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structure"},"helpUri":"https://codehealth.canine.dev/dimensions/M3"},{"id":"P1","name":"CI/CD gates","shortDescription":{"text":"CI/CD gates"},"helpUri":"https://codehealth.canine.dev/dimensions/P1"},{"id":"P2","name":"Observability","shortDescription":{"text":"Observability"},"helpUri":"https://codehealth.canine.dev/dimensions/P2"},{"id":"P3","name":"Security \u0026 performance tooling","shortDescription":{"text":"Security \u0026 performance tooling"},"helpUri":"https://codehealth.canine.dev/dimensions/P3"},{"id":"P6","name":"Release Hygiene","shortDescription":{"text":"Release Hygiene"},"helpUri":"https://codehealth.canine.dev/dimensions/P6"},{"id":"SC1","name":"Supply-chain hygiene","shortDescription":{"text":"Supply-chain hygiene"},"helpUri":"https://codehealth.canine.dev/dimensions/SC1"},{"id":"X28","name":"Index access outside its own emptiness guard","shortDescription":{"text":"Index access outside its own emptiness guard"},"helpUri":"https://codehealth.canine.dev/dimensions/X28"}]}},"results":[{"ruleId":"D1","level":"warning","message":{"text":"GameStartEditorWindow.GetCategoryForItem (cyclomatic 59): GameStartEditorWindow.GetCategoryForItem has cyclomatic complexity 59 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":79}}}],"partialFingerprints":{"codehealthFindingId/v1":"e4c0823ca10d8b712b67c84e1c6fb51725b4e9dea6098448d4d87e9c7b873e82"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.GetCategoryForItem (cyclomatic 59): SpaceHavenEditor.GetCategoryForItem has cyclomatic complexity 59 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This shape REPEATS in the file: one other method here (SpaceHavenEditor.GetGameStartCategoryForItem) has the same decision points, in the same order, at the same nesting depths \u2014 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. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":4771}}}],"partialFingerprints":{"codehealthFindingId/v1":"ac877e5e390bcbab92c4a66be4c1ac7a06c84b7330f035493648bf9ac7791ac1"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.GetGameStartCategoryForItem (cyclomatic 59): SpaceHavenEditor.GetGameStartCategoryForItem has cyclomatic complexity 59 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This shape REPEATS in the file: one other method here (SpaceHavenEditor.GetCategoryForItem) has the same decision points, in the same order, at the same nesting depths \u2014 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. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6923}}}],"partialFingerprints":{"codehealthFindingId/v1":"8a56f51505c4c891272f0704d44fb100c00dab9b383c6e04d27a38e05c3c3125"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.RemoveProblematicShips (cyclomatic 49): SpaceHavenEditor.RemoveProblematicShips has cyclomatic complexity 49 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6301}}}],"partialFingerprints":{"codehealthFindingId/v1":"124ef3136a15e50de09eef5e7bf627898763e76225e3e9c20cfdbc602af3de8e"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.btnImportBlueprint_Click (cyclomatic 46): SpaceHavenEditor.btnImportBlueprint_Click has cyclomatic complexity 46 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":1292}}}],"partialFingerprints":{"codehealthFindingId/v1":"7f0b00005310d20f84b009c2cac30dd6109f2f28bb957714d97c769075709683"}},{"ruleId":"D1","level":"warning","message":{"text":"BlueprintManagerWindow.btnImportBlueprint_Click (cyclomatic 45): BlueprintManagerWindow.btnImportBlueprint_Click has cyclomatic complexity 45 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":321}}}],"partialFingerprints":{"codehealthFindingId/v1":"23547014ff8d53846f0c9ab64b537709c1440fbb5195b8796be17f1571f9f3da"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.LoadGameStartXmlFile (cyclomatic 44): SpaceHavenEditor.LoadGameStartXmlFile has cyclomatic complexity 44 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":7060}}}],"partialFingerprints":{"codehealthFindingId/v1":"1aa0b690e09de501b12aa042d473939ee70d4b0fe2a743dd450a08f4c5ff3680"}},{"ruleId":"D1","level":"warning","message":{"text":"GameStartEditorWindow.LoadXmlFile (cyclomatic 43): GameStartEditorWindow.LoadXmlFile has cyclomatic complexity 43 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":167}}}],"partialFingerprints":{"codehealthFindingId/v1":"9bd3df22a0eee082edf4b39b855235bb5d6c6fddadda526cf21cdd76a18493a5"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.OpenFileMenu_Click (cyclomatic 39): SpaceHavenEditor.OpenFileMenu_Click has cyclomatic complexity 39 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":354}}}],"partialFingerprints":{"codehealthFindingId/v1":"f3aebe119e0f7aef714d51d038a5ffa32a071272ed979e74bfc765bd3313f72d"}},{"ruleId":"D1","level":"warning","message":{"text":"BlueprintConverter.CreateUnbuiltBlueprint (cyclomatic 35): BlueprintConverter.CreateUnbuiltBlueprint has cyclomatic complexity 35 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintConverter.vb"},"region":{"startLine":15}}}],"partialFingerprints":{"codehealthFindingId/v1":"3ed2fad7d4fa139b2a9f1922a368e83be3282764c61fbfe5c77d87e830a28533"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.btnAddNewCrew_Click (cyclomatic 30): SpaceHavenEditor.btnAddNewCrew_Click has cyclomatic complexity 30 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":5446}}}],"partialFingerprints":{"codehealthFindingId/v1":"ad5a0160faeaf9911f0da07055222b0dd4d353f5eebfd4bf47d5b5c24e50baa0"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.btnGameStartSaveChanges_Click (cyclomatic 30): SpaceHavenEditor.btnGameStartSaveChanges_Click has cyclomatic complexity 30 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":7737}}}],"partialFingerprints":{"codehealthFindingId/v1":"29fdd7a52fa73a411b4e536f50e779fb09bdd93567f6d0b1dc03f2e11476d737"}},{"ruleId":"D1","level":"warning","message":{"text":"GameStartEditorWindow.btnSaveChanges_Click (cyclomatic 29): GameStartEditorWindow.btnSaveChanges_Click has cyclomatic complexity 29 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":596}}}],"partialFingerprints":{"codehealthFindingId/v1":"8f0c2493f94e76d95e16880ed962063f6f64e970bc7a24da94c72cdac543d53c"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.LoadSkillsTraitsAttrs (cyclomatic 25): SpaceHavenEditor.LoadSkillsTraitsAttrs has cyclomatic complexity 25 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":2138}}}],"partialFingerprints":{"codehealthFindingId/v1":"d2aaf5b79fa3fe2d0fc38e191e93934fc7ac54f0e528b25afa9e15bf4e3722d3"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.BtnBulkAddCrew_Click (cyclomatic 25): SpaceHavenEditor.BtnBulkAddCrew_Click has cyclomatic complexity 25 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":5984}}}],"partialFingerprints":{"codehealthFindingId/v1":"b6b8fb71c80a7439022f3d51e524e81095f864c6da28578e53dfc6d3eb0aa131"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.btnUpdateGlobalSettings_Click (cyclomatic 23): SpaceHavenEditor.btnUpdateGlobalSettings_Click has cyclomatic complexity 23 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":743}}}],"partialFingerprints":{"codehealthFindingId/v1":"1862c5f73cd91f322b922bb794f7c588227f4efdc2f79518dfa7eccd23feb2f0"}},{"ruleId":"D1","level":"warning","message":{"text":"HelpWindow.BuildAndDisplayHelpDocument (cyclomatic 20): HelpWindow.BuildAndDisplayHelpDocument has cyclomatic complexity 20 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"HelpWindow.xaml.vb"},"region":{"startLine":19}}}],"partialFingerprints":{"codehealthFindingId/v1":"841d14cca7015a255cce5d3fe8683cd83b061a82b98edf1042a7b93277025ebe"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.btnUpdateDifficultyRules_Click (cyclomatic 20): SpaceHavenEditor.btnUpdateDifficultyRules_Click has cyclomatic complexity 20 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":704}}}],"partialFingerprints":{"codehealthFindingId/v1":"db9fc7ea7523652e57be250420d2057eca90e16bfda85c4815c90e10471f0d4b"}},{"ruleId":"D1","level":"warning","message":{"text":"IdCollection.ParseInstanceNameToColor (cyclomatic 19): IdCollection.ParseInstanceNameToColor has cyclomatic complexity 19 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"IdCollection.vb"},"region":{"startLine":1011}}}],"partialFingerprints":{"codehealthFindingId/v1":"7813dbaf091b2e37500d0449691e4cc4424377033cf03c678167ba0e419a900f"}},{"ruleId":"D1","level":"warning","message":{"text":"ShipDeletionService.DeleteShip (cyclomatic 19): ShipDeletionService.DeleteShip has cyclomatic complexity 19 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"ShipDeletionService.vb"},"region":{"startLine":5}}}],"partialFingerprints":{"codehealthFindingId/v1":"f843d2d19d4a40c3240463c937bcd37a8cf9cc68201a665eeb5b2cdf408850a9"}},{"ruleId":"D1","level":"warning","message":{"text":"BlueprintManagerWindow.LoadShipsFromSource (cyclomatic 18): BlueprintManagerWindow.LoadShipsFromSource has cyclomatic complexity 18 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":143}}}],"partialFingerprints":{"codehealthFindingId/v1":"804225b2423f0d093dae4a2b2e4b1a5398cddcb2b18fecf77b77f1b225ab972a"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.LoadShipsFromSource (cyclomatic 18): SpaceHavenEditor.LoadShipsFromSource has cyclomatic complexity 18 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":978}}}],"partialFingerprints":{"codehealthFindingId/v1":"bd2ab9489bf2dcbfb828cd24d0604c9bda68118490811001d2b0cb719131c852"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.LoadShips (cyclomatic 18): SpaceHavenEditor.LoadShips has cyclomatic complexity 18 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":1916}}}],"partialFingerprints":{"codehealthFindingId/v1":"ac79fe34fb6f5d226215f8212e20c72e0b5c12c30f4d97185b5fdd75e1ecec8b"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.PopulateGameStartComboBoxes (cyclomatic 17): SpaceHavenEditor.PopulateGameStartComboBoxes has cyclomatic complexity 17 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6882}}}],"partialFingerprints":{"codehealthFindingId/v1":"0b78c40617c59849445dee6e70b523987124c267e3c5a2d9928e0a187588db80"}},{"ruleId":"D1","level":"warning","message":{"text":"SpaceHavenEditor.LoadGlobalSettings (cyclomatic 16): SpaceHavenEditor.LoadGlobalSettings has cyclomatic complexity 16 (threshold 15). To reduce it, separate the branches: extract each independent case into its own named function, or replace a long branch ladder over a single value with a data-driven lookup or dispatch table. This file is where this pass\u0027s cyclomatic complexity CONCENTRATES: MainWindow.xaml.vb holds 16 of the 25 methods over the threshold \u2014 including the worst \u2014 and 278 of the 430 points over it (65%), 3.2\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 86). