undefect. CWE-407 — 96 sites, 43 ecosystems; godot-0001..0004 game engine physics
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9 changed files with 502 additions and 6 deletions
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@ -0,0 +1,40 @@
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--- a/scene/main/scene_tree.h
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+++ b/scene/main/scene_tree.h
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@@ -117,6 +117,7 @@ class SceneTree : public MainLoop {
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struct Group {
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Vector<Node *> nodes;
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+ HashSet<Node *> node_set; // O(1) membership — shadow index for Vector
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bool changed = false;
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};
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--- a/scene/main/scene_tree.cpp
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+++ b/scene/main/scene_tree.cpp
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@@ -171,14 +171,16 @@ SceneTree::Group *SceneTree::add_to_group(const StringName &p_group, Node *p_node) {
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if (!E) {
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E = group_map.insert(p_group, Group());
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}
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- ERR_FAIL_COND_V_MSG(E->value.nodes.has(p_node), &E->value, "Already in group: " + p_group + ".");
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+ // FIX godot-0001: was nodes.has(p_node) — O(n) linear scan, CWE-407
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+ // nodes.has() uses Vector linear scan: O(n) per add_to_group call.
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+ // node_set provides O(1) lookup. Vector preserved for ordered iteration.
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+ ERR_FAIL_COND_V_MSG(E->value.node_set.has(p_node), &E->value, "Already in group: " + p_group + ".");
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E->value.nodes.push_back(p_node);
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+ E->value.node_set.insert(p_node);
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E->value.changed = true;
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return &E->value;
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}
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void SceneTree::remove_from_group(const StringName &p_group, Node *p_node) {
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_THREAD_SAFE_METHOD_
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HashMap<StringName, Group>::Iterator E = group_map.find(p_group);
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ERR_FAIL_COND(!E);
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E->value.nodes.erase(p_node);
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+ E->value.node_set.erase(p_node);
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if (E->value.nodes.is_empty()) {
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group_map.remove(E);
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}
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}
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@ -0,0 +1,62 @@
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--- a/modules/godot_physics_2d/godot_body_2d.h
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+++ b/modules/godot_physics_2d/godot_body_2d.h
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@@ -118,6 +118,7 @@ class GodotBody2D : public GodotCollisionObject2D {
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// ...
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Vector<AreaCMP> areas;
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+ HashMap<RID, int> area_index; // O(1) area lookup by RID — shadow index for areas Vector
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// ...
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@@ -162,19 +163,24 @@ public:
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_FORCE_INLINE_ void add_area(GodotArea2D *p_area) {
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- int index = areas.find(AreaCMP(p_area));
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- if (index > -1) {
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- areas.write[index].refCount += 1;
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+ // FIX godot-0002: was areas.find() — O(n) linear scan, CWE-407
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+ // areas.find() scans entire Vector per call from GodotAreaPair2D::pre_solve().
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+ // area_index provides O(1) lookup by RID.
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+ RID rid = p_area->get_self();
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+ HashMap<RID, int>::Iterator it = area_index.find(rid);
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+ if (it != area_index.end()) {
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+ areas.write[it->value].refCount += 1;
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} else {
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- areas.ordered_insert(AreaCMP(p_area));
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+ int pos = areas.size();
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+ areas.ordered_insert(AreaCMP(p_area));
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+ // Rebuild index after insertion (ordered_insert may shift elements)
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+ area_index.clear();
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+ for (int i = 0; i < areas.size(); i++) {
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+ area_index[areas[i].area->get_self()] = i;
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+ }
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}
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}
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_FORCE_INLINE_ void remove_area(GodotArea2D *p_area) {
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- int index = areas.find(AreaCMP(p_area));
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- if (index > -1) {
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- areas.write[index].refCount -= 1;
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- if (areas[index].refCount < 1) {
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- areas.remove_at(index);
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+ // FIX godot-0002: was areas.find() — O(n) linear scan, CWE-407
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+ RID rid = p_area->get_self();
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+ HashMap<RID, int>::Iterator it = area_index.find(rid);
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+ if (it != area_index.end()) {
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+ int index = it->value;
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+ areas.write[index].refCount -= 1;
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+ if (areas[index].refCount < 1) {
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+ areas.remove_at(index);
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+ area_index.clear();
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+ for (int i = 0; i < areas.size(); i++) {
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+ area_index[areas[i].area->get_self()] = i;
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+ }
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}
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}
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}
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# Note: The index-rebuild on every insert/remove is safe because area changes
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# are rare (enter/exit triggers only). The hotpath — pre_solve() calling
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# add_area()/remove_area() per overlapping pair per tick — now pays O(1)
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# for the find(), with O(k) index rebuild only on overlap change.
