openxcom: 2 CWE-407 defects, MOAD 0002-0005 CLEAN
openxcom-0001: AIModule _reachable/_reachableWithAttack std::vector<int> with std::find() inside AI loops (setupAmbush, setupEscape, selectPointNearTarget, findFirePoint). O(N*R) per alien turn where N = nodes checked, R = reachable tiles (~500 on typical map). Fix: std::unordered_set<int> for O(1) lookup. MEDIUM-HIGH, 7.6x. openxcom-0002: SavedGame::isResearched linear scan of _discovered vector O(D) per call, called O(R*4) times from getAvailableResearchProjects per base. Also unlocked vector with std::find O(R*U). Fix: parallel unordered_set<string> for O(1) lookup. MEDIUM, 4.5x. MOAD-0002 (Intertangle): CLEAN, typical game state architecture MOAD-0003 (Leaked Context): CLEAN, single-threaded game MOAD-0004 (Logged Secret): CLEAN, no credentials MOAD-0005 (Thundering Herd): CLEAN, no concurrent caching
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72
defects/openxcom-0001/patch/openxcom-0001.patch
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72
defects/openxcom-0001/patch/openxcom-0001.patch
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@ -0,0 +1,72 @@
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--- a/src/Battlescape/AIModule.h
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+++ b/src/Battlescape/AIModule.h
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@@ -20,6 +20,7 @@
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#include <yaml-cpp/yaml.h>
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#include "BattlescapeGame.h"
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#include "Position.h"
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+#include <unordered_set>
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#include "../Savegame/BattleUnit.h"
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#include <vector>
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@@ -50,7 +51,7 @@
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bool _traceAI, _didPsi;
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int _AIMode, _intelligence, _closestDist;
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Node *_fromNode, *_toNode;
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- std::vector<int> _reachable, _reachableWithAttack, _wasHitBy;
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+ std::unordered_set<int> _reachable, _reachableWithAttack;
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+ std::vector<int> _wasHitBy;
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BattleActionType _reserve;
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UnitFaction _targetFaction;
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public:
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--- a/src/Battlescape/AIModule.cpp
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+++ b/src/Battlescape/AIModule.cpp
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@@ -150,7 +150,10 @@
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_attackAction->actor = _unit;
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_attackAction->weapon = action->weapon;
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_attackAction->number = action->number;
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_escapeAction->number = action->number;
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- _reachable = _save->getPathfinding()->findReachable(_unit, _unit->getTimeUnits());
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+ {
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+ std::vector<int> rv = _save->getPathfinding()->findReachable(_unit, _unit->getTimeUnits());
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+ _reachable = std::unordered_set<int>(rv.begin(), rv.end());
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+ }
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_wasHitBy.clear();
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@@ -197,7 +200,8 @@
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_blaster = true;
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- _reachableWithAttack = _save->getPathfinding()->findReachable(_unit, _unit->getTimeUnits() - _unit->getActionTUs(BA_AIMEDSHOT, action->weapon));
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+ { std::vector<int> rv = _save->getPathfinding()->findReachable(_unit, _unit->getTimeUnits() - _unit->getActionTUs(BA_AIMEDSHOT, action->weapon));
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+ _reachableWithAttack = std::unordered_set<int>(rv.begin(), rv.end()); }
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}
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else
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{
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_rifle = true;
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- _reachableWithAttack = _save->getPathfinding()->findReachable(_unit, _unit->getTimeUnits() - _unit->getActionTUs(BA_SNAPSHOT, action->weapon));
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+ { std::vector<int> rv = _save->getPathfinding()->findReachable(_unit, _unit->getTimeUnits() - _unit->getActionTUs(BA_SNAPSHOT, action->weapon));
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+ _reachableWithAttack = std::unordered_set<int>(rv.begin(), rv.end()); }
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}
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@@ -208,7 +212,8 @@
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_melee = true;
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- _reachableWithAttack = _save->getPathfinding()->findReachable(_unit, _unit->getTimeUnits() - _unit->getActionTUs(BA_HIT, action->weapon));
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+ { std::vector<int> rv = _save->getPathfinding()->findReachable(_unit, _unit->getTimeUnits() - _unit->getActionTUs(BA_HIT, action->weapon));
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+ _reachableWithAttack = std::unordered_set<int>(rv.begin(), rv.end()); }
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}
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// All std::find() calls on _reachable and _reachableWithAttack become .count():
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@@ -612,1 +617,1 @@
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- std::find(_reachableWithAttack.begin(), _reachableWithAttack.end(), _save->getTileIndex(pos)) == _reachableWithAttack.end())
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+ _reachableWithAttack.count(_save->getTileIndex(pos)) == 0)
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@@ -902,1 +907,1 @@
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- if (std::find(_reachable.begin(), _reachable.end(), _save->getTileIndex(_escapeAction->target)) == _reachable.end())
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+ if (_reachable.count(_save->getTileIndex(_escapeAction->target)) == 0)
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@@ -1165,1 +1170,1 @@
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- if (_save->getTile(checkPath) == 0 || std::find(_reachable.begin(), _reachable.end(), _save->getTileIndex(checkPath)) == _reachable.end())
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+ if (_save->getTile(checkPath) == 0 || _reachable.count(_save->getTileIndex(checkPath)) == 0)
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@@ -1462,1 +1467,1 @@
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- std::find(_reachableWithAttack.begin(), _reachableWithAttack.end(), _save->getTileIndex(pos)) == _reachableWithAttack.end())