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":543}}}],"partialFingerprints":{"codehealthFindingId/v1":"b79ceb3f81c859bc2c92b488f8e1ff349c82e5022c294cd38771e736089e8f6f"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.OpenFileMenu_Click (cognitive 99): SpaceHavenEditor.OpenFileMenu_Click has cognitive complexity 99 (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 file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":354}}}],"partialFingerprints":{"codehealthFindingId/v1":"49651da957e24d958fee5480764950e490d292980c502a91aa3686d358cc40e8"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.RemoveProblematicShips (cognitive 89): SpaceHavenEditor.RemoveProblematicShips has cognitive complexity 89 (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 file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6301}}}],"partialFingerprints":{"codehealthFindingId/v1":"6b12f529b65c68011e0ed7adadd319a5a1422f9c59a1c3607e860937d77472a2"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.LoadGameStartXmlFile (cognitive 77): SpaceHavenEditor.LoadGameStartXmlFile has cognitive complexity 77 (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 file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":7060}}}],"partialFingerprints":{"codehealthFindingId/v1":"d35ea2bd46b23846b088a25758d6e1ef519bb888d49dad690da6f26077b067f8"}},{"ruleId":"D2","level":"warning","message":{"text":"GameStartEditorWindow.LoadXmlFile (cognitive 75): GameStartEditorWindow.LoadXmlFile 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":167}}}],"partialFingerprints":{"codehealthFindingId/v1":"96b7aa7b4b42a9e1b79d2d2dabcde3f1353ca4379c97ff753d1f868c5142eefa"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.btnAddNewCrew_Click (cognitive 69): SpaceHavenEditor.btnAddNewCrew_Click has cognitive complexity 69 (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 file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":5446}}}],"partialFingerprints":{"codehealthFindingId/v1":"41ac0b052f4f1d623beb6f496456d8b65b9bf34be6895c787e402514d83cf3b0"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.btnImportBlueprint_Click (cognitive 64): SpaceHavenEditor.btnImportBlueprint_Click has cognitive complexity 64 (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 file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":1292}}}],"partialFingerprints":{"codehealthFindingId/v1":"067a08ee778d10ca40b30b5afc7000a3b71eb8062a6ff28325f3d3f48e2e92f4"}},{"ruleId":"D2","level":"warning","message":{"text":"BlueprintManagerWindow.btnImportBlueprint_Click (cognitive 63): BlueprintManagerWindow.btnImportBlueprint_Click 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":321}}}],"partialFingerprints":{"codehealthFindingId/v1":"8a442498554edbe921c3724b8d427f669e5b485c2270133b3e0e46275ef83165"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.btnUpdateGlobalSettings_Click (cognitive 54): SpaceHavenEditor.btnUpdateGlobalSettings_Click has cognitive complexity 54 (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 file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":743}}}],"partialFingerprints":{"codehealthFindingId/v1":"fa4e9274e98e41df27694d5213b26780638bd8582b679c7e7287f59649b55146"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.btnGameStartSaveChanges_Click (cognitive 54): SpaceHavenEditor.btnGameStartSaveChanges_Click has cognitive complexity 54 (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 file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":7737}}}],"partialFingerprints":{"codehealthFindingId/v1":"d38fd71812160f457e9126154ca3c6d08b7f4c038b9151936d317cac02d84784"}},{"ruleId":"D2","level":"warning","message":{"text":"GameStartEditorWindow.btnSaveChanges_Click (cognitive 53): GameStartEditorWindow.btnSaveChanges_Click 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":596}}}],"partialFingerprints":{"codehealthFindingId/v1":"8fb1fc9030f9ca390124b1f0146ca2e478af224e6a1351a45b6f5ca61e3f8f4f"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.UpdateXmlWithCharacterChanges (cognitive 48): SpaceHavenEditor.UpdateXmlWithCharacterChanges has cognitive complexity 48 (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 file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":1792}}}],"partialFingerprints":{"codehealthFindingId/v1":"4f12278d0538e285b34d42ba580704c1a4ca3919741a584d17fc044340d181ca"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.LoadSkillsTraitsAttrs (cognitive 48): SpaceHavenEditor.LoadSkillsTraitsAttrs has cognitive complexity 48 (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 file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":2138}}}],"partialFingerprints":{"codehealthFindingId/v1":"52c69dbf633c46b0f7ae288b1323f08b01ea2619452a586b169575d3e8dc11f4"}},{"ruleId":"D2","level":"warning","message":{"text":"HelpWindow.BuildAndDisplayHelpDocument (cognitive 39): HelpWindow.BuildAndDisplayHelpDocument 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"HelpWindow.xaml.vb"},"region":{"startLine":19}}}],"partialFingerprints":{"codehealthFindingId/v1":"6b40a6f77acfad77fbfdf5983476d15f8a7b965fcdaa53123a10f42ea645ff76"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.BtnBulkAddCrew_Click (cognitive 39): SpaceHavenEditor.BtnBulkAddCrew_Click 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. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":5984}}}],"partialFingerprints":{"codehealthFindingId/v1":"ab6c1909de99db3b4de347eb5097d1ced641603d6ed0518447d5bd7b46fb5b90"}},{"ruleId":"D2","level":"warning","message":{"text":"BlueprintConverter.CreateUnbuiltBlueprint (cognitive 37): BlueprintConverter.CreateUnbuiltBlueprint has cognitive complexity 37 (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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintConverter.vb"},"region":{"startLine":15}}}],"partialFingerprints":{"codehealthFindingId/v1":"d8c38e573e91322f6279b0476b173c16674590cd39c5fa3a5e371f3f72114f7c"}},{"ruleId":"D2","level":"warning","message":{"text":"IdCollection.ParseInstanceNameToColor (cognitive 32): IdCollection.ParseInstanceNameToColor 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"IdCollection.vb"},"region":{"startLine":1011}}}],"partialFingerprints":{"codehealthFindingId/v1":"6c289d3ea0b3b94ae9ad49ceee330d9a4c163ff4f15e11db9eab565c99ae3f94"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.btnBulkSetSkillsMax_Click (cognitive 28): SpaceHavenEditor.btnBulkSetSkillsMax_Click 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. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6830}}}],"partialFingerprints":{"codehealthFindingId/v1":"fa6bfe96bee4016dad9341af4119e6ffa9f77361aeaf6630e57bb9ae63e98e31"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.LoadGlobalSettings (cognitive 25): SpaceHavenEditor.LoadGlobalSettings 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. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":543}}}],"partialFingerprints":{"codehealthFindingId/v1":"1f20b5c9477d3fa7bef412f94c11ce9361e7f692f2e0091f0df3e34e4528a715"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.btnBulkSetAttributes_Click (cognitive 24): SpaceHavenEditor.btnBulkSetAttributes_Click has cognitive complexity 24 (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: 2 other methods here (SpaceHavenEditor.btnBulkSetSkills_Click, SpaceHavenEditor.btnBulkSetMaxSkills_Click) have the same decision points, in the same order, at the same nesting depths \u2014 so this is one pattern written 3 times rather than 3 independent problems. Splitting this body alone leaves the other 2 exactly as they are. Where these are variations on one operation, the change that clears all 3 is the shared one: lift the common shape into a single routine the variants call, parameterised by whatever genuinely differs between them, and keep in each method only the part that is not shared. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6597}}}],"partialFingerprints":{"codehealthFindingId/v1":"9449fb3d39e9d60e3ebffb6195f76f9aba5c352423732bf06887ffdb66c11bf3"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.btnBulkSetSkills_Click (cognitive 24): SpaceHavenEditor.btnBulkSetSkills_Click has cognitive complexity 24 (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: 2 other methods here (SpaceHavenEditor.btnBulkSetAttributes_Click, SpaceHavenEditor.btnBulkSetMaxSkills_Click) have the same decision points, in the same order, at the same nesting depths \u2014 so this is one pattern written 3 times rather than 3 independent problems. Splitting this body alone leaves the other 2 exactly as they are. Where these are variations on one operation, the change that clears all 3 is the shared one: lift the common shape into a single routine the variants call, parameterised by whatever genuinely differs between them, and keep in each method only the part that is not shared. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6732}}}],"partialFingerprints":{"codehealthFindingId/v1":"a1b9b7427deb4ddf3d709c52a9022bc27f0c8baed9e9ecb9166312a32065a5d5"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.btnBulkSetMaxSkills_Click (cognitive 24): SpaceHavenEditor.btnBulkSetMaxSkills_Click has cognitive complexity 24 (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: 2 other methods here (SpaceHavenEditor.btnBulkSetAttributes_Click, SpaceHavenEditor.btnBulkSetSkills_Click) have the same decision points, in the same order, at the same nesting depths \u2014 so this is one pattern written 3 times rather than 3 independent problems. Splitting this body alone leaves the other 2 exactly as they are. Where these are variations on one operation, the change that clears all 3 is the shared one: lift the common shape into a single routine the variants call, parameterised by whatever genuinely differs between them, and keep in each method only the part that is not shared. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6781}}}],"partialFingerprints":{"codehealthFindingId/v1":"9cdc4f75900a4ee0d4a0e28aa439d41ba024560dad9b73043e6bdeeb6a816a8c"}},{"ruleId":"D2","level":"warning","message":{"text":"BlueprintManagerWindow.LoadShipsFromSource (cognitive 23): BlueprintManagerWindow.LoadShipsFromSource 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":143}}}],"partialFingerprints":{"codehealthFindingId/v1":"400095d19fa8a55a485526f88eb00e0caeca8ae4a2a53c6bc3f1688707f25b34"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.LoadShipsFromSource (cognitive 23): SpaceHavenEditor.LoadShipsFromSource 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. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":978}}}],"partialFingerprints":{"codehealthFindingId/v1":"6c4fb8b0c05955771ad12b446aecbb9460c0f7eb239152b54de5971d0b29bf02"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.CreateCrewMemberFromTemplate (cognitive 23): SpaceHavenEditor.CreateCrewMemberFromTemplate 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. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":5833}}}],"partialFingerprints":{"codehealthFindingId/v1":"82872b2f3c1deeda721129c9540bc41c9f829c70bf23807f6d755cc2a13a6285"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.LoadShips (cognitive 22): SpaceHavenEditor.LoadShips has cognitive complexity 22 (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 file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":1916}}}],"partialFingerprints":{"codehealthFindingId/v1":"366d06c24d51b380143fff8478ae664160a2e12da375cf1e645cb2f1919b52bd"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.WriteUnlockedDatalogIds (cognitive 22): SpaceHavenEditor.WriteUnlockedDatalogIds has cognitive complexity 22 (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 file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":3411}}}],"partialFingerprints":{"codehealthFindingId/v1":"7d01d56b47356575ec3193f7f6de0421cae3bd2f973e1d668b5c9ee4767e5488"}},{"ruleId":"D2","level":"warning","message":{"text":"SaveIntegrityScanner.ScanRelationships (cognitive 22): SaveIntegrityScanner.ScanRelationships has cognitive complexity 22 (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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"SaveIntegrityScanner.vb"},"region":{"startLine":72}}}],"partialFingerprints":{"codehealthFindingId/v1":"a3887f7fa946e7a620dc7d5c9777e888626648dc59147012dcf0e2cde0a7a02b"}},{"ruleId":"D2","level":"warning","message":{"text":"SaveIntegrityScanner.ScanShipReferences (cognitive 21): SaveIntegrityScanner.ScanShipReferences has cognitive complexity 21 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"SaveIntegrityScanner.vb"},"region":{"startLine":211}}}],"partialFingerprints":{"codehealthFindingId/v1":"6fa5eb4bac596ab4a0594b024c1f99f09e114661b664415042d3e2cf971e32b6"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.btnUpdateDifficultyRules_Click (cognitive 20): SpaceHavenEditor.btnUpdateDifficultyRules_Click has cognitive complexity 20 (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 file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":704}}}],"partialFingerprints":{"codehealthFindingId/v1":"6eac91df25ee33cf05de431e8f0cc578934bdf178702991bebdd92ef704bf253"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.LoadOwnerInfo (cognitive 20): SpaceHavenEditor.LoadOwnerInfo has cognitive complexity 20 (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 file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":1845}}}],"partialFingerprints":{"codehealthFindingId/v1":"9d5992507cbb4c22a54ff8b2ed64f6259d256978c0f193ee46a1b3f46dd0b786"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.btnGameStartAddResource_Click (cognitive 20): SpaceHavenEditor.btnGameStartAddResource_Click has cognitive complexity 20 (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 (SpaceHavenEditor.btnGameStartAddItem_Click) has the same decision points, in the same order, at the same nesting depths \u2014 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. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":7345}}}],"partialFingerprints":{"codehealthFindingId/v1":"b2dae7fdd3b2c510778438e4e4e7b348d1f5c605e8361ba246f468f4471d9e65"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.btnGameStartAddItem_Click (cognitive 20): SpaceHavenEditor.btnGameStartAddItem_Click has cognitive complexity 20 (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 (SpaceHavenEditor.btnGameStartAddResource_Click) has the same decision points, in the same order, at the same nesting depths \u2014 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. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":7410}}}],"partialFingerprints":{"codehealthFindingId/v1":"cc5d8b2221e5ae01e2e44d7db23d459a7aa1ef5ee305445b1aa6d20bda6ab3f4"}},{"ruleId":"D2","level":"warning","message":{"text":"GameStartEditorWindow.GetCategoryForItem (cognitive 19): GameStartEditorWindow.GetCategoryForItem 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":79}}}],"partialFingerprints":{"codehealthFindingId/v1":"a7e90beba365afd7fd96472f7da1817b943ef6a0a09303ab78e62546a519c394"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.GetCategoryForItem (cognitive 19): SpaceHavenEditor.GetCategoryForItem 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 (SpaceHavenEditor.GetGameStartCategoryForItem) has the same decision points, in the same order, at the same nesting depths \u2014 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. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":4771}}}],"partialFingerprints":{"codehealthFindingId/v1":"560aaf8876837dc5d5d55d1b89b5c3959fc85788679a81126dc322656def1b6d"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.GetGameStartCategoryForItem (cognitive 19): SpaceHavenEditor.GetGameStartCategoryForItem 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 (SpaceHavenEditor.GetCategoryForItem) has the same decision points, in the same order, at the same nesting depths \u2014 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. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6923}}}],"partialFingerprints":{"codehealthFindingId/v1":"796797c7f28f694031a69156f09c202cf5465640639ff6914d8834107e339d02"}},{"ruleId":"D2","level":"warning","message":{"text":"ShipDeletionService.DeleteShip (cognitive 18): ShipDeletionService.DeleteShip has cognitive complexity 18 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"ShipDeletionService.vb"},"region":{"startLine":5}}}],"partialFingerprints":{"codehealthFindingId/v1":"e5c9b9a25953a1a48a4cd0eda3c0b8f78cc8c17afedced37d8fb9cea50985620"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.LoadStorageContainers (cognitive 17): SpaceHavenEditor.LoadStorageContainers 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. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":3996}}}],"partialFingerprints":{"codehealthFindingId/v1":"51d20862387950af932f9683fc9836ff432045f7aa7b0c7adde94d252bdfb2f2"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.dgGameStartResources_CellEditEnding (cognitive 16): SpaceHavenEditor.dgGameStartResources_CellEditEnding has cognitive complexity 16 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function. This shape REPEATS in the file: one other method here (SpaceHavenEditor.dgGameStartItems_CellEditEnding) has the same decision points, in the same order, at the same nesting depths \u2014 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. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":7580}}}],"partialFingerprints":{"codehealthFindingId/v1":"96c3f27ddd6b0bf1cf838634a1ceba90c8cd4ee5898274cb08743bd85ab9cd8d"}},{"ruleId":"D2","level":"warning","message":{"text":"SpaceHavenEditor.dgGameStartItems_CellEditEnding (cognitive 16): SpaceHavenEditor.dgGameStartItems_CellEditEnding has cognitive complexity 16 (threshold 15). To reduce it, flatten the nesting: invert conditions into early returns or guard clauses so the happy path stays at one level, and lift the deepest nested block into its own named function. This shape REPEATS in the file: one other method here (SpaceHavenEditor.dgGameStartResources_CellEditEnding) has the same decision points, in the same order, at the same nesting depths \u2014 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. This file is where this pass\u0027s cognitive complexity CONCENTRATES: MainWindow.xaml.vb holds 28 of the 39 methods over the threshold \u2014 including the worst \u2014 and 603 of the 840 points over it (72%), 5.9\u00D7 the next-largest file (GameStartEditorWindow.xaml.vb at 102). No single row can show this, because each is measured only against the threshold: reducing this one file moves this dimension further than any other file in the repository."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":7609}}}],"partialFingerprints":{"codehealthFindingId/v1":"21a4589284cc62190e249f65336b9505e692b0768da6b7c01e062cc4e4e2de82"}},{"ruleId":"D3","level":"warning","message":{"text":"FileTooLong: ./MainWindow.xaml.vb: FileTooLong \u2014 6002 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 5502 over it, 12.00\u00D7 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":1}}}],"partialFingerprints":{"codehealthFindingId/v1":"d3c8da308af4ae3b28fc9341c1cab06266c5f3c612f6d62693827c0d88f10d17"}},{"ruleId":"D3","level":"warning","message":{"text":"TooManyMethods: SpaceHavenEditor: TooManyMethods \u2014 5984 significant lines (blank, comment-only and punctuation-only lines excluded), 301 methods. The bar is 30 methods; this is 271 over it, 10.03\u00D7 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":1}}}],"partialFingerprints":{"codehealthFindingId/v1":"6d6a6b3f69d906ce44622f8735fe2eb5847450a2413c384242e719ad7823ada5"}},{"ruleId":"D3","level":"warning","message":{"text":"ClassTooLong: IdCollection: ClassTooLong \u2014 955 significant lines (blank, comment-only and punctuation-only lines excluded), 6 methods. The bar is 400 significant lines; this is 555 over it, 2.39\u00D7 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"IdCollection.vb"},"region":{"startLine":1}}}],"partialFingerprints":{"codehealthFindingId/v1":"72ce1402cc20bae05c5928323936caaa87c0e3b558dd6f6f736f544a631eb693"}},{"ruleId":"D3","level":"warning","message":{"text":"MethodTooLong: SpaceHavenEditor.btnImportBlueprint_Click: MethodTooLong \u2014 btnImportBlueprint_Click runs 222 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 122 over it, 2.22\u00D7 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 \u2014 the runs of statements that work on the same values and would earn the same name \u2014 into its own named unit, and have this one call them in order."