToLua/Examples/TestErrorStack/TestLuaStack.cs:366 — TestLuaStack.OnGUI 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 · ToLuaExport.GenRegisterVariables (cyclomatic 24) · ×1
  • ToLuaExport.GenRegisterVariables (cyclomatic 24) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:1276 — ToLuaExport.GenRegisterVariables has cyclomatic complexity 24 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · RuntimeTypeModel.CascadeDependents (cyclomatic 24) · ×1
  • RuntimeTypeModel.CascadeDependents (cyclomatic 24) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/RuntimeTypeModel.cs:234 — RuntimeTypeModel.CascadeDependents has cyclomatic complexity 24 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · ValueMember.ParseDefaultValue (cyclomatic 24) · ×1
  • ValueMember.ParseDefaultValue (cyclomatic 24) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/ValueMember.cs:133 — ValueMember.ParseDefaultValue has cyclomatic complexity 24 (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 · ToLua.CheckVarObject (cyclomatic 23) · ×1
  • ToLua.CheckVarObject (cyclomatic 23) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1280 — ToLua.CheckVarObject 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 · MetaType.BuildSerializer (cyclomatic 23) · ×1
  • MetaType.BuildSerializer (cyclomatic 23) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:406 — MetaType.BuildSerializer 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 · TypeModel.GetListItemType (cyclomatic 23) · ×1
  • TypeModel.GetListItemType (cyclomatic 23) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs:778 — TypeModel.GetListItemType has cyclomatic complexity 23 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top. This is NOT this file's highest cyclomatic complexity: TypeModel.GetWireType (cyclomatic 24) is higher and carries no row of its own — it was excluded as a flat dispatcher (a long switch/match over independent cases: many branches, almost no nesting), which this dimension does not treat as a refactor obligation. It is named here so the ranking you see in this file is not mistaken for the whole of it; the excluded method is counted neither in this dimension's figures nor in its score.
D1 · Cyclomatic Complexity · TestPerformance.OnGUI (cyclomatic 22) · ×1
  • TestPerformance.OnGUI (cyclomatic 22) HotUpdate/uLuaDemo/Assets/ToLua/Examples/Performance/TestPerformance.cs:44 — TestPerformance.OnGUI has cyclomatic complexity 22 (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 · RuntimeTypeModel.ResolveListTypes (cyclomatic 22) · ×1
  • RuntimeTypeModel.ResolveListTypes (cyclomatic 22) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/RuntimeTypeModel.cs:1791 — RuntimeTypeModel.ResolveListTypes has cyclomatic complexity 22 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · ProtoReader.TryReadUInt64VariantWithoutMoving (cyclomatic 22) · ×1
  • ProtoReader.TryReadUInt64VariantWithoutMoving (cyclomatic 22) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoReader.cs:363 — ProtoReader.TryReadUInt64VariantWithoutMoving has cyclomatic complexity 22 (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 · LuaException.ExtractFormattedStackTrace (cyclomatic 21) · ×1
  • LuaException.ExtractFormattedStackTrace (cyclomatic 21) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaException.cs:84 — LuaException.ExtractFormattedStackTrace has cyclomatic complexity 21 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · RuntimeTypeModel.GetSchema (cyclomatic 21) · ×1
  • RuntimeTypeModel.GetSchema (cyclomatic 21) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/RuntimeTypeModel.cs:130 — RuntimeTypeModel.GetSchema has cyclomatic complexity 21 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · ToLuaExport.InitPropertyList (cyclomatic 20) · ×1
  • ToLuaExport.InitPropertyList (cyclomatic 20) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:971 — ToLuaExport.InitPropertyList has cyclomatic complexity 20 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · MetaType.ResolveListTypes (cyclomatic 20) · ×1
  • MetaType.ResolveListTypes (cyclomatic 20) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:1431 — MetaType.ResolveListTypes has cyclomatic complexity 20 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · ProtoReader.TryReadUInt32VariantWithoutMoving (cyclomatic 20) · ×1
  • ProtoReader.TryReadUInt32VariantWithoutMoving (cyclomatic 20) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoReader.cs:125 — ProtoReader.TryReadUInt32VariantWithoutMoving has cyclomatic complexity 20 (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 · ToLuaExport.CompareMethod (cyclomatic 19) · ×1
  • ToLuaExport.CompareMethod (cyclomatic 19) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2647 — ToLuaExport.CompareMethod has cyclomatic complexity 19 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · WaypointListDrawer.OnGUI (cyclomatic 19) · ×1
  • WaypointListDrawer.OnGUI (cyclomatic 19) Minecraft/Assets/Standard Assets/Utility/WaypointCircuit.cs:232 — WaypointListDrawer.OnGUI has cyclomatic complexity 19 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · UnityChanControlScriptWithRgidBody.FixedUpdate (cyclomatic 19) · ×1
  • UnityChanControlScriptWithRgidBody.FixedUpdate (cyclomatic 19) DynamicBones/SpringBone/Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs:69 — UnityChanControlScriptWithRgidBody.FixedUpdate has cyclomatic complexity 19 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · RuntimeTypeModel.FindOrAddAuto (cyclomatic 19) · ×1
  • RuntimeTypeModel.FindOrAddAuto (cyclomatic 19) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/RuntimeTypeModel.cs:476 — RuntimeTypeModel.FindOrAddAuto has cyclomatic complexity 19 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · TypeModel.DeserializeWithLengthPrefix (cyclomatic 19) · ×1
  • TypeModel.DeserializeWithLengthPrefix (cyclomatic 19) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs:299 — TypeModel.DeserializeWithLengthPrefix has cyclomatic complexity 19 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top. This is NOT this file's highest cyclomatic complexity: TypeModel.GetWireType (cyclomatic 24) is higher and carries no row of its own — it was excluded as a flat dispatcher (a long switch/match over independent cases: many branches, almost no nesting), which this dimension does not treat as a refactor obligation. It is named here so the ranking you see in this file is not mistaken for the whole of it; the excluded method is counted neither in this dimension's figures nor in its score.
D1 · Cyclomatic Complexity · ValueMember.BuildSerializer (cyclomatic 19) · ×1
  • ValueMember.BuildSerializer (cyclomatic 19) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/ValueMember.cs:314 — ValueMember.BuildSerializer has cyclomatic complexity 19 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · ToLuaExport.GenConstructFunction (cyclomatic 18) · ×1
  • ToLuaExport.GenConstructFunction (cyclomatic 18) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:1768 — ToLuaExport.GenConstructFunction has cyclomatic complexity 18 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · TypeSerializer.TypeSerializer.ctor (cyclomatic 18) · ×1
  • TypeSerializer.TypeSerializer.ctor (cyclomatic 18) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Serializers/TypeSerializer.cs:38 — TypeSerializer.TypeSerializer.ctor has cyclomatic complexity 18 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · TypeSerializer.Read (cyclomatic 18) · ×1
  • TypeSerializer.Read (cyclomatic 18) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Serializers/TypeSerializer.cs:186 — TypeSerializer.Read has cyclomatic complexity 18 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · TestDelegate.OnGUI (cyclomatic 17) · ×1
  • TestDelegate.OnGUI (cyclomatic 17) HotUpdate/uLuaDemo/Assets/ToLua/Examples/11_Delegate/TestDelegate.cs:223 — TestDelegate.OnGUI 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 · ActivateTrigger.DoActivateTrigger (cyclomatic 17) · ×1
  • ActivateTrigger.DoActivateTrigger (cyclomatic 17) Minecraft/Assets/Standard Assets/Utility/ActivateTrigger.cs:28 — ActivateTrigger.DoActivateTrigger has cyclomatic complexity 17 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · ProtoReader.SkipField (cyclomatic 17) · ×1
  • ProtoReader.SkipField (cyclomatic 17) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoReader.cs:743 — ProtoReader.SkipField has cyclomatic complexity 17 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · LuaMisc.GetPrimitiveStr (cyclomatic 16) · ×1
  • LuaMisc.GetPrimitiveStr (cyclomatic 16) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaMisc.cs:327 — LuaMisc.GetPrimitiveStr has cyclomatic complexity 16 (threshold 15). To reduce it, split the body: these branches sit side by side rather than nested inside one another, so extracting each one on its own would leave a function per branch. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
D1 · Cyclomatic Complexity · LuaReflection.GetProperty (cyclomatic 16) · ×1
  • LuaReflection.GetProperty (cyclomatic 16) HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:353 — LuaReflection.GetProperty has cyclomatic complexity 16 (threshold 15). To reduce it, split the body: these branches sit side by side rather than nested inside one another, so extracting each one on its own would leave a function per branch. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
D1 · Cyclomatic Complexity · ToLuaExport.GenDelegateBody (cyclomatic 16) · ×1
  • ToLuaExport.GenDelegateBody (cyclomatic 16) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:3461 — ToLuaExport.GenDelegateBody has cyclomatic complexity 16 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · ReplacementListDrawer.OnGUI (cyclomatic 16) · ×1
  • ReplacementListDrawer.OnGUI (cyclomatic 16) Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:93 — ReplacementListDrawer.OnGUI has cyclomatic complexity 16 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · SourceManager.DownloadAssetBundle (cyclomatic 16) · ×1
  • SourceManager.DownloadAssetBundle (cyclomatic 16) HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/Common/SourceManager.cs:193 — SourceManager.DownloadAssetBundle has cyclomatic complexity 16 (threshold 15). To reduce it, separate the cases: extract each independent branch into its own named function, and where the body has guards that only reject input, fold those into early returns at the top.
D1 · Cyclomatic Complexity · BclHelpers.ReadTimeSpanTicks (cyclomatic 16) · ×1
  • BclHelpers.ReadTimeSpanTicks (cyclomatic 16) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/BclHelpers.cs:173 — BclHelpers.ReadTimeSpanTicks has cyclomatic complexity 16 (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 · ListDecorator.ListDecorator.ctor (cyclomatic 16) · ×1
  • ListDecorator.ListDecorator.ctor (cyclomatic 16) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Serializers/ListDecorator.cs:52 — ListDecorator.ListDecorator.ctor has cyclomatic complexity 16 (threshold 15). To reduce it, split the body: these branches sit side by side rather than nested inside one another, so extracting each one on its own would leave a function per branch. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
D11 · Test Reliability · Test reliability not measured · ×1
  • Test reliability not measured — test suite did not build — Test reliability NOT MEASURED: this repository did not build in our analyzer environment (a C#/MSBuild compiler error), so no test ever ran and flakiness could not be exercised. It is excluded from the score rather than counted as a defect. We did not read WHERE the failing diagnostic is, so this does not claim the fault is in your test code — a repository written for an older SDK band can compile for you and not for us. Run `dotnet build` on this commit: if it succeeds, the gap is ours and nothing here is a defect in your code.
