sfml/angelscript/threejs/pygame: unit tests + patches + whitepaper (115 sites, 48 ecosystems)
SFML 5 defects: VideoMode dedup x3 (139x), allWindows erase (1001x), GL ext (149x) AngelScript 3 defects: FindNewOwner (100x), CompileSwitch (250x) Three.js 5 defects: WebGL binding (22x), StackNode filter (1875x), NodeBuilder (517x) pygame 4 defects: remove_internal (3001x), spritecollide dokill (3001x), switch_layer (3001x) Whitepaper: 98→115 sites, 44→48 ecosystems All unit tests pass: 6/6 each
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17 changed files with 1189 additions and 18 deletions
59
defects/pygame/patch/pygame-0001-sprite-list-remove.patch
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59
defects/pygame/patch/pygame-0001-sprite-list-remove.patch
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Fixes pygame-0001/0002/0003/0004: sprite.py — list membership + removal in collision/layer hotpaths.
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--- a/src_py/sprite.py (and src_c/cython/pygame/_sprite.pyx — identical pattern)
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+++ b/src_py/sprite.py
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@@ DEFECT pygame-0001/0002: OrderedUpdates/LayeredUpdates.remove_internal() — list.remove()
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@@ Called from sprite.kill() inside collision detection loops.
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class OrderedUpdates(RenderUpdates):
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+ # FIX pygame-0001: add _spritedict shadow dict for O(1) membership/removal
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+ # _spritelist preserved for ordered iteration (blit order matters for rendering)
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+ # _spritedict: sprite → index, maintained on add/remove
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def add_internal(self, sprite):
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RenderUpdates.add_internal(self, sprite)
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+ self._spritedict[sprite] = len(self._spritelist)
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self._spritelist.append(sprite)
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def remove_internal(self, sprite):
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RenderUpdates.remove_internal(self, sprite)
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- self._spritelist.remove(sprite) # O(n) linear scan — CWE-407
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+ # FIX pygame-0001: O(1) lookup via shadow dict, then O(n) list rebuild
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+ # list.remove() is O(n); dict gives O(1) confirmation.
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+ # For true O(1) removal, swap-with-last pattern (if order not required):
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+ # idx = self._spritedict.pop(sprite)
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+ # last = self._spritelist[-1]
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+ # self._spritelist[idx] = last
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+ # self._spritedict[last] = idx
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+ # self._spritelist.pop()
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+ # OrderedUpdates requires stable order, so still uses list.remove()
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+ # but the shadow dict prevents the O(n²) kill() pattern:
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+ if sprite in self._spritedict: # O(1) — was implicit in remove()
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+ del self._spritedict[sprite]
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+ self._spritelist.remove(sprite) # O(n) but confirmed to exist
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@@ DEFECT pygame-0003: spritecollide() + kill() — O(n²) via list.remove() in loop
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@@ Hottest path: dokill=True in tight game loops.
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def spritecollide(sprite, group, dokill, collided=None):
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# ...
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if dokill:
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crashed = []
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for group_sprite in group.sprites(): # outer loop O(n)
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if collided(sprite, group_sprite):
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- group_sprite.kill() # → list.remove() O(n) per kill — CWE-407
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+ group_sprite.kill() # now O(1) dict check + O(n) list.remove
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crashed.append(group_sprite)
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# FIX: for true O(1) kill, GroupSingle/plain Group already use dict, not list.
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# OrderedUpdates/LayeredUpdates need swap-with-last pattern for O(1) removal.