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":1292}}}],"partialFingerprints":{"codehealthFindingId/v1":"6af69e22bdc02e3cc75969d3abab7a7571f2dd4c7bac253d86c99c2908aed0ca"}},{"ruleId":"D3","level":"warning","message":{"text":"MethodTooLong: BlueprintManagerWindow.btnImportBlueprint_Click: MethodTooLong \u2014 btnImportBlueprint_Click runs 220 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 120 over it, 2.20\u00D7 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 \u2014 the runs of statements that work on the same values and would earn the same name \u2014 into its own named unit, and have this one call them in order."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":321}}}],"partialFingerprints":{"codehealthFindingId/v1":"6c3173295c8d724822299c4526397fdd4a27927b8190108b3b3c2bdc2d5e0a56"}},{"ruleId":"D3","level":"warning","message":{"text":"FileTooLong: ./IdCollection.vb: FileTooLong \u2014 955 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 455 over it, 1.91\u00D7 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"IdCollection.vb"},"region":{"startLine":1}}}],"partialFingerprints":{"codehealthFindingId/v1":"226278b0190b023e5d84a984bcfe663ac6370b655cb4d93817d6adfe25bdff20"}},{"ruleId":"D3","level":"warning","message":{"text":"MethodTooLong: SpaceHavenEditor.LoadGameStartXmlFile: MethodTooLong \u2014 LoadGameStartXmlFile runs 154 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 54 over it, 1.54\u00D7 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 \u2014 the runs of statements that work on the same values and would earn the same name \u2014 into its own named unit, and have this one call them in order."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":7060}}}],"partialFingerprints":{"codehealthFindingId/v1":"4ff032ae20bcf140058f6197ebb6c077b17104f7424bb326b1809c3eb415b12b"}},{"ruleId":"D3","level":"warning","message":{"text":"MethodTooLong: GameStartEditorWindow.LoadXmlFile: MethodTooLong \u2014 LoadXmlFile runs 144 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 44 over it, 1.44\u00D7 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 \u2014 the runs of statements that work on the same values and would earn the same name \u2014 into its own named unit, and have this one call them in order."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":167}}}],"partialFingerprints":{"codehealthFindingId/v1":"c126dff94a578ed4a32e7f2eaafc14497f41aeb00978a4e41a37f59cab4ff79c"}},{"ruleId":"D3","level":"warning","message":{"text":"MethodTooLong: SpaceHavenEditor.OpenFileMenu_Click: MethodTooLong \u2014 OpenFileMenu_Click runs 136 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 36 over it, 1.36\u00D7 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 \u2014 the runs of statements that work on the same values and would earn the same name \u2014 into its own named unit, and have this one call them in order."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":354}}}],"partialFingerprints":{"codehealthFindingId/v1":"63141ea60696b08b01bf60808a14da959d6afe57c79732727311f47ab17de188"}},{"ruleId":"D3","level":"warning","message":{"text":"MethodTooLong: IdCollection.New(\u2026): MethodTooLong \u2014 New(\u2026) runs 135 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 35 over it, 1.35\u00D7 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 \u2014 the runs of statements that work on the same values and would earn the same name \u2014 into its own named unit, and have this one call them in order."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"IdCollection.vb"},"region":{"startLine":753}}}],"partialFingerprints":{"codehealthFindingId/v1":"4ca09a179d2d53ff7a68719cf68ef6915bebd4dbecff11f413d6f16910820c90"}},{"ruleId":"D3","level":"warning","message":{"text":"MethodTooLong: SpaceHavenEditor.GenerateHelpText: MethodTooLong \u2014 GenerateHelpText runs 133 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 33 over it, 1.33\u00D7 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 \u2014 the runs of statements that work on the same values and would earn the same name \u2014 into its own named unit, and have this one call them in order."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":5045}}}],"partialFingerprints":{"codehealthFindingId/v1":"630e62cf15306b721f54751fbab9e41ff8a3e6a44b4ad856a0e8faeca8418c7c"}},{"ruleId":"D3","level":"warning","message":{"text":"MethodTooLong: SpaceHavenEditor.btnAddNewCrew_Click: MethodTooLong \u2014 btnAddNewCrew_Click runs 125 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 25 over it, 1.25\u00D7 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 \u2014 the runs of statements that work on the same values and would earn the same name \u2014 into its own named unit, and have this one call them in order."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":5446}}}],"partialFingerprints":{"codehealthFindingId/v1":"5315787d20c3b35320e62de037701ed3710e847ca544dac77124306ba78a88dd"}},{"ruleId":"D3","level":"warning","message":{"text":"MethodTooLong: BlueprintConverter.CreateUnbuiltBlueprint: MethodTooLong \u2014 CreateUnbuiltBlueprint runs 122 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 22 over it, 1.22\u00D7 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 \u2014 the runs of statements that work on the same values and would earn the same name \u2014 into its own named unit, and have this one call them in order."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintConverter.vb"},"region":{"startLine":15}}}],"partialFingerprints":{"codehealthFindingId/v1":"7856637d3aff273a73475be87c4709f79049e8e725f222374c34eb0928f705d3"}},{"ruleId":"D3","level":"warning","message":{"text":"ClassTooLong: BlueprintManagerWindow: ClassTooLong \u2014 480 significant lines (blank, comment-only and punctuation-only lines excluded), 16 methods. The bar is 400 significant lines; this is 80 over it, 1.20\u00D7 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":1}}}],"partialFingerprints":{"codehealthFindingId/v1":"f2801ee62d4e4e829e8b2837d6a3bf822fbdb9c89dffb27f77a1b5e5090ee0de"}},{"ruleId":"D3","level":"warning","message":{"text":"MethodTooLong: SpaceHavenEditor.BtnBulkAddCrew_Click: MethodTooLong \u2014 BtnBulkAddCrew_Click runs 118 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 18 over it, 1.18\u00D7 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 \u2014 the runs of statements that work on the same values and would earn the same name \u2014 into its own named unit, and have this one call them in order."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":5984}}}],"partialFingerprints":{"codehealthFindingId/v1":"fee507eab0bdcb904e6326f1769f5fc09fadfd633cb73546da85c21f1133a86a"}},{"ruleId":"D3","level":"warning","message":{"text":"FileTooLong: ./GameStartEditorWindow.xaml.vb: FileTooLong \u2014 575 significant lines (blank, comment-only and punctuation-only lines excluded). The bar is 500 significant lines; this is 75 over it, 1.15\u00D7 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":1}}}],"partialFingerprints":{"codehealthFindingId/v1":"84865da3e9c3337b08257003dd6cf566f5deb0f54f54c42bf576ad68f50584df"}},{"ruleId":"D3","level":"warning","message":{"text":"MethodTooLong: SpaceHavenEditor.btnGameStartSaveChanges_Click: MethodTooLong \u2014 btnGameStartSaveChanges_Click runs 109 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 9 over it, 1.09\u00D7 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 \u2014 the runs of statements that work on the same values and would earn the same name \u2014 into its own named unit, and have this one call them in order."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":7737}}}],"partialFingerprints":{"codehealthFindingId/v1":"6b09ddca34f0664211a9359ff7a986828c467a8492d632c40d18afe0648a330a"}},{"ruleId":"D3","level":"warning","message":{"text":"TooManyMethods: GameStartEditorWindow: TooManyMethods \u2014 567 significant lines (blank, comment-only and punctuation-only lines excluded), 31 methods. The bar is 30 methods; this is 1 over it, 1.03\u00D7 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":1}}}],"partialFingerprints":{"codehealthFindingId/v1":"0ef7af7a064ceeba9d481dcbcc3a2144e54491004b9ce5e10101062a3eb5ee4a"}},{"ruleId":"D3","level":"warning","message":{"text":"MethodTooLong: GameStartEditorWindow.btnSaveChanges_Click: MethodTooLong \u2014 btnSaveChanges_Click 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\u00D7 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 \u2014 the runs of statements that work on the same values and would earn the same name \u2014 into its own named unit, and have this one call them in order."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":596}}}],"partialFingerprints":{"codehealthFindingId/v1":"951839d98912f696ba1a9fee7d7d3eb06761b6af485001c836af4e91627f1d01"}},{"ruleId":"D3","level":"warning","message":{"text":"MethodTooLong: SpaceHavenEditor.RemoveProblematicShips: MethodTooLong \u2014 RemoveProblematicShips runs 102 significant lines (blank, comment-only and punctuation-only lines excluded) in one body. The bar is 100 significant lines; this is 2 over it, 1.02\u00D7 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 \u2014 the runs of statements that work on the same values and would earn the same name \u2014 into its own named unit, and have this one call them in order."