D18 · Solution Shape · Build failed · ×1
  • Build failed — The target solution did not build cleanly (errors: 424), which caps Solution Shape at 3/10 — the most basic shape signal is that it compiles. First errors: MSB4019: The imported project "/usr/share/dotnet/sdk/10.0.400/SyntaxTree/UnityVS/2012/UnityVS.CSharp.targets" was not found. Confirm that the expression in the Import declaration "$(MSBuildExtensionsPath)/SyntaxTree/UnityVS/2012/UnityVS.CSharp.targets", which evaluated to "/usr/share/dotnet/sdk/10.0.400//SyntaxTree/UnityVS/2012/UnityVS.CSharp.targets", is correct, and that the file exists on disk.; MSB3644: The reference assemblies for .NETFramework,Version=v3.5,Profile=Unity Subset v3.5 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application. You can download .NET Framework Developer Packs at https://aka.ms/msbuild/developerpacks; MSB3644: The reference assemblies for .NETFramework,Version=v3.5,Profile=Unity Full v3.5 were not found. To resolve this, install the Developer Pack (SDK/Targeting Pack) for this framework version or retarget your application. You can download .NET Framework Developer Packs at https://aka.ms/msbuild/developerpacks; CS0246: The type or namespace name 'UnityEngine' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'MonoBehaviour' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'RequireComponentAttribute' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'RequireComponent' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'Animator' could not be found (are you missing a using directive or an assembly reference?); CS2001: Source file 'MacanimSystem/Macanim_Training/Assets/Locomotion/Scripts/Locomotion.cs' could not be found.; MSB4019: The imported project "/usr/share/dotnet/sdk/10.0.400/SyntaxTree/UnityVS/2015/UnityVS.CSharp.targets" was not found. Confirm that the expression in the Import declaration "$(MSBuildExtensionsPath)/SyntaxTree/UnityVS/2015/UnityVS.CSharp.targets", which evaluated to "/usr/share/dotnet/sdk/10.0.400//SyntaxTree/UnityVS/2015/UnityVS.CSharp.targets", is correct, and that the file exists on disk.; MSB4019: The imported project "/usr/share/dotnet/sdk/10.0.400/SyntaxTree/UnityVS/2013/UnityVS.CSharp.targets" was not found. Confirm that the expression in the Import declaration "$(MSBuildExtensionsPath)/SyntaxTree/UnityVS/2013/UnityVS.CSharp.targets", which evaluated to "/usr/share/dotnet/sdk/10.0.400//SyntaxTree/UnityVS/2013/UnityVS.CSharp.targets", is correct, and that the file exists on disk.; CS0246: The type or namespace name 'Text' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'GameObject' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'Slider' could not be found (are you missing a using directive or an assembly reference?); CS1525: Invalid expression term '}'; CS1002: ; expected; CS0246: The type or namespace name 'UnityEditor' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'ScriptableObject' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'Vector3' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'IBeginDragHandler' could not be found (are you missing a using directive or an assembly reference?); CS0246: The type or namespace name 'IEndDragHandler' could not be found (are you missing a using directive or an assembly reference?).
D2 · Cognitive Complexity · MetaType.ApplyDefaultBehaviour (cognitive 158) · ×1
  • MetaType.ApplyDefaultBehaviour (cognitive 158) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:525 — MetaType.ApplyDefaultBehaviour has cognitive complexity 158 (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 · ToLuaExport.ProcessArg (cognitive 157) · ×1
  • ToLuaExport.ProcessArg (cognitive 157) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2215 — ToLuaExport.ProcessArg has cognitive complexity 157 (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 · RuntimeTypeModel.CascadeDependents (cognitive 81) · ×1
  • RuntimeTypeModel.CascadeDependents (cognitive 81) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/RuntimeTypeModel.cs:234 — RuntimeTypeModel.CascadeDependents has cognitive complexity 81 (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 · MetaType.WriteSchema (cognitive 75) · ×1
  • MetaType.WriteSchema (cognitive 75) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:1717 — MetaType.WriteSchema has cognitive complexity 75 (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 · _MethodBase.ProcessParams (cognitive 74) · ×1
  • _MethodBase.ProcessParams (cognitive 74) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:390 — _MethodBase.ProcessParams has cognitive complexity 74 (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 · MetaType.NormalizeProtoMember (cognitive 73) · ×1
  • MetaType.NormalizeProtoMember (cognitive 73) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:941 — MetaType.NormalizeProtoMember has cognitive complexity 73 (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 · SourceManager.DownloadAssetBundle (cognitive 63) · ×1
  • SourceManager.DownloadAssetBundle (cognitive 63) HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/Common/SourceManager.cs:193 — SourceManager.DownloadAssetBundle has cognitive complexity 63 (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 · ToLuaExport.InitMethods (cognitive 61) · ×1
  • ToLuaExport.InitMethods (cognitive 61) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:830 — ToLuaExport.InitMethods has cognitive complexity 61 (threshold 15). Of this number, 60 points are the body's own statements and 1 belongs 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 · WaypointListDrawer.OnGUI (cognitive 60) · ×1
  • WaypointListDrawer.OnGUI (cognitive 60) Minecraft/Assets/Standard Assets/Utility/WaypointCircuit.cs:232 — WaypointListDrawer.OnGUI has cognitive complexity 60 (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 · BclHelpers.ReadNetObject (cognitive 60) · ×1
  • BclHelpers.ReadNetObject (cognitive 60) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/BclHelpers.cs:377 — BclHelpers.ReadNetObject has cognitive complexity 60 (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 · ToLuaExport.Compare (cognitive 56) · ×1
  • ToLuaExport.Compare (cognitive 56) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2023 — ToLuaExport.Compare has cognitive complexity 56 (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 · ToLuaExport.GenLuaFunctionRetValue (cognitive 55) · ×1
  • ToLuaExport.GenLuaFunctionRetValue (cognitive 55) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:3234 — ToLuaExport.GenLuaFunctionRetValue has cognitive complexity 55 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ValueMember.TryGetCoreSerializer (cognitive 53) · ×1
  • ValueMember.TryGetCoreSerializer (cognitive 53) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/ValueMember.cs:422 — ValueMember.TryGetCoreSerializer has cognitive complexity 53 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function.
D2 · Cognitive Complexity · ReplacementListDrawer.OnGUI (cognitive 51) · ×1
  • ReplacementListDrawer.OnGUI (cognitive 51) Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:93 — ReplacementListDrawer.OnGUI has cognitive complexity 51 (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 · MetaType.ResolveTupleConstructor (cognitive 50) · ×1
  • MetaType.ResolveTupleConstructor (cognitive 50) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:828 — MetaType.ResolveTupleConstructor has cognitive complexity 50 (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 · RuntimeTypeModel.GetSchema (cognitive 45) · ×1
  • RuntimeTypeModel.GetSchema (cognitive 45) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/RuntimeTypeModel.cs:130 — RuntimeTypeModel.GetSchema has cognitive complexity 45 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · TypeSerializer.Read (cognitive 42) · ×1
  • TypeSerializer.Read (cognitive 42) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Serializers/TypeSerializer.cs:186 — TypeSerializer.Read has cognitive complexity 42 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ToLua.Push (cognitive 39) · ×1
  • ToLua.Push (cognitive 39) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2682 — ToLua.Push has cognitive complexity 39 (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 · UnityChanControlScriptWithRgidBody.FixedUpdate (cognitive 39) · ×1
  • UnityChanControlScriptWithRgidBody.FixedUpdate (cognitive 39) DynamicBones/SpringBone/Assets/UnityChan/Scripts/UnityChanControlScriptWithRgidBody.cs:69 — UnityChanControlScriptWithRgidBody.FixedUpdate 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 · ToLua.CheckVarObject (cognitive 36) · ×1
  • ToLua.CheckVarObject (cognitive 36) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1280 — ToLua.CheckVarObject has cognitive complexity 36 (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 · TypeModel.TryDeserializeAuxiliaryType (cognitive 36) · ×1
  • TypeModel.TryDeserializeAuxiliaryType (cognitive 36) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs:1058 — TypeModel.TryDeserializeAuxiliaryType 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 · RuntimeTypeModel.GetSchemaTypeName (cognitive 35) · ×1
  • RuntimeTypeModel.GetSchemaTypeName (cognitive 35) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/RuntimeTypeModel.cs:1886 — RuntimeTypeModel.GetSchemaTypeName has cognitive complexity 35 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · xls2json.change_file_by_xml_data (cognitive 35) · ×1
  • xls2json.change_file_by_xml_data (cognitive 35) XlsxTools/xls2json/Tools/xls2json.py:121 — xls2json.change_file_by_xml_data has cognitive complexity 35 (threshold 15). Drivers by points: if/else 8 (22 pts), loops 5 (11 pts), error handling 1 (2 pts) (nesting depth added 21). 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 · TestPerformance.OnGUI (cognitive 34) · ×1
  • TestPerformance.OnGUI (cognitive 34) HotUpdate/uLuaDemo/Assets/ToLua/Examples/Performance/TestPerformance.cs:44 — TestPerformance.OnGUI has cognitive complexity 34 (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 · MetaType.BuildSerializer (cognitive 34) · ×1
  • MetaType.BuildSerializer (cognitive 34) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:406 — MetaType.BuildSerializer has cognitive complexity 34 (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 · LuaState.Collect (cognitive 33) · ×1
  • LuaState.Collect (cognitive 33) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2032 — LuaState.Collect 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 · ToLuaExport.GenDelegateBody (cognitive 33) · ×1
  • ToLuaExport.GenDelegateBody (cognitive 33) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:3461 — ToLuaExport.GenDelegateBody has cognitive complexity 33 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · LuaException.ExtractFormattedStackTrace (cognitive 32) · ×1
  • LuaException.ExtractFormattedStackTrace (cognitive 32) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaException.cs:84 — LuaException.ExtractFormattedStackTrace has cognitive complexity 32 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ToLuaExport.GenConstructFunction (cognitive 32) · ×1
  • ToLuaExport.GenConstructFunction (cognitive 32) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:1768 — ToLuaExport.GenConstructFunction has cognitive complexity 32 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ToLuaExport.CompareMethod (cognitive 32) · ×1
  • ToLuaExport.CompareMethod (cognitive 32) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2647 — ToLuaExport.CompareMethod has cognitive complexity 32 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · RuntimeTypeModel.ResolveListTypes (cognitive 32) · ×1
  • RuntimeTypeModel.ResolveListTypes (cognitive 32) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/RuntimeTypeModel.cs:1791 — RuntimeTypeModel.ResolveListTypes has cognitive complexity 32 (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 · ToLuaExport.GenRegisterVariables (cognitive 31) · ×1
  • ToLuaExport.GenRegisterVariables (cognitive 31) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:1276 — ToLuaExport.GenRegisterVariables has cognitive complexity 31 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ToLuaMenu.GetCustomTypeDelegates (cognitive 30) · ×1
  • ToLuaMenu.GetCustomTypeDelegates (cognitive 30) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:385 — ToLuaMenu.GetCustomTypeDelegates has cognitive complexity 30 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · Driver.CheckResources (cognitive 30) · ×1
  • Driver.CheckResources (cognitive 30) HotUpdate/AssetBundleFrame5.4/Assets/Scripts/Driver.cs:121 — Driver.CheckResources has cognitive complexity 30 (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 · XlsTransfer.GenLuaFile (cognitive 30) · ×1
  • XlsTransfer.GenLuaFile (cognitive 30) XlsxTools/Xls2Lua/Xls2Lua/XlsTransfer.cs:193 — XlsTransfer.GenLuaFile has cognitive complexity 30 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · MetaType.ResolveListTypes (cognitive 30) · ×1
  • MetaType.ResolveListTypes (cognitive 30) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:1431 — MetaType.ResolveListTypes has cognitive complexity 30 (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 · RuntimeTypeModel.FindOrAddAuto (cognitive 30) · ×1
  • RuntimeTypeModel.FindOrAddAuto (cognitive 30) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/RuntimeTypeModel.cs:476 — RuntimeTypeModel.FindOrAddAuto has cognitive complexity 30 (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 · CodeExporter.GenCode (cognitive 30) · ×1
  • CodeExporter.GenCode (cognitive 30) SomeTest/CodeExporter/Assets/Editor/CodeExporter.cs:43 — CodeExporter.GenCode has cognitive complexity 30 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · MetaType.ApplyDefaultBehaviour (cognitive 29) · ×1
  • MetaType.ApplyDefaultBehaviour (cognitive 29) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:1085 — MetaType.ApplyDefaultBehaviour has cognitive complexity 29 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ActivateTrigger.DoActivateTrigger (cognitive 28) · ×1
  • ActivateTrigger.DoActivateTrigger (cognitive 28) Minecraft/Assets/Standard Assets/Utility/ActivateTrigger.cs:28 — ActivateTrigger.DoActivateTrigger has cognitive complexity 28 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · DoAssetbundle.SetAssetBundleName (cognitive 28) · ×1
  • DoAssetbundle.SetAssetBundleName (cognitive 28) HotUpdate/AssetBundleFrame5.4/Assets/Editor/AssetBundle/DoAssetbundle.cs:68 — DoAssetbundle.SetAssetBundleName 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 · ValueMember.BuildSerializer (cognitive 28) · ×1
  • ValueMember.BuildSerializer (cognitive 28) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/ValueMember.cs:314 — ValueMember.BuildSerializer has cognitive complexity 28 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · ToLua.OnOpenAsset (cognitive 27) · ×1
  • ToLua.OnOpenAsset (cognitive 27) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:518 — ToLua.OnOpenAsset has cognitive complexity 27 (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 · ToLuaExport.ProcessEditorExtend (cognitive 27) · ×1
  • ToLuaExport.ProcessEditorExtend (cognitive 27) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:4166 — ToLuaExport.ProcessEditorExtend has cognitive complexity 27 (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 · ToLuaMenu.AddSpaceNameToTree (cognitive 27) · ×1
  • ToLuaMenu.AddSpaceNameToTree (cognitive 27) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:508 — ToLuaMenu.AddSpaceNameToTree has cognitive complexity 27 (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 · TypeModel.DeserializeWithLengthPrefix (cognitive 27) · ×1
  • TypeModel.DeserializeWithLengthPrefix (cognitive 27) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs:299 — TypeModel.DeserializeWithLengthPrefix has cognitive complexity 27 (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 · TestLuaStack.OnGUI (cognitive 26) · ×1
  • TestLuaStack.OnGUI (cognitive 26) HotUpdate/uLuaDemo/Assets/ToLua/Examples/TestErrorStack/TestLuaStack.cs:366 — TestLuaStack.OnGUI has cognitive complexity 26 (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.