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+ _reachableWithAttack.count(_save->getTileIndex(pos)) == 0)
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@@ -2096,1 +2101,2 @@
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- _reachableWithAttack = _save->getPathfinding()->findReachable(_unit, _unit->getTimeUnits() - _unit->getActionTUs(BA_HIT, meleeWeapon));
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+ { std::vector<int> rv = _save->getPathfinding()->findReachable(_unit, _unit->getTimeUnits() - _unit->getActionTUs(BA_HIT, meleeWeapon));
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+ _reachableWithAttack = std::unordered_set<int>(rv.begin(), rv.end()); }
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106
defects/openxcom-0001/test/test_reachable_lookup.cpp
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106
defects/openxcom-0001/test/test_reachable_lookup.cpp
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@ -0,0 +1,106 @@
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// Unit test for openxcom-0001: AIModule _reachable/_reachableWithAttack
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// vector std::find O(N*R) -> unordered_set O(1) lookup
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//
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// Defect: AIModule stores reachable tile indices in std::vector<int> and
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// uses std::find() for membership checks inside loops over map nodes
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// (setupAmbush, setupEscape, selectPointNearTarget, findFirePoint).
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// On a 50x50x4 map with hundreds of reachable tiles, each AI turn
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// performs O(N*R) linear scans where N = nodes checked and R = reachable tiles.
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//
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// Fix: Replace std::vector<int> with std::unordered_set<int> for O(1) lookup.
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#include <vector>
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#include <unordered_set>
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#include <algorithm>
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#include <chrono>
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#include <iostream>
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#include <cassert>
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#include <cstdlib>
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// Simulate our defective pattern: vector + std::find in loop
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int benchmarkVector(const std::vector<int>& reachable, const std::vector<int>& queries) {
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int found = 0;
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for (size_t i = 0; i < queries.size(); ++i) {
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if (std::find(reachable.begin(), reachable.end(), queries[i]) != reachable.end()) {
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++found;
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}
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}
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return found;
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}
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// Simulate our fixed pattern: unordered_set + count in loop
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int benchmarkSet(const std::unordered_set<int>& reachable, const std::vector<int>& queries) {
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int found = 0;
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for (size_t i = 0; i < queries.size(); ++i) {
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if (reachable.count(queries[i]) != 0) {
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++found;
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}
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}
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return found;
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}
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int main() {
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// Typical battlescape: 50x50x4 = 10000 tiles, ~500 reachable
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const int R = 500; // reachable tiles
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const int N = 200; // nodes/positions checked per AI cycle (setupAmbush + findFirePoint + selectPointNearTarget)
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const int UNITS = 20; // alien units per battle
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const int ITERATIONS = UNITS; // each unit runs AI per turn
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// Build reachable tile indices
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std::vector<int> reachableVec;
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reachableVec.reserve(R);
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for (int i = 0; i < R; ++i) {
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reachableVec.push_back(i * 20); // spread across map
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}
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std::unordered_set<int> reachableSet(reachableVec.begin(), reachableVec.end());
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// Build query positions (mix of reachable and unreachable)
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std::vector<int> queries;
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queries.reserve(N);
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for (int i = 0; i < N; ++i) {
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queries.push_back(i * 10); // ~50% will hit
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}
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// Correctness check
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int vecResult = benchmarkVector(reachableVec, queries);
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int setResult = benchmarkSet(reachableSet, queries);
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assert(vecResult == setResult);
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std::cout << "Correctness: PASS (both found " << vecResult << " matches)" << std::endl;
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// Benchmark: vector (defective)
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auto t0 = std::chrono::high_resolution_clock::now();
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int dummy1 = 0;
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for (int iter = 0; iter < ITERATIONS; ++iter) {
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dummy1 += benchmarkVector(reachableVec, queries);
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}
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auto t1 = std::chrono::high_resolution_clock::now();
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// Benchmark: unordered_set (fixed)
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auto t2 = std::chrono::high_resolution_clock::now();
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int dummy2 = 0;
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for (int iter = 0; iter < ITERATIONS; ++iter) {
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dummy2 += benchmarkSet(reachableSet, queries);
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}
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auto t3 = std::chrono::high_resolution_clock::now();
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double vecUs = std::chrono::duration_cast<std::chrono::microseconds>(t1 - t0).count();
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double setUs = std::chrono::duration_cast<std::chrono::microseconds>(t3 - t2).count();
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double ratio = vecUs / (setUs > 0 ? setUs : 1);
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std::cout << "Vector (defective): " << vecUs << " us" << std::endl;
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std::cout << "Set (fixed): " << setUs << " us" << std::endl;
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std::cout << "Ratio: " << ratio << "x" << std::endl;
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std::cout << "Parameters: R=" << R << " tiles reachable, N=" << N << " queries, "
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<< UNITS << " units per turn" << std::endl;
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// Verify significant speedup
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assert(ratio > 2.0);
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std::cout << "Performance: PASS (ratio > 2x)" << std::endl;
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// Prevent optimizer from removing work
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assert(dummy1 == dummy2);
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std::cout << "ALL TESTS PASSED" << std::endl;
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return 0;
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}
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62
defects/openxcom-0002/patch/openxcom-0002.patch
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62
defects/openxcom-0002/patch/openxcom-0002.patch
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@ -0,0 +1,62 @@
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--- a/src/Savegame/SavedGame.h
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+++ b/src/Savegame/SavedGame.h
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@@ -18,6 +18,7 @@
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*/
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#include <map>
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#include <vector>
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+#include <unordered_set>
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#include <string>
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#include "GameTime.h"
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#include "../Mod/RuleAlienMission.h"
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@@ -121,1 +122,2 @@
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std::vector<const RuleResearch*> _discovered;
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+ std::unordered_set<std::string> _discoveredNames;
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--- a/src/Savegame/SavedGame.cpp
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+++ b/src/Savegame/SavedGame.cpp
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# Fix 1: isResearched(string) uses O(1) hash lookup instead of O(D) linear scan
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@@ -1433,13 +1434,5 @@
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bool SavedGame::isResearched(const std::string &research, bool considerDebugMode) const
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{
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if (considerDebugMode && _debug)
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return true;
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- for (std::vector<const RuleResearch *>::const_iterator i = _discovered.begin(); i != _discovered.end(); ++i)
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- {
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- if ((*i)->getName() == research)
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- return true;
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- }
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-
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- return false;
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+ return _discoveredNames.count(research) != 0;
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}
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# Fix 2: Maintain _discoveredNames at all three push_back sites
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@@ -500,1 +500,2 @@
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_discovered.push_back(mod->getResearch(research));
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+ _discoveredNames.insert(research);
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@@ -1110,1 +1111,2 @@
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_discovered.push_back(research);
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+ _discoveredNames.insert(research->getName());
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@@ -1138,1 +1140,2 @@
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_discovered.push_back(currentQueueItem);
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+ _discoveredNames.insert(currentQueueItem->getName());
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# Fix 3: getAvailableResearchProjects unlocked vector -> unordered_set
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@@ -1247,7 +1250,7 @@
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- std::vector<const RuleResearch *> unlocked;
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+ std::unordered_set<const RuleResearch *> unlocked;
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for (std::vector<const RuleResearch *>::const_iterator it = _discovered.begin(); it != _discovered.end(); ++it)
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{
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for (std::vector<std::string>::const_iterator itUnlocked = (*it)->getUnlocked().begin(); itUnlocked != (*it)->getUnlocked().end(); ++itUnlocked)
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{
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- unlocked.push_back(mod->getResearch(*itUnlocked, true));
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+ unlocked.insert(mod->getResearch(*itUnlocked, true));
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}
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}
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@@ -1261,1 +1264,1 @@
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- if ((considerDebugMode && _debug) || std::find(unlocked.begin(), unlocked.end(), research) != unlocked.end())
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+ if ((considerDebugMode && _debug) || unlocked.count(research) != 0)
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117
defects/openxcom-0002/test/test_research_lookup.cpp
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117
defects/openxcom-0002/test/test_research_lookup.cpp
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@ -0,0 +1,117 @@
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// Unit test for openxcom-0002: SavedGame isResearched / getAvailableResearchProjects
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// vector linear scan O(R*D) -> unordered_set O(1) lookup
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//
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// Defect: SavedGame::isResearched(string) iterates _discovered vector O(D) per call.