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6301}}}],"partialFingerprints":{"codehealthFindingId/v1":"c4778526fb2615a7af14d80ce51f638236493afe91e19dd0ba7cc9840059bf22"}},{"ruleId":"D4","level":"warning","message":{"text":"Members sharing a duplicated core (4 members, 50\u002B identical tokens): GameStartEditorWindow.xaml.vb:361-405 | GameStartEditorWindow.xaml.vb:410-454 | MainWindow.xaml.vb:7346-7406 | MainWindow.xaml.vb:7411-7471 \u2014 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 \u2014 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\u0027 grain \u2014 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":361}}}],"partialFingerprints":{"codehealthFindingId/v1":"30695e62cefba2803c8e602bce36fd3c4e4ff598c6179a5c083487a9334fd9f1"}},{"ruleId":"D4","level":"warning","message":{"text":"Members sharing a duplicated core (4 members, 50\u002B identical tokens): GameStartEditorWindow.xaml.vb:459-473 | GameStartEditorWindow.xaml.vb:478-492 | MainWindow.xaml.vb:7477-7493 | MainWindow.xaml.vb:7499-7515 \u2014 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 \u2014 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\u0027 grain \u2014 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":459}}}],"partialFingerprints":{"codehealthFindingId/v1":"33337c397fd10b5a0109b566652f9c7dc6bb7f271ab727e03fb13f2e1c60ffdf"}},{"ruleId":"D4","level":"warning","message":{"text":"Members sharing a duplicated core (4 members, 50\u002B identical tokens): MainWindow.xaml.vb:6598-6643 | MainWindow.xaml.vb:6733-6778 | MainWindow.xaml.vb:6782-6827 | MainWindow.xaml.vb:6831-6873 \u2014 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 \u2014 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\u0027 grain \u2014 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6598}}}],"partialFingerprints":{"codehealthFindingId/v1":"0aa117b9ef987357a760239f93f07ad5e2aa46bb4db8f28f7b3c098924376f2d"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (4\u201363 lines \u00D7 3): BlueprintManagerWindow.xaml.vb:144-206 | MainWindow.xaml.vb:979-1040 | ShipDeletionService.vb:29-32 \u2014 before extracting anything, compare \u0060BlueprintManagerWindow.xaml.vb\u0060 and \u0060MainWindow.xaml.vb\u0060 as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 118 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 \u2014 extracting one helper per block leaves the fork in place. 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 \u2014 the matched region ends inside that line. Extract the lines above it, and read the last line of each site separately."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":144}}}],"partialFingerprints":{"codehealthFindingId/v1":"f129515f141b89c702257351e69df054dec44cd5af51df39786bfdd4d7fc1ac7"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (51 lines \u00D7 3): GameStartEditorWindow.xaml.vb:80-130 | MainWindow.xaml.vb:4773-4823 | MainWindow.xaml.vb:6924-6974 \u2014 before extracting anything, compare \u0060GameStartEditorWindow.xaml.vb\u0060 and \u0060MainWindow.xaml.vb\u0060 as WHOLE FILES: this scan already matched 5 separate duplicated blocks between them, totalling at least 85 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 \u2014 extracting one helper per block leaves the fork in place."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":80}}}],"partialFingerprints":{"codehealthFindingId/v1":"7f9f9cb2b7dbce723387a9ce286dc3cccefe6b2ef2a74efb30dbf2bf570c93c5"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (10\u201326 lines \u00D7 10): IdCollection.vb:758-773 | IdCollection.vb:776-785 | IdCollection.vb:788-800 | IdCollection.vb:803-812 | IdCollection.vb:815-828 | IdCollection.vb:831-845 | IdCollection.vb:848-866 | IdCollection.vb:869-886 | IdCollection.vb:889-914 | IdCollection.vb:944-967 \u2014 all 10 copies are in the same file, so extract the block into one function there and call it from every one of those sites \u2014 resolving only two of them leaves the rest to drift apart the first time one is edited. \u2605 These copies have DRIFTED, and that is worth reading before extracting anything: just before the matched lines, \u0060IdCollection.vb:785\u0060 calls \u0060_colorSetItems\u0060, \u0060Select\u0060, \u0060Function\u0060 and \u0060IdCollection.vb:776\u0060 does not \u2014 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"IdCollection.vb"},"region":{"startLine":758}}}],"partialFingerprints":{"codehealthFindingId/v1":"07b322e67cc20400f8d458d9fb7bbb2fb9725c8be910d6146cc080812cf04c2a"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (21 lines \u00D7 3): MainWindow.xaml.vb:6748-6768 | MainWindow.xaml.vb:6797-6817 | MainWindow.xaml.vb:6840-6860 \u2014 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 \u2014 resolving only two of them leaves the rest to drift apart the first time one is edited."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6748}}}],"partialFingerprints":{"codehealthFindingId/v1":"965275d8b4a92ea2f3280228c9440dad303e8e0600c8ebfdbedba39899c58f8c"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (16\u201317 lines \u00D7 2): BlueprintManagerWindow.xaml.vb:323-339 | MainWindow.xaml.vb:1293-1308 \u2014 before extracting anything, compare \u0060BlueprintManagerWindow.xaml.vb\u0060 and \u0060MainWindow.xaml.vb\u0060 as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 118 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 \u2014 extracting one helper per block leaves the fork in place. Read the line range as the matched WINDOW rather than a finished unit: at \u0060BlueprintManagerWindow.xaml.vb:323\u0060 it begins part-way through the construct above it, so those exact lines cannot be lifted as they stand \u2014 widen the region to the smallest complete statement or declaration that contains it, and extract that."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":323}}}],"partialFingerprints":{"codehealthFindingId/v1":"f4470f4f0a138ffbc98e2eacd5072ab6087f90543dfd93e2460537d13b8d1dbe"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (12 lines \u00D7 2): IdCollection.vb:1074-1085 | IdCollection.vb:1099-1110 \u2014 both copies are in the same file, so extract the block into one function there and call it from each site \u2014 the copies drift apart the first time only one of them is edited."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"IdCollection.vb"},"region":{"startLine":1074}}}],"partialFingerprints":{"codehealthFindingId/v1":"cfa46d10866532584bd5f87784f640f8c1c4182ac0200f4b8a17ce583ba0dc73"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (14 lines \u00D7 2): MainWindow.xaml.vb:6228-6241 | SettingsWindow.xaml.vb:124-137 \u2014 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 \u2014 a file they already depend on, or a new one alongside them \u2014 and call it from both call sites, so a change lands once."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6228}}}],"partialFingerprints":{"codehealthFindingId/v1":"0918de9ec1e2c3c9ec6b1db93e9186fa53f5a66f7bb37beeaff8fc052cbf13e9"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (12 lines \u00D7 2): MainWindow.xaml.vb:6668-6679 | MainWindow.xaml.vb:6711-6722 \u2014 both copies are in the same file, so extract the block into one function there and call it from each site \u2014 the copies drift apart the first time only one of them is edited."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6668}}}],"partialFingerprints":{"codehealthFindingId/v1":"0d1b3d2388edefb23644c05e28fb0fa23334eacc9778577ca2fb59e367a5c1fe"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (12 lines \u00D7 2): MainWindow.xaml.vb:7582-7593 | MainWindow.xaml.vb:7611-7622 \u2014 both copies are in the same file, so extract the block into one function there and call it from each site \u2014 the copies drift apart the first time only one of them is edited."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":7582}}}],"partialFingerprints":{"codehealthFindingId/v1":"22a79c6fb9977bef41fdef43fb0489d37b3265b0a94a198527bb3e056cc6c0c7"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (10 lines \u00D7 4): MainWindow.xaml.vb:6621-6630 | MainWindow.xaml.vb:6756-6765 | MainWindow.xaml.vb:6805-6814 | MainWindow.xaml.vb:6848-6857 \u2014 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 \u2014 resolving only two of them leaves the rest to drift apart the first time one is edited."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6621}}}],"partialFingerprints":{"codehealthFindingId/v1":"2290512048c625763051968a1ea1e4d949d2c5c011a433149d916a3bcee59f97"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (9 lines \u00D7 3): MainWindow.xaml.vb:6555-6563 | MainWindow.xaml.vb:6647-6655 | MainWindow.xaml.vb:6690-6698 \u2014 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 \u2014 resolving only two of them leaves the rest to drift apart the first time one is edited."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":6555}}}],"partialFingerprints":{"codehealthFindingId/v1":"48fe825ee0464b4e6b90ffc1bd9ea9d492d59b3780d976e5c4b28118b9523005"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (12 lines \u00D7 2): BlueprintManagerWindow.xaml.vb:261-272 | MainWindow.xaml.vb:1247-1258 \u2014 before extracting anything, compare \u0060BlueprintManagerWindow.xaml.vb\u0060 and \u0060MainWindow.xaml.vb\u0060 as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 118 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 \u2014 extracting one helper per block leaves the fork in place."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":261}}}],"partialFingerprints":{"codehealthFindingId/v1":"53b08f2687daad2e235ec3d3b0ccc3ddd1c9e9377eaa6571094e5c52ec969457"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (11 lines \u00D7 2): BlueprintManagerWindow.xaml.vb:238-248 | MainWindow.xaml.vb:1072-1082 \u2014 before extracting anything, compare \u0060BlueprintManagerWindow.xaml.vb\u0060 and \u0060MainWindow.xaml.vb\u0060 as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 118 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 \u2014 extracting one helper per block leaves the fork in place."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":238}}}],"partialFingerprints":{"codehealthFindingId/v1":"a6b366141c330d63d5c52c83e8c8e7410cbfa8e109059036dbb39d8b63e0b9c3"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (10 lines \u00D7 4): GameStartEditorWindow.xaml.vb:45-54 | GameStartEditorWindow.xaml.vb:64-73 | MainWindow.xaml.vb:6889-6898 | MainWindow.xaml.vb:6908-6917 \u2014 before extracting anything, compare \u0060GameStartEditorWindow.xaml.vb\u0060 and \u0060MainWindow.xaml.vb\u0060 as WHOLE FILES: this scan already matched 5 separate duplicated blocks between them, totalling at least 85 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 \u2014 extracting one helper per block leaves the fork in place."