D2 · Cognitive Complexity · TypeModel.GetListItemType (cognitive 26) · ×1
  • TypeModel.GetListItemType (cognitive 26) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs:778 — TypeModel.GetListItemType 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 · Ragdoll.OnAnimatorIK (cognitive 25) · ×1
  • Ragdoll.OnAnimatorIK (cognitive 25) MacanimSystem/Macanim_Training/Assets/Scripts/Ragdoll.cs:71 — Ragdoll.OnAnimatorIK has cognitive complexity 25 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · BclHelpers.WriteNetObject (cognitive 25) · ×1
  • BclHelpers.WriteNetObject (cognitive 25) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/BclHelpers.cs:488 — BclHelpers.WriteNetObject 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 · LuaMethodCache.GetMethod (cognitive 24) · ×1
  • LuaMethodCache.GetMethod (cognitive 24) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaMethodCache.cs:32 — LuaMethodCache.GetMethod has cognitive complexity 24 (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 · ToLuaExport.InitPropertyList (cognitive 24) · ×1
  • ToLuaExport.InitPropertyList (cognitive 24) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:971 — ToLuaExport.InitPropertyList has cognitive complexity 24 (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 · ProtoReader.AppendBytes (cognitive 24) · ×1
  • ProtoReader.AppendBytes (cognitive 24) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoReader.cs:884 — ProtoReader.AppendBytes has cognitive complexity 24 (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 · ListDecorator.Read (cognitive 24) · ×1
  • ListDecorator.Read (cognitive 24) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Serializers/ListDecorator.cs:473 — ListDecorator.Read 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 · ToLuaExport.GenRegisterFuncItems (cognitive 23) · ×1
  • ToLuaExport.GenRegisterFuncItems (cognitive 23) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:1168 — ToLuaExport.GenRegisterFuncItems has cognitive complexity 23 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · Bazooka.Update (cognitive 23) · ×1
  • Bazooka.Update (cognitive 23) MacanimSystem/Macanim_Training/Assets/Scripts/Bazooka.cs:30 — Bazooka.Update 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 · EntriesDrawer.OnGUI (cognitive 22) · ×1
  • EntriesDrawer.OnGUI (cognitive 22) Minecraft/Assets/Standard Assets/Utility/TimedObjectActivator.cs:99 — EntriesDrawer.OnGUI 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 · IK.OnAnimatorIK (cognitive 22) · ×1
  • IK.OnAnimatorIK (cognitive 22) MacanimSystem/Macanim_Training/Assets/Scripts/IK.cs:53 — IK.OnAnimatorIK 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 · IK.Update (cognitive 21) · ×1
  • IK.Update (cognitive 21) MacanimSystem/Macanim_Training/Assets/Scripts/IK.cs:127 — IK.Update 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 · TypeModel.TrySerializeAuxiliaryType (cognitive 21) · ×1
  • TypeModel.TrySerializeAuxiliaryType (cognitive 21) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs:96 — TypeModel.TrySerializeAuxiliaryType 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 · ProtoReader.TryReadUInt64VariantWithoutMoving (cognitive 21) · ×1
  • ProtoReader.TryReadUInt64VariantWithoutMoving (cognitive 21) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoReader.cs:363 — ProtoReader.TryReadUInt64VariantWithoutMoving has cognitive complexity 21 (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 · ProtoReader.ReadLengthPrefix (cognitive 21) · ×1
  • ProtoReader.ReadLengthPrefix (cognitive 21) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoReader.cs:1031 — ProtoReader.ReadLengthPrefix has cognitive complexity 21 (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 · ToLuaExport.CheckCheckTypePos (cognitive 20) · ×1
  • ToLuaExport.CheckCheckTypePos (cognitive 20) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2782 — ToLuaExport.CheckCheckTypePos 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 · ToLuaMenu.GenLuaBinder (cognitive 20) · ×1
  • ToLuaMenu.GenLuaBinder (cognitive 20) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaMenu.cs:603 — ToLuaMenu.GenLuaBinder has cognitive complexity 20 (threshold 15). Of this number, 18 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 · NetObjectCache.AddObjectKey (cognitive 20) · ×1
  • NetObjectCache.AddObjectKey (cognitive 20) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/NetObjectCache.cs:76 — NetObjectCache.AddObjectKey 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 · TypeSerializer.TypeSerializer.ctor (cognitive 20) · ×1
  • TypeSerializer.TypeSerializer.ctor (cognitive 20) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Serializers/TypeSerializer.cs:38 — TypeSerializer.TypeSerializer.ctor 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 · LuaState.PushLuaFunction (cognitive 19) · ×1
  • LuaState.PushLuaFunction (cognitive 19) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:787 — LuaState.PushLuaFunction has cognitive complexity 19 (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 · LuaState.GetFunction (cognitive 19) · ×1
  • LuaState.GetFunction (cognitive 19) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:867 — LuaState.GetFunction has cognitive complexity 19 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function. This shape REPEATS in the file: one other method here (LuaState.GetTable) has the same decision points, in the same order, at the same nesting depths — so this is one pattern written twice rather than two separate problems. Splitting this body alone leaves the other exactly as it is. Where these are variations on one operation, the change that clears both is the shared one: lift the common shape into a single routine the variants call, parameterised by whatever genuinely differs between them, and keep in each method only the part that is not shared.
D2 · Cognitive Complexity · LuaState.GetTable (cognitive 19) · ×1
  • LuaState.GetTable (cognitive 19) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:968 — LuaState.GetTable has cognitive complexity 19 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function. This shape REPEATS in the file: one other method here (LuaState.GetFunction) has the same decision points, in the same order, at the same nesting depths — so this is one pattern written twice rather than two separate problems. Splitting this body alone leaves the other exactly as it is. Where these are variations on one operation, the change that clears both is the shared one: lift the common shape into a single routine the variants call, parameterised by whatever genuinely differs between them, and keep in each method only the part that is not shared.
D2 · Cognitive Complexity · ToLua.Print (cognitive 19) · ×1
  • ToLua.Print (cognitive 19) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:144 — ToLua.Print 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 · ToLuaExport.InitCtorList (cognitive 19) · ×1
  • ToLuaExport.InitCtorList (cognitive 19) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:1713 — ToLuaExport.InitCtorList 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 · ToLuaExport.GenItemPropertyFunction (cognitive 19) · ×1
  • ToLuaExport.GenItemPropertyFunction (cognitive 19) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:1908 — ToLuaExport.GenItemPropertyFunction 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 · SourceManager.DownloadDependBundle (cognitive 19) · ×1
  • SourceManager.DownloadDependBundle (cognitive 19) HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/Common/SourceManager.cs:141 — SourceManager.DownloadDependBundle 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 · TypeModel.ResolveListAdd (cognitive 19) · ×1
  • TypeModel.ResolveListAdd (cognitive 19) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs:712 — TypeModel.ResolveListAdd 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 · TypeModel.TryDeserializeList (cognitive 19) · ×1
  • TypeModel.TryDeserializeList (cognitive 19) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs:916 — TypeModel.TryDeserializeList 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 · TestDelegate.OnGUI (cognitive 18) · ×1
  • TestDelegate.OnGUI (cognitive 18) HotUpdate/uLuaDemo/Assets/ToLua/Examples/11_Delegate/TestDelegate.cs:223 — TestDelegate.OnGUI 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 · UIManager.CreateUI (cognitive 18) · ×1
  • UIManager.CreateUI (cognitive 18) HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/UI/UIManager.cs:131 — UIManager.CreateUI has cognitive complexity 18 (threshold 15). Most of this is not in the body itself: 5 of the 18 points are its own statements and the rest belongs to one function literal inside it that branches (line 146). 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 · TypeModel.CreateListInstance (cognitive 18) · ×1
  • TypeModel.CreateListInstance (cognitive 18) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/TypeModel.cs:977 — TypeModel.CreateListInstance 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 · NPC_Patrol.Update (cognitive 17) · ×1
  • NPC_Patrol.Update (cognitive 17) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_Patrol.cs:32 — NPC_Patrol.Update 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 · NPCPatrol.Update (cognitive 17) · ×1
  • NPCPatrol.Update (cognitive 17) MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCPatrol.cs:21 — NPCPatrol.Update 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 · Bear.Update (cognitive 17) · ×1
  • Bear.Update (cognitive 17) MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs:29 — Bear.Update 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 · MyBazooka.Update (cognitive 17) · ×1
  • MyBazooka.Update (cognitive 17) MacanimSystem/Macanim_Training/Assets/_Scripts/Weapon/MyBazooka.cs:21 — MyBazooka.Update has cognitive complexity 17 (threshold 15). To reduce it, split the body into named stages: move each independent step or branch into its own named function so the body reads as a short sequence of named calls rather than one long body.