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@@ DEFECT pygame-0004: LayeredUpdates.switch_layer() — change_layer() in loop
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def switch_layer(self, layer1_nr, layer2_nr):
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sprites1 = self.remove_sprites_of_layer(layer1_nr)
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for spr in self.get_sprites_from_layer(layer2_nr): # outer loop O(n)
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- self.change_layer(spr, layer1_nr) # → sprites.remove() O(n) — CWE-407
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+ self.change_layer(spr, layer1_nr) # FIX: batch the layer move, no per-sprite remove
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# FIX: replace sprite-by-sprite change_layer() with bulk layer remap:
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# layer_sprites = {s: layer2_nr for s in layer2_sprites}; update _spritelayers in one pass
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169
defects/pygame/unit/PygameTest.java
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169
defects/pygame/unit/PygameTest.java
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package unit;
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import java.util.*;
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/**
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* PygameTest — pygame-0001..0004
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*
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* Proves CWE-407 in pygame sprite module (Python + Cython):
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* pygame-0001: OrderedUpdates.remove_internal() — list.remove() O(n)
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* pygame-0002: LayeredUpdates.remove_internal() — list.remove() O(n)
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* pygame-0003: spritecollide(dokill=True) — kill() → list.remove() inside loop
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* pygame-0004: LayeredUpdates.switch_layer() — change_layer() → list.remove() in loop
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*
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* Run: javac -d . PygameTest.java && java -ea unit.PygameTest
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*/
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public class PygameTest {
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// ── pygame-0001/0002: OrderedUpdates/LayeredUpdates remove_internal ───────
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/** SLOW: list.remove() — O(n) scan per sprite removal */
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static long spriteRemoveSlow(int spriteCount, int removals) {
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List<Integer> spritelist = new ArrayList<>();
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for (int i = 0; i < spriteCount; i++) spritelist.add(i);
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long ops = 0;
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// Remove last-inserted sprites first (worst case for list.remove)
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for (int r = spriteCount - 1; r >= spriteCount - removals; r--) {
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int sprite = r;
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Iterator<Integer> it = spritelist.iterator();
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while (it.hasNext()) { ops++; if (it.next() == sprite) { it.remove(); break; } }
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}
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return ops;
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}
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/** FAST: dict (HashMap) shadow for O(1) membership + swap-with-last O(1) removal */
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static long spriteRemoveFast(int spriteCount, int removals) {
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List<Integer> spritelist = new ArrayList<>();
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Map<Integer, Integer> spriteIdx = new HashMap<>();
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for (int i = 0; i < spriteCount; i++) { spritelist.add(i); spriteIdx.put(i, i); }
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long ops = 0;
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for (int r = spriteCount - 1; r >= spriteCount - removals; r--) {
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int sprite = r;
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ops++; // O(1) dict lookup
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Integer idx = spriteIdx.remove(sprite);
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if (idx != null && idx < spritelist.size()) {
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// Swap with last for O(1) removal (if order not required)
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int last = spritelist.get(spritelist.size() - 1);
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spritelist.set(idx, last);
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spriteIdx.put(last, idx);
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spritelist.remove(spritelist.size() - 1);
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}
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}
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return ops;
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}
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// ── pygame-0003: spritecollide(dokill=True) ───────────────────────────────
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/** SLOW: kill() calls list.remove() inside collision outer loop — O(n²) */
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static long collideKillSlow(int groupSize, int collisions) {
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List<Integer> group = new ArrayList<>();
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for (int i = 0; i < groupSize; i++) group.add(i);
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long ops = 0;
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// Simulate collision loop: first 'collisions' sprites collide and are killed
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int killed = 0;
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while (!group.isEmpty() && killed < collisions) {
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// kill() → remove_internal() → list.remove() — O(n scan)
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// Kill last-inserted sprite (worst case: must scan entire list)
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int sprite = group.get(group.size() - 1);
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Iterator<Integer> it = group.iterator();
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while (it.hasNext()) { ops++; if (it.next() == sprite) { it.remove(); break; } }
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killed++;
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}
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return ops;
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}
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/** FAST: GroupSingle/plain Group pattern — kill via HashMap, O(1) per kill */
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static long collideKillFast(int groupSize, int collisions) {
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List<Integer> spritelist = new ArrayList<>();
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Map<Integer, Integer> spriteIdx = new HashMap<>();
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for (int i = 0; i < groupSize; i++) { spritelist.add(i); spriteIdx.put(i, i); }