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":45}}}],"partialFingerprints":{"codehealthFindingId/v1":"239e5f0e9a322e0572445c98a1daac9dcd43d9af8773870e182edafc074b3ce7"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (9\u201310 lines \u00D7 4): GameStartEditorWindow.xaml.vb:461-469 | GameStartEditorWindow.xaml.vb:480-488 | MainWindow.xaml.vb:7479-7488 | MainWindow.xaml.vb:7501-7510 \u2014 before extracting anything, compare \u0060GameStartEditorWindow.xaml.vb\u0060 and \u0060MainWindow.xaml.vb\u0060 as WHOLE FILES: this scan already matched 5 separate duplicated blocks between them, totalling at least 85 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 \u2014 extracting one helper per block leaves the fork in place."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":461}}}],"partialFingerprints":{"codehealthFindingId/v1":"93bcad24f8c9cf3f51aca60284fac687cbd4dc83b0ac4b5f7aaccb8296271138"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (9 lines \u00D7 2): BlueprintManagerWindow.xaml.vb:210-218 | MainWindow.xaml.vb:1044-1052 \u2014 before extracting anything, compare \u0060BlueprintManagerWindow.xaml.vb\u0060 and \u0060MainWindow.xaml.vb\u0060 as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 118 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 \u2014 extracting one helper per block leaves the fork in place."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":210}}}],"partialFingerprints":{"codehealthFindingId/v1":"8d77ff9889c803653c12a9c6f3695a358479eecc76b3f8e6b2b4838691e55c34"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (8\u20139 lines \u00D7 5): GameStartEditorWindow.xaml.vb:48-55 | GameStartEditorWindow.xaml.vb:67-74 | MainWindow.xaml.vb:4752-4760 | MainWindow.xaml.vb:6892-6899 | MainWindow.xaml.vb:6911-6918 \u2014 before extracting anything, compare \u0060GameStartEditorWindow.xaml.vb\u0060 and \u0060MainWindow.xaml.vb\u0060 as WHOLE FILES: this scan already matched 5 separate duplicated blocks between them, totalling at least 85 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 \u2014 extracting one helper per block leaves the fork in place."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":48}}}],"partialFingerprints":{"codehealthFindingId/v1":"ea81a213c0bca6d4f7c9f13dc061c1432c9de7df3fea9cbc87778490c76fdeb7"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (5 lines \u00D7 4): GameStartEditorWindow.xaml.vb:377-381 | GameStartEditorWindow.xaml.vb:426-430 | MainWindow.xaml.vb:7362-7366 | MainWindow.xaml.vb:7427-7431 \u2014 before extracting anything, compare \u0060GameStartEditorWindow.xaml.vb\u0060 and \u0060MainWindow.xaml.vb\u0060 as WHOLE FILES: this scan already matched 5 separate duplicated blocks between them, totalling at least 85 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 \u2014 extracting one helper per block leaves the fork in place."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":377}}}],"partialFingerprints":{"codehealthFindingId/v1":"81e55946f593927b61ae1bb8d873fb4bb32ee6f86207272672478c5ef6c490f4"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (6 lines \u00D7 2): BlueprintManagerWindow.xaml.vb:250-255 | MainWindow.xaml.vb:1084-1089 \u2014 before extracting anything, compare \u0060BlueprintManagerWindow.xaml.vb\u0060 and \u0060MainWindow.xaml.vb\u0060 as WHOLE FILES: this scan already matched 6 separate duplicated blocks between them, totalling at least 118 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 \u2014 extracting one helper per block leaves the fork in place."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":250}}}],"partialFingerprints":{"codehealthFindingId/v1":"4f19daf318aa159ada96231b989694564e4f2905299c59984e892b2b7596e4bc"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (6 lines \u00D7 16): IdCollection.vb:758-767 | IdCollection.vb:770-777 | IdCollection.vb:780-785 | IdCollection.vb:788-796 | IdCollection.vb:799-804 | IdCollection.vb:807-812 | IdCollection.vb:815-822 | IdCollection.vb:825-834 | IdCollection.vb:837-845 | IdCollection.vb:848-859 | IdCollection.vb:862-876 | IdCollection.vb:879-886 | IdCollection.vb:889-906 | IdCollection.vb:909-922 | IdCollection.vb:944-954 | IdCollection.vb:971-980 \u2014 all 16 copies are in the same file, so extract the block into one function there and call it from every one of those sites \u2014 resolving only two of them leaves the rest to drift apart the first time one is edited. \u2605 These copies have DRIFTED, and that is worth reading before extracting anything: just after the matched lines, \u0060IdCollection.vb:815\u0060 calls \u0060List\u0060, \u0060_colorSetItems\u0060, \u0060Select\u0060 and \u0060IdCollection.vb:769\u0060 does not \u2014 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"IdCollection.vb"},"region":{"startLine":758}}}],"partialFingerprints":{"codehealthFindingId/v1":"7341428aa1150c7a3e7b8711db6b5716113c94c1fc5daceafb03fbe786c6d358"}},{"ruleId":"D4","level":"warning","message":{"text":"Duplicated block (62 lines \u00D7 2): CrewMember.vb:17-78 | Resource.vb:9-95 \u2014 before extracting anything, compare \u0060CrewMember.vb\u0060 and \u0060Resource.vb\u0060 as WHOLE FILES: 95% of the shorter file\u0027s lines also appear in the other, so this reads as one file having been copied from the other rather than as a helper waiting to be extracted. The 1 duplicated block(s) this scan matched between them are fragments of that copy, not the extent of it \u2014 treat the file pair as the unit. If that is what happened, the fix is to keep one copy and have the other call it (or delete it), which resolves this row and its siblings together \u2014 extracting one helper per block leaves the fork in place."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"CrewMember.vb"},"region":{"startLine":17}}}],"partialFingerprints":{"codehealthFindingId/v1":"61b0886424b16169ab0923a51eb97103cdcabc04688b65e4b7cdbe6c459944b8"}},{"ruleId":"D6","level":"warning","message":{"text":"Low cohesion: SpaceHavenEditor (LCOM4 10): SpaceHavenEditor\u0027s methods fall into 10 groups that share no field and call none of each other, against a bar of more than 3 for this run (LCOM4, configurable \u2014 your repository\u0027s bar is the one quoted here). Each group is a set of methods reachable from one another through shared fields or direct calls, so 10 groups means the type has that many internally-connected clusters with nothing tying them together. Types whose shape makes a high count expected \u2014 and which would otherwise dominate this list \u2014 are excluded before this row is raised, so this is a genuine split candidate rather than a metric reading. It is still a shape, not a defect: confirm the groups match responsibilities you can name before splitting."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":21}}}],"partialFingerprints":{"codehealthFindingId/v1":"5f18706e11aae4c53436048d104caf905037fc180ce0f3ed10a74f58e5079339"}},{"ruleId":"D8","level":"error","message":{"text":"No automated tests: No automated tests \u2014 no test code was found in this repository. Untested code is the largest single risk to changing it safely. Start with the code you change most often: add a suite in a framework a runner can collect (xUnit, NUnit or MSTest), and run it in CI so the gap cannot reopen."},"locations":[],"partialFingerprints":{"codehealthFindingId/v1":"3132564c6310e5d01a231f252a02d5d2f5a542c0a8fa29a14c89693f1e3df871"}},{"ruleId":"D9","level":"note","message":{"text":"No tests found: No test suite could be collected \u2014 no discoverable tests to count. If this repository does test, wiring the suite to a framework a runner can collect (xUnit, NUnit or MSTest) is what makes it countable here; a pipeline step that invokes a runner is not evidence on its own, because a runner over an empty suite passes. Tests written as plain executables or shell/PowerShell harnesses are not collectible this way and are not scored here."},"locations":[],"partialFingerprints":{"codehealthFindingId/v1":"c9bf64cbb5a4ae13d6bcd01fa3bc8d2879d860c73bc67f176ee3c2cecb8adce3"}},{"ruleId":"D17","level":"error","message":{"text":"EmptyCatchBlock: empty catch block \u2014 the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Record it through whatever this codebase already uses to report problems, or let it propagate. Where swallowing one specific failure really is correct \u2014 as it often is on a teardown/dispose path where throwing would mask the original failure \u2014 catch exactly that exception type and write down WHY in a comment on the catch. Both are needed: a comment on a catch-all still swallows every failure nobody anticipated, and a note that only restates the swallow (\u0022ignored\u0022, \u0022do nothing\u0022) is read as no explanation at all."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":67}}}],"partialFingerprints":{"codehealthFindingId/v1":"605996048000eea1f559db338d0a6ce59339f432c2673af9174e7c19142d1a14"}},{"ruleId":"D17","level":"error","message":{"text":"EmptyCatchBlock: empty catch block \u2014 the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Record it through whatever this codebase already uses to report problems, or let it propagate. Where swallowing one specific failure really is correct \u2014 as it often is on a teardown/dispose path where throwing would mask the original failure \u2014 catch exactly that exception type and write down WHY in a comment on the catch. Both are needed: a comment on a catch-all still swallows every failure nobody anticipated, and a note that only restates the swallow (\u0022ignored\u0022, \u0022do nothing\u0022) is read as no explanation at all."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":428}}}],"partialFingerprints":{"codehealthFindingId/v1":"aa2c4aa396e913a2427a4ba2c79ef484a73b82cd49f612d388634fbc41852d19"}},{"ruleId":"D17","level":"error","message":{"text":"EmptyCatchBlock: empty catch block \u2014 the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Record it through whatever this codebase already uses to report problems, or let it propagate. Where swallowing one specific failure really is correct \u2014 as it often is on a teardown/dispose path where throwing would mask the original failure \u2014 catch exactly that exception type and write down WHY in a comment on the catch. Both are needed: a comment on a catch-all still swallows every failure nobody anticipated, and a note that only restates the swallow (\u0022ignored\u0022, \u0022do nothing\u0022) is read as no explanation at all."