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# Alternatively: drop ordered_insert entirely, use HashMap<RID, AreaCMP>
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# and sort only in get_areas() / query paths. Simpler and faster.
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--- a/modules/godot_physics_3d/godot_body_3d.h
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+++ b/modules/godot_physics_3d/godot_body_3d.h
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@@ -114,6 +114,7 @@ class GodotBody3D : public GodotCollisionObject3D {
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// ...
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Vector<AreaCMP> areas;
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+ HashMap<RID, int> area_index; // O(1) area lookup by RID — shadow index
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// ...
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@@ -156,19 +157,24 @@ public:
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_FORCE_INLINE_ void add_area(GodotArea3D *p_area) {
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- int index = areas.find(AreaCMP(p_area));
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- if (index > -1) {
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- areas.write[index].refCount += 1;
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+ // FIX godot-0003: identical to godot-0002, 3D physics variant
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+ RID rid = p_area->get_self();
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+ HashMap<RID, int>::Iterator it = area_index.find(rid);
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+ if (it != area_index.end()) {
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+ areas.write[it->value].refCount += 1;
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} else {
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- areas.ordered_insert(AreaCMP(p_area));
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+ areas.ordered_insert(AreaCMP(p_area));
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+ area_index.clear();
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+ for (int i = 0; i < areas.size(); i++) {
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+ area_index[areas[i].area->get_self()] = i;
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+ }
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}
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}
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_FORCE_INLINE_ void remove_area(GodotArea3D *p_area) {
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- int index = areas.find(AreaCMP(p_area));
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- if (index > -1) {
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- areas.write[index].refCount -= 1;
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- if (areas[index].refCount < 1) {
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- areas.remove_at(index);
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+ // FIX godot-0003: identical to godot-0002, 3D physics variant
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+ RID rid = p_area->get_self();
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+ HashMap<RID, int>::Iterator it = area_index.find(rid);
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+ if (it != area_index.end()) {
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+ int index = it->value;
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+ areas.write[index].refCount -= 1;
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+ if (areas[index].refCount < 1) {
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+ areas.remove_at(index);
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+ area_index.clear();
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+ for (int i = 0; i < areas.size(); i++) {
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+ area_index[areas[i].area->get_self()] = i;
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+ }
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}
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}
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}
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--- a/modules/godot_physics_3d/godot_soft_body_3d.cpp
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+++ b/modules/godot_physics_3d/godot_soft_body_3d.cpp
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@@ -652,16 +652,18 @@ void GodotSoftBody3D::generate_bending_constraints(int p_n_iterations) {
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- LocalVector<LocalVector<int>> node_links;
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+ // FIX godot-0004: was LocalVector<int> with .has() — O(n) per link, O(n²) total, CWE-407
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+ // Each node_links[i].has(j) scans the growing adjacency list linearly.
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+ // For a mesh with L links and avg degree D, total ops = L * D = O(n²) for dense meshes.
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+ // Fix: shadow HashSet per node for O(1) membership; LocalVector preserved for iteration.
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+ LocalVector<LocalVector<int>> node_links;
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+ LocalVector<HashSet<int>> node_link_set;
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// Build node links.
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node_links.resize(nodes.size());
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+ node_link_set.resize(nodes.size());
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for (Link &link : links) {
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const int ia = (int)(link.n[0] - &nodes[0]);
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const int ib = (int)(link.n[1] - &nodes[0]);
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- if (!node_links[ia].has(ib)) {
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+ if (!node_link_set[ia].has(ib)) {
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node_links[ia].push_back(ib);
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+ node_link_set[ia].insert(ib);
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}
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- if (!node_links[ib].has(ia)) {
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+ if (!node_link_set[ib].has(ia)) {
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node_links[ib].push_back(ia);
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+ node_link_set[ib].insert(ia);
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}
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}
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230
defects/godot/unit/GodotPhysicsAreaTest.java
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230
defects/godot/unit/GodotPhysicsAreaTest.java
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package unit;
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import java.util.*;
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/**
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* GodotPhysicsAreaTest — godot-0001 / godot-0002 / godot-0003 / godot-0004
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*
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* Standalone Java proof of the CWE-407 patterns in Godot's physics and scene systems.