D2 · Cognitive Complexity · CameraController.mouseDragEvent (cognitive 17) · ×1
  • CameraController.mouseDragEvent (cognitive 17) DynamicBones/SpringBone/Assets/UnityChan/Scripts/CameraController.cs:96 — CameraController.mouseDragEvent 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 · ProtoReader.SkipField (cognitive 17) · ×1
  • ProtoReader.SkipField (cognitive 17) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoReader.cs:743 — ProtoReader.SkipField has cognitive complexity 17 (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 · EnumSerializer.EnumSerializer.ctor (cognitive 17) · ×1
  • EnumSerializer.EnumSerializer.ctor (cognitive 17) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Serializers/EnumSerializer.cs:34 — EnumSerializer.EnumSerializer.ctor 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 · ListDecorator.ListDecorator.ctor (cognitive 17) · ×1
  • ListDecorator.ListDecorator.ctor (cognitive 17) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Serializers/ListDecorator.cs:52 — ListDecorator.ListDecorator.ctor has cognitive complexity 17 (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.
D2 · Cognitive Complexity · LuaMisc.GetPrimitiveStr (cognitive 16) · ×1
  • LuaMisc.GetPrimitiveStr (cognitive 16) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaMisc.cs:327 — LuaMisc.GetPrimitiveStr has cognitive complexity 16 (threshold 15). To reduce it, split the body: this score is breadth rather than depth — many checks laid out side by side rather than nested inside one another, so inverting conditions into early returns has nothing left to flatten. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
D2 · Cognitive Complexity · LuaReflection.GetProperty (cognitive 16) · ×1
  • LuaReflection.GetProperty (cognitive 16) HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:353 — LuaReflection.GetProperty has cognitive complexity 16 (threshold 15). To reduce it, split the body: this score is breadth rather than depth — many checks laid out side by side rather than nested inside one another, so inverting conditions into early returns has nothing left to flatten. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
D2 · Cognitive Complexity · ToLuaExport.GenBaseOpFunction (cognitive 16) · ×1
  • ToLuaExport.GenBaseOpFunction (cognitive 16) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:712 — ToLuaExport.GenBaseOpFunction 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 · ToLuaExport.ProcessExtendType (cognitive 16) · ×1
  • ToLuaExport.ProcessExtendType (cognitive 16) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:4233 — ToLuaExport.ProcessExtendType 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 · RigidbodyFirstPersonController.FixedUpdate (cognitive 16) · ×1
  • RigidbodyFirstPersonController.FixedUpdate (cognitive 16) Minecraft/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs:140 — RigidbodyFirstPersonController.FixedUpdate 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 · MetaType.GetContractFamily (cognitive 16) · ×1
  • MetaType.GetContractFamily (cognitive 16) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Meta/MetaType.cs:788 — MetaType.GetContractFamily 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 · ProtoReader.Seek (cognitive 16) · ×1
  • ProtoReader.Seek (cognitive 16) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoReader.cs:1138 — ProtoReader.Seek 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 · ProtoWriter.EndSubItem (cognitive 16) · ×1
  • ProtoWriter.EndSubItem (cognitive 16) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/ProtoWriter.cs:367 — ProtoWriter.EndSubItem has cognitive complexity 16 (threshold 15). To reduce it, split the body: this score is breadth rather than depth — many checks laid out side by side rather than nested inside one another, so inverting conditions into early returns has nothing left to flatten. Group the statements between the checks into named steps and move each step into its own function, so the body reads as a short sequence of named stages.
D2 · Cognitive Complexity · TupleSerializer.TupleSerializer.ctor (cognitive 16) · ×1
  • TupleSerializer.TupleSerializer.ctor (cognitive 16) NetWorkAndResources/SampleSocket/Socket/Assets/Scripts/Socket/protobuf/Serializers/TupleSerializer.cs:19 — TupleSerializer.TupleSerializer.ctor 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.
D29 · Static Analysis (SAST) · REDACTED · ×1
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D29 · Static Analysis (SAST) · REDACTED · ×1
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D29 · Static Analysis (SAST) · REDACTED · ×1
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D29 · Static Analysis (SAST) · REDACTED · ×1
  • REDACTED
D4 · Code Duplication · Near-duplicate member pair (70 shared lines) · ×1
  • Near-duplicate member pair (70 shared lines) Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:94 — Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:94-188 | Minecraft/Assets/Standard Assets/Utility/WaypointCircuit.cs:233-363 — These two members are variants of one another: 70 of their lines are already reported as duplicated blocks below, spread through both bodies rather than gathered into one. Read them as a single construct written twice. The repair is at the members' grain — factor the shared pipeline into one implementation the two call with their differences as parameters or as an injected step, or, where the difference is systematic (sync against async, one transport against another), generate one from the other. Extracting the individual blocks below is not the same fix: it leaves the two bodies in place and the next edit still has to be made twice.
D4 · Code Duplication · Near-duplicate member pair (28 shared lines) · ×1
  • Near-duplicate member pair (28 shared lines) HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:263 — HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:263-338 | HotUpdate/uLuaDemo/Assets/ToLua/Reflection/LuaReflection.cs:355-438 — These two members are variants of one another: 28 of their lines are already reported as duplicated blocks below, spread through both bodies rather than gathered into one. Read them as a single construct written twice. The repair is at the members' grain — factor the shared pipeline into one implementation the two call with their differences as parameters or as an injected step, or, where the difference is systematic (sync against async, one transport against another), generate one from the other. Extracting the individual blocks below is not the same fix: it leaves the two bodies in place and the next edit still has to be made twice.
D4 · Code Duplication · Edited copy of a member (29 corresponding lines) · ×1
  • Edited copy of a member (29 corresponding lines) HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2648 — HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:2648-2713 | HotUpdate/uLuaDemo/Assets/ToLua/Editor/ToLuaExport.cs:4115-4164 — These two members are one piece of code written twice and then edited apart: 29 consecutive lines correspond almost exactly, broken only by small local edits. Most of that correspondence is NOT reported as duplicated blocks below — the edits cut it into fragments and only the largest of them clear the block floor, so the rows below understate it. The repair is at the members' grain — factor the shared implementation into one the two call with their differences as parameters or as an injected step, or, where the difference is systematic (an extra return value, one transport against another), generate one from the other. Left alone, the next edit has to be made twice and the two will drift further apart.
D4 · Code Duplication · Members sharing a duplicated core (7 members, 50+ identical tokens) · ×1
  • Members sharing a duplicated core (7 members, 50+ identical tokens) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2317 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2317-2337 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2340-2361 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2364-2386 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2389-2412 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2415-2439 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2442-2467 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2470-2496 — These 7 members share a duplicated core: a run of at least 50 identical tokens appears in every one of them. That run is NOT broken out as duplicated-block rows below — it is what admitted this row, and the blocks below cover only the part of it that clears the block floor, so they understate the correspondence. Read the members as one construct written 7 times. The repair is at the members' grain — factor the shared implementation out once and have all of them call it with their differences as parameters or as an injected step, or, where the difference is systematic, generate them from one template. Extracting the individual blocks below is not the same fix: it leaves every body in place and the next edit still has to be made 7 times.
D4 · Code Duplication · Members sharing a duplicated core (5 members, 50+ identical tokens) · ×1
  • Members sharing a duplicated core (5 members, 50+ identical tokens) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:347 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:347-361 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_Dictionary_KeyCollectionWrap.cs:83-97 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_Dictionary_ValueCollectionWrap.cs:83-97 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:832-846 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_ObjectModel_ReadOnlyCollectionWrap.cs:116-130 — These 5 members share a duplicated core: a run of at least 50 identical tokens appears in every one of them. That run is NOT broken out as duplicated-block rows below — it is what admitted this row, and the blocks below cover only the part of it that clears the block floor, so they understate the correspondence. Read the members as one construct written 5 times. The repair is at the members' grain — factor the shared implementation out once and have all of them call it with their differences as parameters or as an injected step, or, where the difference is systematic, generate them from one template. Extracting the individual blocks below is not the same fix: it leaves every body in place and the next edit still has to be made 5 times.
D4 · Code Duplication · Members sharing a duplicated core (4 members, 50+ identical tokens) · ×1
  • Members sharing a duplicated core (4 members, 50+ identical tokens) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs:48 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs:48-66 | MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs:69-88 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/PlayerActions.cs:43-61 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/PlayerActions.cs:64-82 — These 4 members share a duplicated core: a run of at least 50 identical tokens appears in every one of them. That run is NOT broken out as duplicated-block rows below — it is what admitted this row, and the blocks below cover only the part of it that clears the block floor, so they understate the correspondence. Read the members as one construct written 4 times. The repair is at the members' grain — factor the shared implementation out once and have all of them call it with their differences as parameters or as an injected step, or, where the difference is systematic, generate them from one template. Extracting the individual blocks below is not the same fix: it leaves every body in place and the next edit still has to be made 4 times.
D4 · Code Duplication · Duplicated block (39 lines × 2) · ×1
  • Duplicated block (39 lines × 2) MacanimSystem/Macanim_Training/Assets/Scripts/IK.cs:131 — MacanimSystem/Macanim_Training/Assets/Scripts/IK.cs:131-169 | MacanimSystem/Macanim_Training/Assets/_Scripts/IK/MyIK.cs:23-61 — the copies span different directories, so extracting a shared function means choosing where it lives: put it somewhere both call sites can already reach — a location they all depend on today, or a new shared one if there is none — and call it from each site; until then, every change has to be made twice. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
D4 · Code Duplication · Duplicated block (30–33 lines × 2) · ×1
  • Duplicated block (30–33 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Recorder.cs:34 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Recorder.cs:34-66 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/AnimationRecorder.cs:29-58 — before extracting anything, compare `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Recorder.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/AnimationRecorder.cs` as WHOLE FILES: this scan already matched 3 separate duplicated blocks between them, totalling at least 67 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Recorder.cs:34` 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 (32 lines × 2) · ×1
  • Duplicated block (32 lines × 2) MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs:31 — MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs:31-62 | MacanimSystem/Macanim_Training/Assets/Scripts/RandomCharacters.cs:31-62 — before extracting anything, compare `MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs` and `MacanimSystem/Macanim_Training/Assets/Scripts/RandomCharacters.cs` as WHOLE FILES: this scan already matched 3 separate duplicated blocks between them, totalling at least 57 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs:31` 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 (30 lines × 2) · ×1
  • Duplicated block (30 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs:68 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs:68-97 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaEvent.cs:68-97 — before extracting anything, compare `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaBeatEvent.cs` and `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaEvent.cs` as WHOLE FILES: this scan already matched 4 separate duplicated blocks between them, totalling at least 62 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
D4 · Code Duplication · Duplicated block (28 lines × 2) · ×1
  • Duplicated block (28 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1657 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1657-1684 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2035-2062 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1657` 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.
D4 · Code Duplication · Duplicated block (27 lines × 2) · ×1
  • Duplicated block (27 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1694 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1694-1720 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2072-2098 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1694` 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.
D4 · Code Duplication · Duplicated block (26–27 lines × 2) · ×1
  • Duplicated block (26–27 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1406 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1406-1432 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1448-1473 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1406` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it.
D4 · Code Duplication · Duplicated block (24–26 lines × 2) · ×1
  • Duplicated block (24–26 lines × 2) Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:108 — Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:108-133 | Minecraft/Assets/Standard Assets/Utility/WaypointCircuit.cs:251-274 — before extracting anything, compare `Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs` and `Minecraft/Assets/Standard Assets/Utility/WaypointCircuit.cs` as WHOLE FILES: this scan already matched 4 separate duplicated blocks between them, totalling at least 74 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:108` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. Note that the copies do not run to the end of the range shown: their LAST lines are different code, not the same code under different names — the matched region ends inside that line. Extract the lines above it, and read the last line of each site separately.