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":918}}}],"partialFingerprints":{"codehealthFindingId/v1":"af6767d7cbef8c698e194b20a45f84087a5d25ad12605cedfde0b9477db64442"}},{"ruleId":"D17","level":"error","message":{"text":"EmptyCatchBlock: empty catch block \u2014 the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Record it through whatever this codebase already uses to report problems, or let it propagate. Where swallowing one specific failure really is correct \u2014 as it often is on a teardown/dispose path where throwing would mask the original failure \u2014 catch exactly that exception type and write down WHY in a comment on the catch. Both are needed: a comment on a catch-all still swallows every failure nobody anticipated, and a note that only restates the swallow (\u0022ignored\u0022, \u0022do nothing\u0022) is read as no explanation at all."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":1678}}}],"partialFingerprints":{"codehealthFindingId/v1":"32c34e6d443c670b46297cdc48476ce71bfdef2fd85ce2c18efea31e1c6af665"}},{"ruleId":"D17","level":"error","message":{"text":"EmptyCatchBlock: empty catch block \u2014 the error is discarded with nothing recorded, so a failure here leaves no trace anywhere. Record it through whatever this codebase already uses to report problems, or let it propagate. Where swallowing one specific failure really is correct \u2014 as it often is on a teardown/dispose path where throwing would mask the original failure \u2014 catch exactly that exception type and write down WHY in a comment on the catch. Both are needed: a comment on a catch-all still swallows every failure nobody anticipated, and a note that only restates the swallow (\u0022ignored\u0022, \u0022do nothing\u0022) is read as no explanation at all."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":1679}}}],"partialFingerprints":{"codehealthFindingId/v1":"1cd4be234fd115f7fc45a7e5a88d32d3825d6eb410437aaad6842eaa0992ac62"}},{"ruleId":"D17","level":"warning","message":{"text":"TodoComment: \u0027        UpdateXmlWithCharacterChanges() \u0027 TODO: Implement saving character edits \u2014 source code is not a task system: move the work to your tracker and leave a reference instead (e.g. \u0060\u0027 REF: #123\u0060), so the task is planned where tasks live and the ticket links back to the code."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":1767}}}],"partialFingerprints":{"codehealthFindingId/v1":"f8e30f097654967817b2566071af8344e0579bb5459176cceb0e6fcd739f0c24"}},{"ruleId":"D17","level":"warning","message":{"text":"TodoComment: \u0027--- TODO: Implement UpdateXmlWithCharacterChanges if you want grid edits saved via the Save menu --- \u2014 source code is not a task system: move the work to your tracker and leave a reference instead (e.g. \u0060\u0027 REF: #123\u0060), so the task is planned where tasks live and the ticket links back to the code."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":4745}}}],"partialFingerprints":{"codehealthFindingId/v1":"99171e9a1f070265731d946381068ac762594d69dd5edff18842c4a9bfddc175"}},{"ruleId":"D17","level":"warning","message":{"text":"TodoComment: \u0027 TODO: Revert UI/Data change if possible \u2014 source code is not a task system: move the work to your tracker and leave a reference instead (e.g. \u0060\u0027 REF: #123\u0060), so the task is planned where tasks live and the ticket links back to the code."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":4911}}}],"partialFingerprints":{"codehealthFindingId/v1":"b380c4c827791642d03520530c2018adb94100a2acdb8de9e2c76922742ce418"}},{"ruleId":"D17","level":"warning","message":{"text":"TodoComment: \u0027 TODO: Revert UI changes if XML update fails? \u2014 source code is not a task system: move the work to your tracker and leave a reference instead (e.g. \u0060\u0027 REF: #123\u0060), so the task is planned where tasks live and the ticket links back to the code."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":4958}}}],"partialFingerprints":{"codehealthFindingId/v1":"3d21e815ba8d026ec8aeb254674ff58e1d4af9376f7c06d543ceaed6710a44a5"}},{"ruleId":"D18","level":"warning","message":{"text":"Build failed: The target solution did not build cleanly (errors: 26), which caps Solution Shape at 3/10 \u2014 the most basic shape signal is that it compiles. First errors: BC30456: \u0027Settings\u0027 is not a member of \u0027SpaceHavenEditor2.My\u0027.."},"locations":[],"partialFingerprints":{"codehealthFindingId/v1":"24ff41d1fc14d3a19b969001a7e9697d13d34fc0453d84646f56c980eff97f2b"}},{"ruleId":"D20","level":"note","message":{"text":"No ADRs found: No ADRs found. No recognised ADR directory (\u0060docs/adr/\u0060, \u0060docs/decisions/\u0060, \u0060adr/\u0060, \u0060docs/rfcs/\u0060, an \u0060ADR0001/\u0060 folder, or their siblings) exists anywhere in this tree. What was searched, so you can tell an empty log from a search that missed one: every directory under the tree (build output, dependencies and VCS metadata excepted), for a document that is either any non-index page inside a recognised ADR directory, whatever its name and however deeply nested (\u0060docs/adr/use-postgres.md\u0060, \u0060docs/adr/2024/0001-x.md\u0060); or a file anywhere whose name is ADR-shaped (\u00600001-use-postgres.md\u0060, \u0060adr-012-caching.md\u0060); or, when neither turned anything up, a document carrying the decision-record signature (an \u0022Architecture Decision Record\u0022 heading, or Status / Context / Decision / Consequences as section headings). A decision log that clears none of these \u2014 unnumbered files outside any recognised directory, without those headings \u2014 is not seen by this check and this row is then wrong. If that is your case, say so rather than renaming anything; otherwise, consider recording architectural decisions in \u0060docs/adr/\u0060."},"locations":[],"partialFingerprints":{"codehealthFindingId/v1":"d2bea044ff79d7d275f5a91a6e2f548586178eaf480274c33960ad020c854631"}},{"ruleId":"D24","level":"note","message":{"text":"redundant comment: \u0022The ThemeInfo attribute describes where any theme specific and generic resource dictionaries can be found. 1st parameter: where theme specific resource dictiona \u2026\u0022 is Visual Studio AssemblyInfo template text, left in place. Delete it, or replace it with what the code cannot say (why it is done here, a constraint, or a consequence)."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"AssemblyInfo.vb"},"region":{"startLine":3}}}],"partialFingerprints":{"codehealthFindingId/v1":"8a11158a1dc1adb2eb922399ac1c25c8980332ab9f5431a3b08dca7d1e91b3bf"}},{"ruleId":"D24","level":"note","message":{"text":"redundant comment: \u00222nd parameter: where the generic resource dictionary is located (used if a resource is not found in the page, app, and any theme specific resource dictionaries)\u0022 is Visual Studio AssemblyInfo template text, left in place. Delete it, or replace it with what the code cannot say (why it is done here, a constraint, or a consequence)."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"AssemblyInfo.vb"},"region":{"startLine":8}}}],"partialFingerprints":{"codehealthFindingId/v1":"58f031e3de3b16e4afbe2d5de54060c63f750881de11552ca3a520ac4c9c2c41"}},{"ruleId":"D24","level":"note","message":{"text":"redundant comment: \u0022End of BlueprintManagerWindow Class\u0022 only labels \u0060End Class\u0060, the end of the Class block BlueprintManagerWindow. Delete it, or replace it with what the code cannot say (why it is done here, a constraint, or a consequence)."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"BlueprintManagerWindow.xaml.vb"},"region":{"startLine":634}}}],"partialFingerprints":{"codehealthFindingId/v1":"3be61982695f1b309c8104e0419573cc2213b04fb212646e5e373af67ad7d8d3"}},{"ruleId":"D24","level":"note","message":{"text":"redundant comment: 5 comments in this file only repeat the code they sit on (lines 166, 350, 571, 595, 716), for example \u0022Load and parse the XML file\u0022. Delete it, or replace it with what the code cannot say (why it is done here, a constraint, or a consequence)."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"GameStartEditorWindow.xaml.vb"},"region":{"startLine":166}}}],"partialFingerprints":{"codehealthFindingId/v1":"3baa1a8a0b6cb23841a3e190c53bd63c24c0655a444b5970ce3db29482dcfdb4"}},{"ruleId":"D24","level":"note","message":{"text":"redundant comment: \u0022Assign the created FlowDocument to the viewer\u0022 repeats the code it sits on: 4 of its 5 words (assign, flow, document, viewer) are already in \u0060fdViewer.Document = flowDoc\u0060. Delete it, or replace it with what the code cannot say (why it is done here, a constraint, or a consequence)."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"HelpWindow.xaml.vb"},"region":{"startLine":122}}}],"partialFingerprints":{"codehealthFindingId/v1":"9496d14d08d8769aef3b746db1a5b3daea09f6a20f22499dcb9921e36627a7c8"}},{"ruleId":"D24","level":"note","message":{"text":"redundant comment: 9 comments in this file only repeat the code they sit on (lines 783, 787, 794, 798, 802, 806, 810, 814, 884), for example \u0022Shirt Set 376: Color 5\u0022. Delete it, or replace it with what the code cannot say (why it is done here, a constraint, or a consequence)."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"IdCollection.vb"},"region":{"startLine":783}}}],"partialFingerprints":{"codehealthFindingId/v1":"d669cca417cb77d5f01c346d9adbea2ab2e230f01a713e85f885fb6166e9d32c"}},{"ruleId":"D24","level":"note","message":{"text":"redundant comment: 31 comments in this file only repeat the code they sit on (lines 196, 206, 209, 1705, 1791, 1858, 1908, 4188, 4194, 4435, 4440, 4442, 4572, 4755, 5389, 5401, 5411, 5583, 6074, 6247, 6294, 6977, 7059, 7257, 7278, 7287, 7296, 7308, 7704, 7712, 7865), for example \u0022Initialize Game Start Editor\u0022. Delete it, or replace it with what the code cannot say (why it is done here, a constraint, or a consequence)."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"MainWindow.xaml.vb"},"region":{"startLine":196}}}],"partialFingerprints":{"codehealthFindingId/v1":"a3d1a3afff23086965e7fc3d79bd3e537fb6eb84f3e25d20db8d5ec72a478632"}},{"ruleId":"D24","level":"note","message":{"text":"redundant comment: \u0022Method to set the initial value for the default directory\u0022 repeats the code it sits on: 5 of its 6 words (set, initial, value, default, directory) are already in \u0060Public Sub SetInitialDirectory(currentValue As String)\u0060. Delete it, or replace it with what the code cannot say (why it is done here, a constraint, or a consequence)."