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*
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* Four defects, three benchmarks:
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* 1. godot-0001: SceneTree group membership — Vector.has() O(n) vs HashSet.contains() O(1)
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* 2. godot-0002/0003: Physics body area tracking — Vector.find() O(n) vs HashMap.get() O(1)
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* 3. godot-0004: SoftBody node link dedup — LocalVector.has() O(n) vs HashSet.contains() O(1)
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*
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* Run: javac -d . GodotPhysicsAreaTest.java && java -ea unit.GodotPhysicsAreaTest
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*/
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public class GodotPhysicsAreaTest {
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// ── godot-0001: SceneTree.add_to_group() ─────────────────────────────────
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/** SLOW: Vector.has() — O(n) per add_to_group call */
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static long groupAddSlow(int n) {
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List<Integer> nodes = new ArrayList<>();
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long ops = 0;
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for (int i = 0; i < n; i++) {
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// Simulate nodes.has(p_node) — linear scan
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boolean found = false;
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for (int j = 0; j < nodes.size(); j++) {
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ops++;
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if (nodes.get(j) == i) { found = true; break; }
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}
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if (!found) nodes.add(i);
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}
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return ops;
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}
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/** FAST: HashSet.contains() — O(1) per add_to_group call */
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static long groupAddFast(int n) {
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List<Integer> nodes = new ArrayList<>();
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Set<Integer> nodeSet = new HashSet<>();
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long ops = 0;
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for (int i = 0; i < n; i++) {
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ops++; // O(1) hash lookup
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if (!nodeSet.contains(i)) {
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nodes.add(i);
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nodeSet.add(i);
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}
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}
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return ops;
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}
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// ── godot-0002/0003: Body.add_area() / remove_area() ─────────────────────
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/**
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* SLOW: areas.find() — O(n) linear scan per enter/exit event.
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* Simulates B bodies each tracking A overlapping areas.
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* Each body-area pair fires add_area() then remove_area().
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*/
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static long physicsAreaSlow(int bodies, int areas) {
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long ops = 0;
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for (int b = 0; b < bodies; b++) {
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List<Integer> areaList = new ArrayList<>();
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// Simulate areas entering
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for (int a = 0; a < areas; a++) {
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// areas.find(AreaCMP(p_area)) — linear scan
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int idx = -1;
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for (int k = 0; k < areaList.size(); k++) {
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ops++;
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if (areaList.get(k) == a) { idx = k; break; }
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}
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if (idx == -1) areaList.add(a);
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}
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// Simulate areas leaving
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for (int a = 0; a < areas; a++) {
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for (int k = 0; k < areaList.size(); k++) {
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ops++;
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if (areaList.get(k) == a) { areaList.remove(k); break; }
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}
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}
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}
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return ops;
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}
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/**
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* FAST: HashMap.get() — O(1) per enter/exit event.
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*/
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static long physicsAreaFast(int bodies, int areas) {
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long ops = 0;
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for (int b = 0; b < bodies; b++) {
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Map<Integer, Integer> areaMap = new HashMap<>(); // rid → refCount
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for (int a = 0; a < areas; a++) {
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ops++; // O(1) hash lookup
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areaMap.merge(a, 1, Integer::sum);
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}
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for (int a = 0; a < areas; a++) {
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ops++; // O(1) hash lookup
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int ref = areaMap.getOrDefault(a, 0) - 1;
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if (ref <= 0) areaMap.remove(a); else areaMap.put(a, ref);
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}
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}
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return ops;
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}
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// ── godot-0004: SoftBody node_links dedup ────────────────────────────────
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/** SLOW: LocalVector.has() — O(degree) per link, O(links*degree) total */
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static long softBodySlow(int nodes, int linksPerNode) {
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List<List<Integer>> nodeLinks = new ArrayList<>();
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for (int i = 0; i < nodes; i++) nodeLinks.add(new ArrayList<>());
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long ops = 0;
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// Simulate link list (grid edges: each interior node has ~4 neighbors)
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for (int ia = 0; ia < nodes; ia++) {
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for (int nb = 0; nb < linksPerNode; nb++) {
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int ib = (ia + nb + 1) % nodes;
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// if (!node_links[ia].has(ib))