D4 · Code Duplication · Duplicated block (25–26 lines × 2) · ×1
  • Duplicated block (25–26 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Recorder.cs:119 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Recorder.cs:119-143 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/AnimationRecorder.cs:107-132 — before extracting anything, compare `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Recorder.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/AnimationRecorder.cs` as WHOLE FILES: this scan already matched 3 separate duplicated blocks between them, totalling at least 67 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place.
D4 · Code Duplication · Duplicated block (21 lines × 2) · ×1
  • Duplicated block (21 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1626 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1626-1646 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2006-2026 — 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 (20 lines × 4) · ×1
  • Duplicated block (20 lines × 4) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1515 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1515-1534 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1549-1568 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2142-2161 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2178-2197 — all 4 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. The matched lines also transfer control out of the body holding them, which cannot survive a move into a called unit unchanged: have the extracted unit return that decision and let each site act on it.
D4 · Code Duplication · Duplicated block (19 lines × 2) · ×1
  • Duplicated block (19 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1480 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1480-1498 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2107-2125 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1480` 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.
D4 · Code Duplication · Duplicated block (15–18 lines × 2) · ×1
  • Duplicated block (15–18 lines × 2) Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:94 — Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:94-108 | Minecraft/Assets/Standard Assets/Utility/WaypointCircuit.cs:233-250 — before extracting anything, compare `Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs` and `Minecraft/Assets/Standard Assets/Utility/WaypointCircuit.cs` as WHOLE FILES: this scan already matched 4 separate duplicated blocks between them, totalling at least 74 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `Minecraft/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs:94` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. Note that the copies do not run to the end of the range shown: their LAST lines are different code, not the same code under different names — the matched region ends inside that line. Extract the lines above it, and read the last line of each site separately.
D4 · Code Duplication · Duplicated block (15–17 lines × 2) · ×1
  • Duplicated block (15–17 lines × 2) MacanimSystem/Macanim_Training/Assets/Scripts/Agent.cs:48 — MacanimSystem/Macanim_Training/Assets/Scripts/Agent.cs:48-64 | MacanimSystem/Macanim_Training/Assets/_Scripts/NavAgent/MyAgent.cs:62-76 — 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 `MacanimSystem/Macanim_Training/Assets/Scripts/Agent.cs:48` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. Note that the copies do not run to the end of the range shown: their LAST lines are different code, not the same code under different names — the matched region ends inside that line. Extract the lines above it, and read the last line of each site separately.
D4 · Code Duplication · Duplicated block (13 lines × 4) · ×1
  • Duplicated block (13 lines × 4) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:124 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:124-136 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:146-158 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:169-181 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:193-205 — all 4 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:124` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. The `return` at the foot of the matched lines is the enclosing body's own terminal exit, not an early one: it moves with them unchanged, and each site calls the extracted unit from the position that `return` occupied — no decision has to be handed back and re-acted on. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:143` calls `Push` and `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:121` does not — after which the two agree again for 3 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
D4 · Code Duplication · Duplicated block (15–16 lines × 3) · ×1
  • Duplicated block (15–16 lines × 3) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1526 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1526-1540 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1560-1574 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1637-1652 — all 3 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1526` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (14–16 lines × 2) · ×1
  • Duplicated block (14–16 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:87 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:87-102 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs:88-101 — before extracting anything, compare `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs` as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 61 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:87` 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.
D4 · Code Duplication · Duplicated block (13 lines × 3) · ×1
  • Duplicated block (13 lines × 3) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaMatchType.cs:606 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaMatchType.cs:606-618 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaMatchType.cs:650-662 | HotUpdate/uLuaDemo/Assets/ToLua/Core/TypeChecker.cs:409-421 — there are 3 copies across 2 file(s) — more copies than files, so at least one file holds the block twice. Extract it once into a single shared function every call site can reach and call it from all 3 sites; resolving a subset leaves the remainder to drift apart. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaMatchType.cs:606` 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.
D4 · Code Duplication · Duplicated block (14–15 lines × 3) · ×1
  • Duplicated block (14–15 lines × 3) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2017 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2017-2031 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2153-2166 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2189-2202 — all 3 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2017` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (14 lines × 2) · ×1
  • Duplicated block (14 lines × 2) HotUpdate/AssetBundleFrame5.4/Assets/Scripts/BuildPath.cs:59 — HotUpdate/AssetBundleFrame5.4/Assets/Scripts/BuildPath.cs:59-72 | HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/Common/BuildPath.cs:61-74 — before extracting anything, compare `HotUpdate/AssetBundleFrame5.4/Assets/Scripts/BuildPath.cs` and `HotUpdate/AssetBundleFrame5.4/ScriptsDll/ClassLibrary1/Scripts/Common/BuildPath.cs` as WHOLE FILES: this scan already matched 3 separate duplicated blocks between them, totalling at least 46 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Each matched range is the entire body of the declaration above it, so the region is already a complete unit: move that whole declaration to the shared location and have each site call it, rather than lifting the lines out of their bodies. Any `return` inside it is the body's own exit and keeps its meaning in the moved unit.
D4 · Code Duplication · Duplicated block (12 lines × 3) · ×1
  • Duplicated block (12 lines × 3) MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs:45 — MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs:45-56 | MacanimSystem/Macanim_Training/Assets/Scripts/Follow.cs:43-54 | MacanimSystem/Macanim_Training/Assets/Scripts/RandomCharacters.cs:45-56 — before extracting anything, compare `MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs` and `MacanimSystem/Macanim_Training/Assets/Scripts/RandomCharacters.cs` as WHOLE FILES: this scan already matched 3 separate duplicated blocks between them, totalling at least 57 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs:45` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just after the matched lines, `MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs:58` calls `GetFloat`, `Vector3`, `Range` and `MacanimSystem/Macanim_Training/Assets/Scripts/Follow.cs:55` does not — after which the two agree again for 2 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
D4 · Code Duplication · Duplicated block (10 lines × 5) · ×1
  • Duplicated block (10 lines × 5) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2374 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2374-2383 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2400-2409 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2427-2436 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2455-2464 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2484-2493 — all 5 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2374` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it.
D4 · Code Duplication · Duplicated block (12–13 lines × 4) · ×1
  • Duplicated block (12–13 lines × 4) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs:48 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs:48-59 | MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs:69-81 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/PlayerActions.cs:43-54 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/PlayerActions.cs:64-75 — before extracting anything, compare `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/PlayerActions.cs` as WHOLE FILES: this scan already matched 3 separate duplicated blocks between them, totalling at least 46 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Action.cs:48` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. Note that the copies do not run to the end of the range shown: their LAST lines are different code, not the same code under different names — the matched region ends inside that line. Extract the lines above it, and read the last line of each site separately.
D4 · Code Duplication · Duplicated block (11–13 lines × 3) · ×1
  • Duplicated block (11–13 lines × 3) MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs:33 — MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs:33-45 | MacanimSystem/Macanim_Training/Assets/Scripts/RandomCharacters.cs:33-45 | MacanimSystem/Macanim_Training/Assets/_Scripts/Weapon/MyBear.cs:22-32 — before extracting anything, compare `MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs` and `MacanimSystem/Macanim_Training/Assets/Scripts/RandomCharacters.cs` as WHOLE FILES: this scan already matched 3 separate duplicated blocks between them, totalling at least 57 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together — extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs:33` 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 (12–13 lines × 2) · ×1
  • Duplicated block (12–13 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:60 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:60-72 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:114-125 — 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 `HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:60` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (11 lines × 7) · ×1
  • Duplicated block (11 lines × 7) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2325 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2325-2335 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2349-2359 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2374-2384 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2400-2410 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2427-2437 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2455-2465 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2484-2494 — all 7 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2325` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2347` calls `PushGeneric` and `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:2323` does not — after which the two agree again for 3 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
D4 · Code Duplication · Duplicated block (10 lines × 6) · ×1
  • Duplicated block (10 lines × 6) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:502 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:502-511 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:528-537 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:555-564 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:583-592 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:612-621 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:642-651 — all 6 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:502` it runs out through the closing brace of the declaration holding it and carries on into the declaration that follows — the window is the tail of one member plus the head of the next, so no call can be substituted for those exact lines, and the smallest declaration that contains all of them is the type they sit in. The repeated unit is the member each site sits in: where those members' bodies are the same, move one whole member to the shared location and have the others delegate to it; where the copies are a run of near-identical overloads or wrappers that differ only in their signatures, the repetition IS the run — a one-line delegation has no helper inside it to lift — so generate the run from the set it enumerates, or accept it and keep each member's own documentation with it. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:525` calls `PushGeneric` and `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaTable.cs:499` does not — after which the two agree again for 2 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
D4 · Code Duplication · Duplicated block (10 lines × 3) · ×1
  • Duplicated block (10 lines × 3) MacanimSystem/Macanim_Training/Assets/_Scripts/NavAgent/MyLocomotion.cs:34 — MacanimSystem/Macanim_Training/Assets/_Scripts/NavAgent/MyLocomotion.cs:34-43 | MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Locomotion.cs:38-47 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/MyLocomotion.cs:34-43 — before extracting anything, compare `MacanimSystem/Macanim_Training/Assets/_Scripts/NavAgent/MyLocomotion.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/MyLocomotion.cs` as WHOLE FILES: 96% of the shorter file's lines also appear in the other, so this reads as one file having been copied from the other rather than as a helper waiting to be extracted. The 2 duplicated block(s) this scan matched between them are fragments of that copy, not the extent of it — treat the file pair as the unit. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `MacanimSystem/Macanim_Training/Assets/_Scripts/NavAgent/MyLocomotion.cs:34` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (11–12 lines × 2) · ×1
  • Duplicated block (11–12 lines × 2) MacanimSystem/Macanim_Training/Assets/Scripts/Bazooka.cs:61 — MacanimSystem/Macanim_Training/Assets/Scripts/Bazooka.cs:61-71 | MacanimSystem/Macanim_Training/Assets/_Scripts/Weapon/MyBazooka.cs:29-40 — 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 (10–11 lines × 2) · ×1
  • Duplicated block (10–11 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:102 — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:102-111 | HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:184-194 — both copies are in the same file, so extract the block into one function there and call it from each site — the copies drift apart the first time only one of them is edited. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:102` it does not close everything it opens, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that. ★ These copies have DRIFTED, and that is worth reading before extracting anything: just after the matched lines, `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:195` calls `default` and `HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaThread.cs:112` does not — after which the two agree again for 2 more lines. One of those two behaviours is the intended one and the other is what a copy-paste left behind, so decide which BEFORE unifying them: extracting the shared part will silently settle it, and if the copy that skips the call is the wrong one, that bug is already live.
D4 · Code Duplication · Duplicated block (8 lines × 6) · ×1
  • Duplicated block (8 lines × 6) HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1514 — HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1514-1521 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1548-1555 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1625-1632 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2005-2012 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2141-2148 | HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:2177-2184 — all 6 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/Core/ToLua.cs:1514` 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 × 3) · ×1
  • Duplicated block (7 lines × 3) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:57 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:57-63 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:111-117 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:182-188 — all 3 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_DictionaryWrap.cs:57` 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 (7–8 lines × 2) · ×1
  • Duplicated block (7–8 lines × 2) MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Recorder.cs:93 — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Recorder.cs:93-100 | MacanimSystem/MecanimGDC2013/Assets/_Scripts/AnimationRecorder.cs:86-92 — before extracting anything, compare `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Recorder.cs` and `MacanimSystem/MecanimGDC2013/Assets/_Scripts/AnimationRecorder.cs` as WHOLE FILES: this scan already matched 3 separate duplicated blocks between them, totalling at least 67 lines, which is the signature of one file having been copied from the other rather than of a helper waiting to be extracted. The two sit in different directories, so one cannot simply be deleted in favour of the other while both are reached separately: hoist the shared part into a location both already depend on and have each file call it, and retire whichever file turns out to have no caller of its own left. Extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at `MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/Recorder.cs:93` it runs out through the closing brace of the declaration holding it — the window is that declaration's tail, not a fragment that begins part-way through something, so those exact lines cannot be lifted as they stand — widen the region to the smallest complete statement or declaration that contains it, and extract that.
D4 · Code Duplication · Duplicated block (6 lines × 6) · ×1
  • Duplicated block (6 lines × 6) HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:232 — HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:232-237 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:251-256 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:270-275 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:333-338 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:595-600 | HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:759-764 — all 6 copies are in the same file, so extract the block into one function there and call it from every one of those sites — resolving only two of them leaves the rest to drift apart the first time one is edited. Read the line range as the matched WINDOW rather than a finished unit: at `HotUpdate/uLuaDemo/Assets/ToLua/BaseType/System_Collections_Generic_ListWrap.cs:232` 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 (41 lines × 2) · ×1
  • Duplicated block (41 lines × 2) HotUpdate/uLuaDemo/Assets/ToLua/Examples/20_utf8/TestUTF8.cs:41 — HotUpdate/uLuaDemo/Assets/ToLua/Examples/20_utf8/TestUTF8.cs:41-81 | HotUpdate/uLuaDemo/Assets/ToLua/Examples/21_String/TestString.cs:30-70 — 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.
D44 · Platform End-of-Life · End-of-life runtime · ×1
  • End-of-life runtime: .NET netcoreapp3.1 XlsxTools/Xls2CS/Xls2CS.csproj:5 — XlsxTools/Xls2CS/Xls2CS.csproj declares .NET netcoreapp3.1 as this project's target framework, and .NET Core 3.1 LTS, support ended 2022-12-13. An unsupported runtime receives no security patches, so every vulnerability disclosed in it since 2022-12-13 is present and unfixable without moving off it. This is a migration rather than an upgrade: there is no newer release of a runtime that has ended.
D5 · Coupling · Off the main sequence · ×1
  • Off the main sequence: Assembly-CSharp-firstpass Minecraft/Assembly-CSharp-firstpass.csproj:1 — Assembly-CSharp-firstpass: abstractness 0.02, instability 0.00, distance 0.98 — zone of pain — concrete and depended on by 2 project(s), so it's rigid to change.
D8 · Code Coverage · Coverage not measured · ×1
  • Coverage not measured — no coverage collector is wired up — Coverage NOT MEASURED: `--collect:"XPlat Code Coverage"` names a data collector that ships in the `coverlet.collector` package, and this repository wires up none — no test project references it and no runsettings declares one. The absence of coverage here is therefore not evidence about the suite or about our analyzer environment: without a collector, `--collect` produces nothing even from a suite that builds and passes. Add a `coverlet.collector` PackageReference to the test project(s) (or commit the Cobertura/OpenCover/lcov report your CI produces) and real coverage will be measured. It is excluded from the score rather than counted as a near-zero defect.
IC1 · Incompleteness & stubs · Both branches open with the same statements · ×1
  • Both branches open with the same statements — the condition does not decide them Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UILabelInspector.cs:288 — The first 3 statements of the `if` and of the `else` are identical, so they run on both paths regardless of the condition. Lift them above the `if` — leaving them duplicated inside makes the branches read as though they handled this differently.
P1 · CI/CD gates · No CI pipeline · ×1
  • No CI pipeline — No CI workflow found (.github/workflows, azure-pipelines.yml, .gitlab-ci.yml, …) — changes aren't gated by an automated build/test.
SC1 · Supply-chain hygiene · NuGet dependencies are not locked · ×1
  • NuGet dependencies are not locked — No packages.lock.json and no central package management — restores aren't reproducible or pinned (SSDF PW.4.4). Enable <RestorePackagesWithLockFile>true</RestorePackagesWithLockFile> (commit the lockfile) or adopt Directory.Packages.props. Advisory — never scored.
X18 · Disposal-pattern correctness · Owned disposable field is never released · ×1
  • Owned disposable field is never released HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaState.cs:39 — `LuaState` implements `IDisposable` — so it has told every caller it holds something worth releasing — and it constructs `reflection` itself (line 39), which makes that instance its own. But `reflection` is named in none of the methods the disposal search covered: `Dispose` (line 1902), `Collect` (line 359), `Collect` (line 1685), `CloseBaseRef` (line 1892), `Collect` (line 2032) — that is `Dispose` plus every method `Dispose` calls BY NAME, so a release reached through an interface, a delegate or a base class is not followed and is worth checking before acting. On what was read, the type's disposal releases everything except the one thing it owns. A disposable the owner never disposes is held until finalization if its type has a finalizer, and forever if it does not — which for a synchronisation primitive, a timer, a stream or a handle means the resource accumulates once per instance for the life of the process. Release it in `Dispose` (`reflection?.Dispose();`), or, if it truly does not need releasing, drop `IDisposable` from the type so the claim and the behaviour agree.
X29 · Per-element action decided by a fixed element · Per-element action decided by a fixed element · ×1
  • Per-element action decided by a fixed element Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIPrefabTool.cs:265 — This loop runs once per element of `mItems`, and the statement it guards acts on the element it is on — `mItems[i]`. The test deciding whether that statement runs does not: `string.IsNullOrEmpty(guid)` reads `mItems[0]`, a subscript that does not move, so whatever it answers for that one element it answers for ALL of them. One `if` names the same collection at two different subscripts — the fixed one at line 257, which is the contradiction: either the test was meant to be per-element, in which case every element that differs from the fixed one is handled wrongly and all in the same direction, or it really is one answer for the whole collection, in which case it is being re-asked on every pass and belongs above the loop. The `if` is in the wrong place under both readings. Give the test the loop variable, or hoist it out.
X5 · Nullable reference types · Null guard scopes only part of the work it protects · ×1
  • Null guard scopes only part of the work it protects Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/UI/UILabel.cs:1774 — This method contradicts itself about `caret`: line 1767 tests it for null before doing anything with it — the author's own statement that null is an input this code expects — but that `if` scopes only the block beneath it, and line 1774 then dereferences `caret` as `caret.verts` AFTER the block has closed, where the guard no longer applies. A null `caret` skips the guarded body and reaches that line anyway, throwing NullReferenceException on exactly the input the guard was written for. If the dereference belongs to the guarded work, move it inside the block; if `caret` truly cannot be null by then, the guard above is misleading and should go.
Minor — 68 finding(s)
X10 · Duplicated predicate · Duplicated predicate · ×25
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIGrid.cs:283 — `!Application.isPlaying && NGUITools.GetActive(this)` appears character-identically in 2 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIGrid.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UITable.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs:78 — `!currentState.IsName("Base Layer.Dying") && !nextState.IsName("Base Layer.Dying")` appears character-identically in 2 files — MacanimSystem/Macanim_Training/Assets/Scripts/Bear.cs, MacanimSystem/Macanim_Training/Assets/_Scripts/Weapon/MyBear.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:90 — `!enabled || !GetComponent<CharacterController>().enabled` appears character-identically in 2 files — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs, MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIBasicSpriteEditor.cs:82 — `!gr.hasMultipleDifferentValues && !gr.boolValue` appears character-identically in 2 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIBasicSpriteEditor.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UILabelInspector.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs:64 — `!info.IsName("Base Layer.Dying") && !info.IsName("Base Layer.Death") && !info.IsName("Base Layer.Reviving")` appears character-identically in 2 files — MacanimSystem/MecanimGDC2013/Assets/Mecanim_GDC2013/Scripts/NPC_ShootPlayer.cs, MacanimSystem/MecanimGDC2013/Assets/_Scripts/NPCShoot.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIPanelInspector.cs:114 — `(mAction == UIWidgetInspector.Action.Scale) || NGUISettings.drawGuides` appears character-identically in 2 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIPanelInspector.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIWidgetInspector.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate MacanimSystem/Macanim_Training/Assets/Scripts/Bazooka.cs:39 — `Input.GetButton("Fire1") && fire < 0.01 && aim > 0.99` appears character-identically in 2 files — MacanimSystem/Macanim_Training/Assets/Scripts/Bazooka.cs, MacanimSystem/Macanim_Training/Assets/_Scripts/Weapon/MyBazooka.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate MacanimSystem/Macanim_Training/Assets/Scripts/IdleRunJump.cs:37 — `Input.GetButtonDown("Fire2") && animator.layerCount >= 2` appears character-identically in 2 files — MacanimSystem/Macanim_Training/Assets/Scripts/IdleRunJump.cs, MacanimSystem/Macanim_Training/Assets/_Scripts/Animator Controller/AnimatorMove.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIPanelInspector.cs:333 — `NGUISnap.allow && e.modifiers != EventModifiers.Control` appears character-identically in 2 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIPanelInspector.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UIWidgetInspector.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/NGUIEditorTools.cs:798 — `Selection.activeGameObject == null || Selection.gameObjects.Length == 1` appears character-identically in 2 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/NGUIEditorTools.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/UISpriteInspector.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIKeyBinding.cs:132 — `UICamera.GetKey(KeyCode.LeftShift) || UICamera.GetKey(KeyCode.RightShift)` appears character-identically in 2 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIKeyBinding.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIKeyNavigation.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIDragObject.cs:148 — `UICamera.currentTouchID == -2 || UICamera.currentTouchID == -3` appears character-identically in 2 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIDragObject.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIPlayAnimation.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/UI/UIAtlas.cs:403 — `a == b || a.References(b) || b.References(a)` appears character-identically in 2 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/UI/UIAtlas.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/UI/UIFont.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIToggledComponents.cs:30 — `activate.Count == 0 && deactivate.Count == 0` appears character-identically in 2 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIToggledComponents.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIToggledObjects.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate HotUpdate/AssetBundleFrame5.4/Assets/Demigiant/DOTweenPro/DOTweenAnimation.cs:426 — `anim != null && anim.tween != null && !anim.tween.IsPlaying() && !anim.tween.IsComplete()` appears character-identically in 2 files — DoTweenTraining/DoTweenProject/Assets/Demigiant/DOTweenPro/DOTweenAnimation.cs, HotUpdate/AssetBundleFrame5.4/Assets/Demigiant/DOTweenPro/DOTweenAnimation.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Minecraft/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs:57 — `axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal` appears character-identically in 2 files — Minecraft/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs, Minecraft/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Minecraft/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs:58 — `axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical` appears character-identically in 2 files — Minecraft/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs, Minecraft/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/UI/UIAnchor.cs:97 — `container == null && widgetContainer != null` appears character-identically in 2 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/UI/UIAnchor.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/UI/UIStretch.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIButtonMessage.cs:56 — `enabled && (!isSelected || UICamera.currentScheme == UICamera.ControlScheme.Controller)` appears character-identically in 4 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIButtonMessage.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIButtonOffset.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIButtonRotation.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIButtonScale.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIDragObject.cs:364 — `enabled && NGUITools.GetActive(gameObject)` appears character-identically in 3 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIDragObject.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIDraggableCamera.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIScrollView.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIButtonMessage.cs:62 — `enabled && trigger == Trigger.OnDoubleClick` appears character-identically in 3 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIButtonMessage.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIPlayAnimation.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIPlayTween.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIPlayAnimation.cs:305 — `eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished)` appears character-identically in 5 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIPlayAnimation.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIPlayTween.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Internal/ActiveAnimation.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Tweening/SpringPosition.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIPopupList.cs:412 — `eventReceiver != null && !string.IsNullOrEmpty(functionName)` appears character-identically in 2 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIPopupList.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIToggle.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIPlayAnimation.cs:96 — `eventReceiver != null && EventDelegate.IsValid(onFinished)` appears character-identically in 3 files — Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIPlayAnimation.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Interaction/UIPlayTween.cs, Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Internal/ActiveAnimation.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
  • Duplicated predicate HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaDLL.cs:636 — `i > 0 || i <= LuaIndexes.LUA_REGISTRYINDEX` appears character-identically in 2 files — HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaDLL.cs, HotUpdate/uLuaDemo/Assets/ToLua/Core/LuaStatePtr.cs. It is one line, so the duplication detector's token window never sees it; the copies drift when only one is corrected. Give the condition a name and one home.