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"SettingsWindow.xaml.vb"},"region":{"startLine":46}}}],"partialFingerprints":{"codehealthFindingId/v1":"7d87050d3bfd55f63816da593a43a66bce28a2ec2ebef498c9faab61d73f2416"}},{"ruleId":"D27","level":"note","message":{"text":"Scattered collaborators: 81 % of calls cross a namespace and only 49 % of collaborators are co-located \u2014 group each feature\u0027s code into a vertical slice so a call\u0027s collaborators sit together."},"locations":[],"partialFingerprints":{"codehealthFindingId/v1":"5aad4a4530bac3928d3a065a664be89d023ecfc865f9bf79ac05754b3bffe322"}},{"ruleId":"D44","level":"warning","message":{"text":"End-of-life runtime: .NET net7.0: SpaceHavenEditor.vbproj declares .NET net7.0 as this project\u0027s target framework, and .NET 7, support ended 2024-05-14. An unsupported runtime receives no security patches, so every vulnerability disclosed in it since 2024-05-14 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."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"SpaceHavenEditor.vbproj"},"region":{"startLine":5}}}],"partialFingerprints":{"codehealthFindingId/v1":"e8e3681b5cb164ca7e1efbb847d8deb5351a973ce49cbdaec3c4686bc11b832c"}},{"ruleId":"M1","level":"warning","message":{"text":"README may be stale: 26 code files changed in the last 6 months but the README was not touched \u2014 it may no longer reflect the system."},"locations":[],"partialFingerprints":{"codehealthFindingId/v1":"e973e7a8d5d866995cbf78b120250fe7f132bf928812d48ca62e69aba11b9910"}},{"ruleId":"M2","level":"note","message":{"text":"No ADRs: No Architecture Decision Records found \u2014 no conventional ADR directory, no numbered \u0060NNNN-title\u0060 documents in any markup this check reads, and nothing ADR-shaped by content. Design rationale recorded elsewhere (a design-notes tree, a mailing list, pull-request discussion) is not visible to this check and is not re-findable per decision, so a future maintainer cannot ask why one choice was made and get an answer."},"locations":[],"partialFingerprints":{"codehealthFindingId/v1":"670b3d6e36a756d63097d0dfbf90afd5fc761308800b9354894a07c3f4e4aa14"}},{"ruleId":"M2","level":"note","message":{"text":"No architecture diagram/doc: No C4/Structurizr/PlantUML/Mermaid/Graphviz/D2 diagram, no drawn diagram named for the architecture, no file named \u0060architecture\u0060 or \u0060design\u0060 in any markup this check reads, and nothing in the README, docs or contributor guides that announces the shape \u2014 no \u0060## Architecture\u0060 heading, no \u0022architecture overview\u0022/\u0022high-level design\u0022 phrasing, no \u0022the architecture is \u2026\u0022 introduction, no guided code tour. A shape laid out in prose that never names itself as the architecture is not visible to this check, and neither is one kept outside the repository, so this row reports the absence of a re-findable shape document \u2014 not evidence that nobody wrote the shape down."},"locations":[],"partialFingerprints":{"codehealthFindingId/v1":"0c190e7c159d1850ee706c3ac4486e151e8a4fe169de4bf61436b9f399654f06"}},{"ruleId":"M3","level":"note","message":{"text":"No src/ separation: Production code isn\u0027t grouped under a src/ folder \u2014 it\u0027s mixed at the repository root with everything else the repository holds, so nothing marks which files are the product."},"locations":[],"partialFingerprints":{"codehealthFindingId/v1":"fdf7f5b24e313364d10170a5c2542959902fe0d26ed70edef3eaa10ec5bcdb1d"}},{"ruleId":"P1","level":"warning","message":{"text":"No CI pipeline: No CI workflow found (.github/workflows, azure-pipelines.yml, .gitlab-ci.yml, \u2026) \u2014 changes aren\u0027t gated by an automated build/test."},"locations":[],"partialFingerprints":{"codehealthFindingId/v1":"44f01af96e50474fba2df84d95ddf4f7e1d34c29c307830b9efc9057daa6b670"}},{"ruleId":"P3","level":"note","message":{"text":"No SAST: No static application security testing detected. For this repository\u0027s stack, add a Roslyn security analyzer package referenced from the project (the analyzer packages do analyse VB.NET), plus gitleaks for committed secrets \u2014 CodeQL has no VB.NET extractor, so its csharp pack would extract nothing from this tree and then report it clean \u2014 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\u0027s web UI rather than in a committed file, or a tool whose name is none of those this check carries, is not seen \u2014 if that is your case the row is wrong, and saying so is more useful than adding a second scanner."},"locations":[],"partialFingerprints":{"codehealthFindingId/v1":"6e54424179c892f03ef2fd003130ac4bd43f39bbf3b1ca0a0143e25acb80ec87"}},{"ruleId":"P3","level":"note","message":{"text":"No dependency-update automation: \u0060SpaceHavenEditor.vbproj\u0060 declares packages, and nothing in the repository keeps them current: no Dependabot or Renovate configuration that schedules updates, and no dependency-review gate on pull requests. A pinned dependency stays at the version it was added at until someone notices \u2014 including after an advisory is published against it. Add a \u0060.github/dependabot.yml\u0060 with one \u0060package-ecosystem\u0060 entry per ecosystem the tree uses (or an enabled \u0060renovate.json\u0060), and gate pull requests with \u0060actions/dependency-review-action\u0060."},"locations":[{"physicalLocation":{"artifactLocation":{"uri":"SpaceHavenEditor.vbproj"},"region":{"startLine":28}}}],"partialFingerprints":{"codehealthFindingId/v1":"e3657f7220e7c57d3b0eb3c3f0e4613a476f6b68d624a2866462c2ca312270c0"}},{"ruleId":"P6","level":"note","message":{"text":"No changelog: No CHANGELOG/HISTORY/RELEASES file \u2014 what shipped when isn\u0027t easy to reconstruct for support or audit. (Versioning/tagging makes releases traceable, but a changelog records the what.)"},"locations":[],"partialFingerprints":{"codehealthFindingId/v1":"dda5aa5aed8cbb292c3ef2b733bc138f614293ae6426c85e98bf31ef330d9415"}},{"ruleId":"SC1","level":"warning","message":{"text":"NuGet dependencies are not locked: No packages.lock.json and no central package management \u2014 restores aren\u0027t reproducible or pinned (SSDF PW.4.4). Enable \u003CRestorePackagesWithLockFile\u003Etrue\u003C/RestorePackagesWithLockFile\u003E (commit the lockfile) or adopt Directory.Packages.props. Advisory \u2014 never scored."},"locations":[],"partialFingerprints":{"codehealthFindingId/v1":"0a97b4f69ccac509400ece7eedefb06d3ede0522cd4d8bcb5c068bea719545a6"}}],"taxonomies":[{"name":"CWE","guid":"c3a2b1d0-7f3e-4b2a-9c1d-5e6f7a8b9c0d","organization":"MITRE","informationUri":"https://cwe.mitre.org/","isComprehensive":false,"shortDescription":{"text":"The MITRE Common Weakness Enumeration (CWE)."},"taxa":[{"id":"CWE-259","guid":"ae9ad959-fbb6-9d5e-892d-3dca66da0b69","name":"Use of Hard-coded Password","shortDescription":{"text":"Use of Hard-coded Password"},"helpUri":"https://cwe.mitre.org/data/definitions/259.html"},{"id":"CWE-77","guid":"332c8ade-6612-9f56-a06b-d8d90b1a8750","name":"Improper Neutralization of Special Elements used in a Command (\u0027Command Injection\u0027)","shortDescription":{"text":"Improper Neutralization of Special Elements used in a Command (\u0027Command Injection\u0027)"},"helpUri":"https://cwe.mitre.org/data/definitions/77.html"},{"id":"CWE-78","guid":"2e31ceaf-c7ae-2e5e-9661-cfb1362789cf","name":"Improper Neutralization of Special Elements used in an OS Command (\u0027OS Command Injection\u0027)","shortDescription":{"text":"Improper Neutralization of Special Elements used in an OS Command (\u0027OS Command Injection\u0027)"},"helpUri":"https://cwe.mitre.org/data/definitions/78.html"},{"id":"CWE-79","guid":"fd45580b-e8c4-fc5e-8c2f-aa8fab0b4dbf","name":"Improper Neutralization of Input During Web Page Generation (\u0027Cross-site Scripting\u0027)","shortDescription":{"text":"Improper Neutralization of Input During Web Page Generation (\u0027Cross-site Scripting\u0027)"},"helpUri":"https://cwe.mitre.org/data/definitions/79.html"},{"id":"CWE-798","guid":"5e8f057d-fee3-995a-a0cb-9fc5b0d174d1","name":"Use of Hard-coded Credentials","shortDescription":{"text":"Use of Hard-coded Credentials"},"helpUri":"https://cwe.mitre.org/data/definitions/798.html"},{"id":"CWE-89","guid":"6d08fdad-37eb-c150-bbf0-d7d946863407","name":"Improper Neutralization of Special Elements used in an SQL Command (\u0027SQL Injection\u0027)","shortDescription":{"text":"Improper Neutralization of Special Elements used in an SQL Command (\u0027SQL Injection\u0027)"},"helpUri":"https://cwe.mitre.org/data/definitions/89.html"},{"id":"CWE-94","guid":"75e7f50c-6c2f-dd52-bf40-bf6c52b861fd","name":"Improper Control of Generation of Code (\u0027Code Injection\u0027)","shortDescription":{"text":"Improper Control of Generation of Code (\u0027Code Injection\u0027)"},"helpUri":"https://cwe.mitre.org/data/definitions/94.html"}]},{"name":"OWASP Top 10","guid":"7d1f0c2e-4b6a-4e39-9a51-0b2e8c3d5f61","version":"2025","organization":"OWASP Foundation","informationUri":"https://top10.owasp.org/2025/","isComprehensive":false,"shortDescription":{"text":"The OWASP Top 10:2025 web application security risks."},"taxa":[{"id":"A05:2025","guid":"87e86033-3231-8458-8e4a-5cb82743553a","name":"Injection","shortDescription":{"text":"Injection"},"helpUri":"https://top10.owasp.org/2025/A05_2025-Injection/"},{"id":"A07:2025","guid":"334ddd78-539d-d35c-83dd-253647eb7eaf","name":"Authentication Failures","shortDescription":{"text":"Authentication Failures"},"helpUri":"https://top10.owasp.org/2025/A07_2025-Authentication_Failures/"}]}],"properties":{"codehealthPublication":{"public":true,"notice":"This is the PUBLIC form of this artifact. Findings are listed in full, but the details of SECURITY findings \u2014 which rule fired, in which file, on which line, and how to fix it \u2014 are deliberately withheld, and any secret-scanner results are excluded entirely. Where detail is absent here it was REMOVED FOR PUBLICATION; it is not missing from the analysis. The complete artifact is available from the repository owner.","securityFindingsRedacted":0,"secretScannerRunsExcluded":0}}}]}