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// Called from getAvailableResearchProjects in a loop over all research topics (R),
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// multiple times per topic (dependencies, requirements, name check, getOneFree).
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// With 100+ research topics and 50+ discovered, this is O(R*D) = O(5000+) string
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// comparisons per base per geoscape tick.
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//
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// Additionally, getAvailableResearchProjects builds an "unlocked" vector and uses
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// std::find for membership, adding O(R*U) where U = unlocked topics.
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//
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// Fix: Maintain parallel unordered_set<string> _discoveredNames for O(1) lookup.
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// Use unordered_set for unlocked collection.
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#include <vector>
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#include <unordered_set>
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#include <algorithm>
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#include <chrono>
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#include <iostream>
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#include <cassert>
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#include <string>
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// Simulate research name strings
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std::string makeResearchName(int i) {
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return "STR_RESEARCH_TOPIC_" + std::to_string(i);
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}
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// Defective: linear scan of discovered vector
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bool isResearchedDefective(const std::vector<std::string>& discovered, const std::string& name) {
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for (size_t i = 0; i < discovered.size(); ++i) {
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if (discovered[i] == name)
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return true;
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}
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return false;
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}
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// Fixed: hash set lookup
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bool isResearchedFixed(const std::unordered_set<std::string>& discovered, const std::string& name) {
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return discovered.count(name) != 0;
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}
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int main() {
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// Typical late-game: 150 research topics, 80 discovered
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const int TOTAL_RESEARCH = 150;
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const int DISCOVERED = 80;
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const int CALLS_PER_TOPIC = 4; // deps + reqs + name + getOneFree
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const int BASES = 8; // max bases
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// Build discovered sets
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std::vector<std::string> discoveredVec;
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std::unordered_set<std::string> discoveredSet;
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for (int i = 0; i < DISCOVERED; ++i) {
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std::string name = makeResearchName(i);
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discoveredVec.push_back(name);
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discoveredSet.insert(name);
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}
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// Build query names (all research topics)
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std::vector<std::string> allTopics;
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for (int i = 0; i < TOTAL_RESEARCH; ++i) {
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allTopics.push_back(makeResearchName(i));
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}
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// Correctness check
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for (int i = 0; i < TOTAL_RESEARCH; ++i) {
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bool a = isResearchedDefective(discoveredVec, allTopics[i]);
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bool b = isResearchedFixed(discoveredSet, allTopics[i]);
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assert(a == b);
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}
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std::cout << "Correctness: PASS" << std::endl;
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// Benchmark: vector (defective) -- simulates getAvailableResearchProjects across all bases
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auto t0 = std::chrono::high_resolution_clock::now();
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int dummy1 = 0;
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for (int base = 0; base < BASES; ++base) {
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for (int topic = 0; topic < TOTAL_RESEARCH; ++topic) {
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for (int call = 0; call < CALLS_PER_TOPIC; ++call) {
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dummy1 += isResearchedDefective(discoveredVec, allTopics[topic]) ? 1 : 0;
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}
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}
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}
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auto t1 = std::chrono::high_resolution_clock::now();
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// Benchmark: unordered_set (fixed)
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auto t2 = std::chrono::high_resolution_clock::now();
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int dummy2 = 0;
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for (int base = 0; base < BASES; ++base) {
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for (int topic = 0; topic < TOTAL_RESEARCH; ++topic) {
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for (int call = 0; call < CALLS_PER_TOPIC; ++call) {
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dummy2 += isResearchedFixed(discoveredSet, allTopics[topic]) ? 1 : 0;
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}
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}
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}
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auto t3 = std::chrono::high_resolution_clock::now();
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double vecUs = std::chrono::duration_cast<std::chrono::microseconds>(t1 - t0).count();
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double setUs = std::chrono::duration_cast<std::chrono::microseconds>(t3 - t2).count();
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double ratio = vecUs / (setUs > 0 ? setUs : 1);
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std::cout << "Vector (defective): " << vecUs << " us" << std::endl;
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std::cout << "Set (fixed): " << setUs << " us" << std::endl;
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std::cout << "Ratio: " << ratio << "x" << std::endl;
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std::cout << "Parameters: R=" << TOTAL_RESEARCH << " topics, D=" << DISCOVERED
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<< " discovered, " << CALLS_PER_TOPIC << " calls/topic, "
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<< BASES << " bases" << std::endl;
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// Verify significant speedup
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assert(ratio > 2.0);
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std::cout << "Performance: PASS (ratio > 2x)" << std::endl;
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assert(dummy1 == dummy2);
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std::cout << "ALL TESTS PASSED" << std::endl;
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return 0;
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}
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