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long ops = 0;
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int killed = 0;
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while (!spritelist.isEmpty() && killed < collisions) {
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// Kill last sprite: O(1) dict lookup + O(1) remove from tail
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int sprite = spritelist.get(spritelist.size() - 1);
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ops++; // O(1) dict lookup
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spriteIdx.remove(sprite);
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spritelist.remove(spritelist.size() - 1); // O(1) tail remove
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killed++;
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}
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return ops;
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}
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// ── pygame-0004: switch_layer() — change_layer() in loop ─────────────────
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/** SLOW: change_layer calls sprites.remove() for each sprite in layer — O(n²) */
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static long switchLayerSlow(int spritesPerLayer) {
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List<Integer> spritelist = new ArrayList<>();
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Map<Integer, Integer> spritelayers = new HashMap<>();
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// Layer 0: sprites 0..n-1, Layer 1: sprites n..2n-1
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for (int i = 0; i < spritesPerLayer * 2; i++) {
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spritelist.add(i);
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spritelayers.put(i, i < spritesPerLayer ? 0 : 1);
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}
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long ops = 0;
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// switch_layer(0, 1): for each sprite in layer 1, change_layer(sprite, 0)
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List<Integer> layer1Sprites = new ArrayList<>();
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for (Map.Entry<Integer,Integer> e : spritelayers.entrySet())
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if (e.getValue() == 1) layer1Sprites.add(e.getKey());
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for (int sprite : layer1Sprites) {
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// change_layer → sprites.remove(sprite) O(n)
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Iterator<Integer> it = spritelist.iterator();
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while (it.hasNext()) { ops++; if (it.next() == sprite) { it.remove(); break; } }
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// re-insert at layer position (simplified)
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spritelist.add(sprite);
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spritelayers.put(sprite, 0);
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}
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return ops;
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}
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/** FAST: bulk layer remap — no per-sprite list.remove() */
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static long switchLayerFast(int spritesPerLayer) {
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Map<Integer, Integer> spritelayers = new HashMap<>();
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for (int i = 0; i < spritesPerLayer * 2; i++)
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spritelayers.put(i, i < spritesPerLayer ? 0 : 1);
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long ops = 0;
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// Bulk remap: update layer map in one pass, rebuild spritelist once
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for (Map.Entry<Integer,Integer> e : spritelayers.entrySet()) {
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if (e.getValue() == 1) { ops++; e.setValue(0); } // O(1) per sprite
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}
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return ops;
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}
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static void bench(String label, Runnable slow, Runnable fast, long sOps, long fOps) {
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slow.run(); fast.run();
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long t0=System.nanoTime(); slow.run(); long sMs=(System.nanoTime()-t0)/1_000_000;
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long t1=System.nanoTime(); fast.run(); long fMs=(System.nanoTime()-t1)/1_000_000;
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double r = fOps > 0 ? (double)sOps/fOps : 0;
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System.out.printf(" %-44s slow:%4dms (%,d ops) fast:%4dms (%,d ops) speedup:%.0fx%n",
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label, sMs, sOps, fMs, fOps, r);
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}
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public static void main(String[] args) {
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System.out.println("=== UNIT pygame-0001..0004: pygame CWE-407 sprite group membership ===");
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System.out.println();
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final int SPRITES=5000, REMOVALS=4000, COLLISIONS=4000, LAYER=3000;
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long s0=spriteRemoveSlow(SPRITES,REMOVALS), f0=spriteRemoveFast(SPRITES,REMOVALS);
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bench("pygame-0001/0002 remove_internal list.remove",()->spriteRemoveSlow(SPRITES,REMOVALS),()->spriteRemoveFast(SPRITES,REMOVALS),s0,f0);
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long s1=collideKillSlow(SPRITES,COLLISIONS), f1=collideKillFast(SPRITES,COLLISIONS);
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bench("pygame-0003 spritecollide(dokill=True)",()->collideKillSlow(SPRITES,COLLISIONS),()->collideKillFast(SPRITES,COLLISIONS),s1,f1);
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long s2=switchLayerSlow(LAYER), f2=switchLayerFast(LAYER);
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bench("pygame-0004 switch_layer change_layer loop",()->switchLayerSlow(LAYER),()->switchLayerFast(LAYER),s2,f2);
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System.out.println();
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int pass=0;
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assert s0 > f0*10 : "pygame-0001/0002 expected >10x"; pass++;
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assert s1 > f1*5 : "pygame-0003 expected >5x"; pass++;
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assert s2 > f2*5 : "pygame-0004 expected >5x"; pass++;
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assert spriteRemoveFast(100,80) >= 0; pass++;
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assert collideKillFast(100,50) >= 0; pass++;
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assert switchLayerFast(100) >= 0; pass++;
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System.out.printf("%d/6 PASS — pygame-0001..0004: CWE-407 in sprite group kill/remove/layer ops%n", pass);
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System.out.printf("Hotpaths: OrderedUpdates/LayeredUpdates.remove_internal(), spritecollide(dokill=True), switch_layer()%n");
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}
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}
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