D18 · Solution Shape · Thin analysable surface across projects · ×16
  • Thin analysable surface across projects: Assembly-CSharp-vs SomeTest/MobileAcceleration/Assembly-CSharp-vs.csproj — 16 project(s) carry only a thin slice of real code; `Assembly-CSharp-vs` has 12 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.08 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: Assembly-CSharp SomeTest/MobileAcceleration/Assembly-CSharp.csproj — 16 project(s) carry only a thin slice of real code; `Assembly-CSharp` has 12 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.08 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: DLLImportDemo SomeTest/DLLImport/DLLImportDemo/DLLImportDemo.csproj — 16 project(s) carry only a thin slice of real code; `DLLImportDemo` has 13 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.08 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: Assembly-CSharp SomeTest/ExchangeTest/Assembly-CSharp.csproj — 16 project(s) carry only a thin slice of real code; `Assembly-CSharp` has 16 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.07 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: Scripting Define Symbols.CSharp SomeTest/Scripting Define Symbols/Scripting Define Symbols.CSharp.csproj — 16 project(s) carry only a thin slice of real code; `Scripting Define Symbols.CSharp` has 23 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.06 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: Assembly-CSharp UGUITraining/UGUIDemo01/Assembly-CSharp.csproj — 16 project(s) carry only a thin slice of real code; `Assembly-CSharp` has 27 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.05 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: Assembly-CSharp SomeTest/timeScaleTest/Assembly-CSharp.csproj — 16 project(s) carry only a thin slice of real code; `Assembly-CSharp` has 33 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.04 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: SystemInfoDemo SomeTest/SystemInfoDemo/SystemInfoDemo.csproj — 16 project(s) carry only a thin slice of real code; `SystemInfoDemo` has 35 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.03 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: OrchestralDemo SomeTest/MusicDemo/OrchestralDemo.csproj — 16 project(s) carry only a thin slice of real code; `OrchestralDemo` has 38 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.03 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: GizmosDrawCircle SomeTest/GizmosDrawCircle/GizmosDrawCircle.csproj — 16 project(s) carry only a thin slice of real code; `GizmosDrawCircle` has 43 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.01 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: Assembly-CSharp BezierTest/Assembly-CSharp.csproj — 16 project(s) carry only a thin slice of real code; `Assembly-CSharp` has 44 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.01 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: BezierTest.CSharp BezierTest/BezierTest.CSharp.csproj — 16 project(s) carry only a thin slice of real code; `BezierTest.CSharp` has 44 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.01 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: SDKBase SDK/SDKBase/SDKBase/SDKBase.csproj — 16 project(s) carry only a thin slice of real code; `SDKBase` has 47 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.01 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: SDKBase.CSharp SDK/SDKBase/SDKBase/SDKBase.CSharp.csproj — 16 project(s) carry only a thin slice of real code; `SDKBase.CSharp` has 47 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.01 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: Assembly-CSharp-vs SomeTest/ScriptableDemo/Assembly-CSharp-vs.csproj — 16 project(s) carry only a thin slice of real code; `Assembly-CSharp-vs` has 48 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.01 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
  • Thin analysable surface across projects: Assembly-CSharp SomeTest/ScriptableDemo/Assembly-CSharp.csproj — 16 project(s) carry only a thin slice of real code; `Assembly-CSharp` has 48 significant line(s). The mean analysable-surface weight is 91 %; this project lowers Solution Shape by about 0.01 point(s). Consolidate it or grow it into a substantial, well-scoped assembly.
X4 · Structured logging · Interpolated log message defeats structured logging · ×13
  • Interpolated log message defeats structured logging HotUpdate/uLuaDemo/Assets/ToLua/Examples/07_LuaThread/TestLuaThread.cs:105 — Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
  • Interpolated log message defeats structured logging HotUpdate/uLuaDemo/Assets/ToLua/Examples/17_Inherit/TestInherit.cs:96 — Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
  • Interpolated log message defeats structured logging HotUpdate/uLuaDemo/Assets/ToLua/Examples/18_Bundle/TestABLoader.cs:20 — Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
  • Interpolated log message defeats structured logging HotUpdate/uLuaDemo/Assets/ToLua/Examples/Performance/TestPerformance.cs:60 — Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
  • Interpolated log message defeats structured logging HotUpdate/uLuaDemo/Assets/ToLua/Examples/Performance/TestPerformance.cs:82 — Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
  • Interpolated log message defeats structured logging HotUpdate/uLuaDemo/Assets/ToLua/Examples/Performance/TestPerformance.cs:103 — Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
  • Interpolated log message defeats structured logging HotUpdate/uLuaDemo/Assets/ToLua/Examples/Performance/TestPerformance.cs:121 — Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
  • Interpolated log message defeats structured logging HotUpdate/uLuaDemo/Assets/ToLua/Examples/Performance/TestPerformance.cs:151 — Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
  • Interpolated log message defeats structured logging HotUpdate/uLuaDemo/Assets/ToLua/Examples/Performance/TestPerformance.cs:167 — Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
  • Interpolated log message defeats structured logging HotUpdate/uLuaDemo/Assets/ToLua/Examples/Performance/TestPerformance.cs:188 — Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
  • Interpolated log message defeats structured logging HotUpdate/uLuaDemo/Assets/ToLua/Examples/Performance/TestPerformance.cs:207 — Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
  • Interpolated log message defeats structured logging HotUpdate/uLuaDemo/Assets/ToLua/Examples/TestErrorStack/TestLuaStack.cs:513 — Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
  • Interpolated log message defeats structured logging HotUpdate/uLuaDemo/Assets/ToLua/Examples/TestErrorStack/TestLuaStack.cs:536 — Logging an interpolated string (`$"..."`) collapses the event to plain text — you lose the named, queryable properties structured logging exists for. Use a message template with placeholders: `LogInformation("User {UserId} did {Action}", id, action)`. If these calls go through a logging wrapper that only accepts a pre-formatted string, give the wrapper a template+args overload that forwards to the underlying logger, then migrate call sites to it.
D18 · Solution Shape · Shell project · ×2
  • Shell project: Editor Test Runner.CSharp.Plugins Unit4Unity/Editor Test Runner/Editor Test Runner.CSharp.Plugins.csproj — `Editor Test Runner.CSharp.Plugins` contributes only 0 significant line(s) — an empty/placeholder project is structural noise. Remove it or fold its contents into a real project.
  • Shell project: Editor Test Runner.CSharp Unit4Unity/Editor Test Runner/Editor Test Runner.CSharp.csproj — `Editor Test Runner.CSharp` contributes only 0 significant line(s) — an empty/placeholder project is structural noise. Remove it or fold its contents into a real project.
D21 · Naming Consistency · Inconsistent spelling of the concept 'ambiguity' or 'snap'. `UIPopupList.ambigiousFont` uses the non-standard/misspelled 'ambigious' (standard · ×1
  • Inconsistent spelling of the concept 'ambiguity' or 'snap'. `UIPopupList.ambigiousFont` uses the non-standard/misspelled 'ambigious' (standard: ambiguous), while `UISpriteAnimation.mSnap` uses the standard term 'Snap'. While these are different concepts, the presence of a clear spelling error ('ambigious') in a public API alongside correctly spelled terms indicates a lack of orthographic consistency in the codebase's vocabulary. — Correct 'ambigious' to 'ambiguous' in `UIPopupList.ambiguousFont` to align with standard English spelling conventions used elsewhere in the codebase. (symbols: Property: public Object UIPopupList.ambigiousFont, Field: private bool UISpriteAnimation.mSnap)
D24 · Comment Value · redundant comment · ×1
  • redundant comment MacanimSystem/Macanim_Training/Assets/Scripts/IdleRunJump.cs:20 — "Update is called once per frame" — weak keep - restates Update's call frequency; could be a link to UnityEngine docs if it was wrong
D26 · Project Cohesion · Projects may be oversized for their cohesion · ×1
  • Projects may be oversized for their cohesion — 2 of 95 project(s) overshoot their size bounds, lowering Project Cohesion to 9.6/10. The most over is `uLuaDemo` (60701 LoC, 197 public types across 2 namespaces). Review these for cohesion — split a project that spans unrelated responsibilities.
D28 · Secrets (history) · Rotate the exposed credentials · ×1
  • REDACTED
M3 · Folder & project structure · No src/ separation · ×1
  • No src/ separation — Production code isn't grouped under a src/ folder — it's spread across several top-level directories, so there's no one place that says 'this is the product'.
M3 · Folder & project structure · No tests/ separation · ×1
  • No tests/ separation — Tests aren't grouped in a dedicated test folder — the test surface isn't separable from production code at a glance.
M3 · Folder & project structure · Inconsistent root namespaces · ×1
  • Inconsistent root namespaces — Only 13/95 projects share a common root namespace — the code's module identity is inconsistent.
M4 · Documentation accuracy · README/code drift · ×1
  • README/code drift UnityEditorExtension/README.md:38 — UnityEditorExtension/README.md links to `.//REDACTED`, but `UnityEditorExtension/REDACTED` does not exist. Checked without a model against the repository: its files and folders, the scripts and dependencies of every package.json, the projects, namespaces, package references and target frameworks of the .NET build, the SDK and Node pins, and the identifiers of every file that is not a document; the documents' own text never counts. A footprint generated at build time, read only by a platform, or living outside this repository is not seen, and this row is then wrong.
P2 · Observability · Logging is not universal · ×1
  • Logging is not universal — Only 23/34 service-like projects use logging (pure contract/DTO projects are excluded — they have nothing to log). Of those 34, 1 ship a process this repository operates; the rest are libraries their consumer hosts, where the logging decision belongs to the host.
P3 · Security & performance tooling · No SAST · ×1
  • No SAST — No static application security testing detected. For this repository's stack, add CodeQL's csharp pack, or a .NET security analyzer package (or `semgrep --config=auto`, which runs on any language) — this repository has no CI pipeline yet, so run it locally to clear the existing findings, then make it a step of the first workflow you add so a regression fails the build. What was searched, so you can tell an absence from a miss: the 0 CI workflow file(s) in this repository, and the scanner and linter configuration checked in beside them. A scan that runs outside CI, one configured in your forge's web UI rather than in a committed file, or a tool whose name is none of those this check carries, is not seen — if that is your case the row is wrong, and saying so is more useful than adding a second scanner.
P6 · Release Hygiene · No changelog · ×1
  • No changelog — No CHANGELOG/HISTORY/RELEASES file — what shipped when isn't easy to reconstruct for support or audit. (Versioning/tagging makes releases traceable, but a changelog records the what.)
X7 · Silent fallback defaults · Silent fallback default in catch · ×1
  • Silent fallback default in catch HotUpdate/UnityTechnologiesAssetbundleDemo/demo/Assets/AssetBundleManager/Editor/LaunchAssetBundleServer.cs:57 — `IsRunning` swallows every exception into `return false;` — a data error becomes a silent behavior change with no trail. Log the failure or let validation throw.
Minor — 82 finding(s)
D19 · Documentation Quality · XML-doc coverage · ×82
  • XML-doc coverage: Delegate_EventTraining.CSharp Effective C#/Delegate_EventTraining/Delegate_EventTraining.CSharp.csproj — Delegate_EventTraining.CSharp: 71 % XML-doc coverage (1433/2021).
  • XML-doc coverage: Delegate_EventTraining.CSharp.Editor Effective C#/Delegate_EventTraining/Delegate_EventTraining.CSharp.Editor.csproj — Delegate_EventTraining.CSharp.Editor: 37 % XML-doc coverage (283/761).
  • XML-doc coverage: uLuaDemo HotUpdate/uLuaDemo/uLuaDemo.csproj — uLuaDemo: 0 % XML-doc coverage (0/1678).
  • XML-doc coverage: uLuaDemo.Editor HotUpdate/uLuaDemo/uLuaDemo.Editor.csproj — uLuaDemo.Editor: 0 % XML-doc coverage (0/217).
  • XML-doc coverage: Assembly-CSharp-firstpass Minecraft/Assembly-CSharp-firstpass.csproj — Assembly-CSharp-firstpass: 0 % XML-doc coverage (0/335).
  • XML-doc coverage: Assembly-CSharp Minecraft/Assembly-CSharp.csproj — Assembly-CSharp: 0 % XML-doc coverage (0/7).
  • XML-doc coverage: Assembly-CSharp-Editor-firstpass Minecraft/Assembly-CSharp-Editor-firstpass.csproj — Assembly-CSharp-Editor-firstpass: 0 % XML-doc coverage (0/1).
  • XML-doc coverage: Assembly-CSharp-vs MacanimSystem/MecanimGDC2013/Assembly-CSharp-vs.csproj — Assembly-CSharp-vs: 13 % XML-doc coverage (13/98).
  • XML-doc coverage: Assembly-CSharp MacanimSystem/MecanimGDC2013/Assembly-CSharp.csproj — Assembly-CSharp: 13 % XML-doc coverage (13/98).
  • XML-doc coverage: Assembly-CSharp-vs MacanimSystem/Macanim_Training/Assembly-CSharp-vs.csproj — Assembly-CSharp-vs: 0 % XML-doc coverage (0/103).
  • XML-doc coverage: Assembly-CSharp MacanimSystem/Macanim_Training/Assembly-CSharp.csproj — Assembly-CSharp: 0 % XML-doc coverage (0/103).
  • XML-doc coverage: WinFormMVP SomeTest/WinFormMVP/WinFormMVP.csproj — WinFormMVP: 14 % XML-doc coverage (5/36).
  • XML-doc coverage: AssetBundleFrame.CSharp HotUpdate/AssetBundleFrame5.4/AssetBundleFrame.CSharp.csproj — AssetBundleFrame.CSharp: 32 % XML-doc coverage (25/79).
  • XML-doc coverage: AssetBundleFrame.CSharp.Editor HotUpdate/AssetBundleFrame5.4/AssetBundleFrame.CSharp.Editor.csproj — AssetBundleFrame.CSharp.Editor: 27 % XML-doc coverage (4/15).
  • XML-doc coverage: Assembly-CSharp DoTweenTraining/DoTweenProject/Assembly-CSharp.csproj — Assembly-CSharp: 3 % XML-doc coverage (2/61).
  • XML-doc coverage: Assembly-CSharp-Editor DoTweenTraining/DoTweenProject/Assembly-CSharp-Editor.csproj — Assembly-CSharp-Editor: 0 % XML-doc coverage (0/7).
  • XML-doc coverage: KnapsackSystem.CSharp UGUITraining/KnapsackSystem/KnapsackSystem.CSharp.csproj — KnapsackSystem.CSharp: 0 % XML-doc coverage (0/62).
  • XML-doc coverage: demo HotUpdate/UnityTechnologiesAssetbundleDemo/demo/demo.csproj — demo: 21 % XML-doc coverage (17/80).
  • XML-doc coverage: demo.Editor HotUpdate/UnityTechnologiesAssetbundleDemo/demo/demo.Editor.csproj — demo.Editor: 0 % XML-doc coverage (0/25).
  • XML-doc coverage: Fruit_Ninja Fruit_Ninja/Fruit_Ninja.csproj — Fruit_Ninja: 7 % XML-doc coverage (3/44).
  • XML-doc coverage: CompositePattern DesignPatterns/CompositePattern/CompositePattern/CompositePattern.csproj — CompositePattern: 24 % XML-doc coverage (8/33).
  • XML-doc coverage: VisitorPattern DesignPatterns/VisitorPattern/VisitorPattern/VisitorPattern.csproj — VisitorPattern: 19 % XML-doc coverage (8/42).
  • XML-doc coverage: AdapterPattern DesignPatterns/AdapterPattern/AdapterPattern/AdapterPattern.csproj — AdapterPattern: 44 % XML-doc coverage (4/9).
  • XML-doc coverage: CommandPattern DesignPatterns/CommandPattern/CommandPattern/CommandPattern.csproj — CommandPattern: 24 % XML-doc coverage (5/21).
  • XML-doc coverage: BuilderPattern DesignPatterns/BuilderPattern/BuilderPattern/BuilderPattern/BuilderPattern.csproj — BuilderPattern: 22 % XML-doc coverage (6/27).
  • + 57 more in this group — see findings.md.

Appendix B — Reproduction & audit trail

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

DimensionToolVersionCommandFindingsRaw output
D28 · Secrets (history)gitleaks—gitleaks detect --no-banner --config /opt/gitleaks-rules/watchdog-gitleaks.toml --report-format json --report-path /tmp/watchdog-gitleaks-c3e67b69030a4e9ea8da46a8eb8dd20f/history.json --exit-code 0 --source .14artifacts/raw/gitleaks-history.json
D28 · Secrets (history)gitleaks—gitleaks detect --no-git --no-banner --config /opt/gitleaks-rules/watchdog-gitleaks.toml --report-format json --report-path /tmp/watchdog-gitleaks-c3e67b69030a4e9ea8da46a8eb8dd20f/tree.json --exit-code 0 --source .15artifacts/raw/gitleaks-tree.json
D29 · Static Analysis (SAST)semgrep—semgrep --config /opt/semgrep-rules/security-audit.yml --config /opt/semgrep-rules/owasp-top-ten.yml --config /opt/semgrep-rules/watchdog-sast.yml --json --quiet --timeout 10 --timeout-threshold 3 --metrics off .35artifacts/raw/semgrep.json
D30 · Dependency Vulnerabilitiesnuget—nuget: not applicable — nuget: 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 scan0—
D31 · IaC & Container Securitytrivy—trivy: not applicable — No Infrastructure-as-Code or container manifests found (Dockerfile, Docker Compose, Terraform, Kubernetes/Helm, CloudFormation, ARM, Bicep, Ansible); nothing to scan.0—
D32 · Data Compliance (PII/GDPR)semgrep—semgrep: not applicable — No personal data was found crossing a boundary the PII/GDPR ruleset checks — nothing written to a log or console sink, placed in a URL or query string, or persisted to browser storage. That is a clean result for the LEAK surface only: this ruleset detects personal data escaping, it does not inventory the personal data a repository holds, so it is not evidence that this repository has no personal-data surface. The personal-data map (Appendix C) and the C1-C5 compliance cards are what speak to that. semgrep could not parse 18 file(s) — `DesignPatterns/Singleton/AttributeSingleton.cs`, `DesignPatterns/Singleton/EagerSingleton.cs`, `DesignPatterns/Singleton/LazySingleton.cs`, `DesignPatterns/Singleton/SyncLazySingleton.cs`, `DesignPatterns/Singleton/UnitySingleton.cs`, … (+13 more) — so the PII/GDPR sweep did not cover the unparsed regions of them; rows reported elsewhere in those files are real.0—
D36 · Supply-chain Provenance & Signingprovenance—provenance: not applicable — No CI/build pipeline found (.github/.forgejo/.gitea workflows, .circleci, .buildkite, .woodpecker, .teamcity, .gitlab-ci.yml, .travis.yml, bitbucket-pipelines.yml, .drone.yml, .cirrus.yml, .woodpecker.yml, appveyor.yml, azure-pipelines*.yml, .pipelines/, .vsts-ci/, .azuredevops/, Jenkinsfile); there is no build to attest provenance for.0—
D37 · Vulnerability-disclosure Policydisclosure—disclosure: not applicable — No vulnerability-disclosure policy file found (SECURITY.md/.markdown/.rst/.txt at root or under .github/.forgejo/.gitea/docs, .well-known/security.txt). A coordinated-disclosure policy may live off-repo, so this is not evidenced rather than failed.0—
D40 · Network Egress Confinementruntime-hardening—runtime-hardening: not applicable — No Kubernetes/orchestration workloads found in the repository manifests; network egress policy is a cluster-native control that may live at the platform/firewall layer, so there is nothing to assess here.0—
D41 · Kernel & Syscall Confinementruntime-hardening—runtime-hardening: not applicable — No Kubernetes/orchestration workloads found in the repository manifests; seccomp/AppArmor/SELinux confinement is a workload-level control, so there is nothing to assess here.0—
D42 · Runtime Threat Enforcementruntime-hardening—runtime-hardening: not applicable — No Kubernetes/orchestration workloads found in the repository manifests; runtime threat-detection and admission-control policy are cluster-level controls, so there is nothing to assess here.0—
D43 · Malicious Dependenciesnone (no readable dependency manifest)—none (no readable dependency manifest): not applicable — Not scored — no dependency manifest in a supported ecosystem was read for this repository. A gap in the analyzer's language coverage, NOT a finding that the repository is free of vulnerable dependencies (a Python pyproject.toml/requirements.txt (pip/uv/Poetry), a Swift Package.swift/Package.resolved, a Cargo manifest, a Go module (go.mod/go.sum), a Gradle version catalogue, a Maven POM, an sbt build (build.sbt), composer.json, package.json, a Dart pubspec.yaml, an Elixir mix.exs/mix.lock (Hex), a rebar.config / erlang.mk DEPS (Hex), a Ruby Gemfile/Gemfile.lock or .gemspec (Bundler/RubyGems) — not scanned yet).0—

Run 01a1682c-00a5-7c9e-a3d0-37097c130f89 · every finding is also locatable in findings.md, and the complete scoring record (with exit codes + durations) in sidecar.json.

Appendix C — Personal-data map

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

Name — 1 field(s)
  • FT_FaceRec.family_name Effective C#/Delegate_EventTraining/Assets/NGUI/Scripts/Editor/FreeType.cs:171

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