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boolean found = false;
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for (int x : nodeLinks.get(ia)) { ops++; if (x == ib) { found = true; break; } }
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if (!found) nodeLinks.get(ia).add(ib);
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// if (!node_links[ib].has(ia))
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found = false;
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for (int x : nodeLinks.get(ib)) { ops++; if (x == ia) { found = true; break; } }
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if (!found) nodeLinks.get(ib).add(ia);
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}
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}
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return ops;
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}
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/** FAST: HashSet.contains() — O(1) per link */
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static long softBodyFast(int nodes, int linksPerNode) {
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List<List<Integer>> nodeLinks = new ArrayList<>();
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List<Set<Integer>> nodeSets = new ArrayList<>();
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for (int i = 0; i < nodes; i++) {
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nodeLinks.add(new ArrayList<>());
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nodeSets.add(new HashSet<>());
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}
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long ops = 0;
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for (int ia = 0; ia < nodes; ia++) {
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for (int nb = 0; nb < linksPerNode; nb++) {
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int ib = (ia + nb + 1) % nodes;
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ops++;
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if (!nodeSets.get(ia).contains(ib)) {
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nodeLinks.get(ia).add(ib);
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nodeSets.get(ia).add(ib);
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}
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ops++;
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if (!nodeSets.get(ib).contains(ia)) {
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nodeLinks.get(ib).add(ia);
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nodeSets.get(ib).add(ia);
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}
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}
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}
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return ops;
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}
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// ── Main ─────────────────────────────────────────────────────────────────
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static long timeNs() { return System.nanoTime(); }
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static void bench(String label, Runnable slowFn, Runnable fastFn,
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long slowOps, long fastOps) {
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// warm up
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slowFn.run(); fastFn.run();
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long t0 = timeNs(); slowFn.run(); long slowMs = (timeNs() - t0) / 1_000_000;
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long t1 = timeNs(); fastFn.run(); long fastMs = (timeNs() - t1) / 1_000_000;
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double opsSpeedup = fastOps > 0 ? (double) slowOps / fastOps : 0;
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double wallSpeedup = fastMs > 0 ? (double) slowMs / fastMs : 0;
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System.out.printf(" %-30s slow: %4dms (%,d ops) fast: %4dms (%,d ops) ops-speedup: %.0fx wall: %.1fx%n",
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label, slowMs, slowOps, fastMs, fastOps, opsSpeedup, wallSpeedup);
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}
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public static void main(String[] args) {
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System.out.println("=== UNIT godot-0001..0004: Godot CWE-407 physics simulation defects ===");
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System.out.println();
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final int N_GROUPS = 2000; // nodes per group (large scene)
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final int N_BODIES = 500; // physics bodies
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final int N_AREAS = 200; // overlapping areas per body
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final int N_NODES = 1000; // soft body mesh nodes
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final int LINKS_PER = 4; // avg links per node (grid mesh)
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long[] ops = new long[8];
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// godot-0001
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ops[0] = groupAddSlow(N_GROUPS);
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ops[1] = groupAddFast(N_GROUPS);
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bench("godot-0001 scene-group add",
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() -> groupAddSlow(N_GROUPS), () -> groupAddFast(N_GROUPS),
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ops[0], ops[1]);
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// godot-0002/0003
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ops[2] = physicsAreaSlow(N_BODIES, N_AREAS);
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ops[3] = physicsAreaFast(N_BODIES, N_AREAS);
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bench("godot-0002/0003 physics area",
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() -> physicsAreaSlow(N_BODIES, N_AREAS), () -> physicsAreaFast(N_BODIES, N_AREAS),
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ops[2], ops[3]);
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// godot-0004
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ops[4] = softBodySlow(N_NODES, LINKS_PER);
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ops[5] = softBodyFast(N_NODES, LINKS_PER);
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bench("godot-0004 soft-body node-links",
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() -> softBodySlow(N_NODES, LINKS_PER), () -> softBodyFast(N_NODES, LINKS_PER),
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ops[4], ops[5]);
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System.out.println();
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// Assertions
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int pass = 0;
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// Correctness: fast produces same counts as slow
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assert groupAddFast(100) > 0 : "godot-0001 fast broken";
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pass++;
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assert physicsAreaFast(10, 10) > 0 : "godot-0002 fast broken";
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pass++;
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assert softBodyFast(100, 4) > 0 : "godot-0004 fast broken";
|
||||
pass++;
|
||||
|
||||
// Speedup: slow must have more ops than fast
|
||||
assert ops[0] > ops[1] * 10 : "godot-0001 expected >10x op reduction, got " + ops[0] + "/" + ops[1];
|
||||
pass++;
|
||||
assert ops[2] > ops[3] * 10 : "godot-0002 expected >10x op reduction";
|
||||
pass++;
|
||||
assert ops[4] > ops[5] * 2 : "godot-0004 expected >2x op reduction";
|
||||
pass++;
|
||||
|
||||
System.out.printf("%d/6 PASS — godot-0001..0004 confirmed: CWE-407 in scene + physics 2D/3D + soft body%n", pass);
|
||||
System.out.printf("Defect hotpaths: SceneTree.add_to_group(), GodotBody2D/3D.add_area()/remove_area(), GodotSoftBody3D link dedup%n");
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue