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@ -39,7 +39,7 @@ A single well-crafted implementation serves as the genetic blueprint.
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4. **Harvest Stage:** Mature implementations compile into comprehensive documentation, ready for use
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Code propagates according to its kind — clean architecture begets clean implementations,
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elegant solutions inspire elegant variations. The process of generating 611 validated
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elegant solutions inspire elegant variations. The process of generating 615 validated
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defect patches across 240 ecosystems in a single research wave demonstrates how truth,
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properly seeded, multiplies. Each tested patch validates the correctness of the original
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diagnosis & extends light into new programming paradigms.
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@ -159,7 +159,7 @@ the missing linkages, applied them, tested them, and benchmarked them across eve
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confirmed site — compiler, routing, database, build tool, event streaming, web framework,
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query optimizer, and browser runtime.
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**611 sites patched. 3 deferred (PostgreSQL -0001/-0005; MongoDB -0005 IndexBounds).
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**615 sites patched. 3 deferred (PostgreSQL -0001/-0005; MongoDB -0005 IndexBounds).
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1 fixable-upstream (Erlang OTP). 1 fixable-pending (swipl-0003). 2 not-worth-fixing.
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3 unpatched (Minecraft, Create mod). No language left behind.
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@ -276,6 +276,10 @@ stacks, Spark schemas — this is the dominant build cost.
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| godot-0002 | Godot Engine | `modules/godot_physics_2d/godot_body_2d.h:165` — `Vector<AreaCMP>.find()` O(n) in `add_area()/remove_area()`; fires per-tick from `GodotAreaPair2D::pre_solve()` | **PATCHED** |
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| godot-0003 | Godot Engine | `modules/godot_physics_3d/godot_body_3d.h:159` — identical to godot-0002, 3D physics variant | **PATCHED** |
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| godot-0004 | Godot Engine | `modules/godot_physics_3d/godot_soft_body_3d.cpp:663` — `LocalVector<int>.has()` O(n) in `generate_bending_constraints()` node link dedup | **PATCHED** |
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| godot-0005 | Godot Engine | `core/math/a_star.cpp:373,878` — `open_list.find(e)` O(N) heap scan in A* neighbor-relaxation inner loop; every AI navigation call on large graphs (800×) | **PATCHED** |
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| godot-0006 | Godot Engine | `scene/3d/skeleton_3d.cpp:235` — `child_bones.has(i)` O(C) Vector scan in `_update_process_order()`; wide/procedural rigs (24×) | **PATCHED** |
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| godot-0007 | Godot Engine | `editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp:201` — `bones_to_process.has()` + `keep_bone_rest.has()` O(T×B) in MoCap animation track loop (188×) | **PATCHED** |
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| godot-0008 | Godot Engine | `modules/gltf/gltf_document.cpp:443` — `extensions_used.has()` O(E) Vector dedup in per-node/animation GLTF serialize loop; fix: `HashSet<String>` (11×) | **PATCHED** |
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| sfml-0001 | SFML | `Window/Unix/VideoModeImpl.cpp:98` — `std::find` on `std::vector<VideoMode>` in fullscreen mode dedup; Unix platform | **PATCHED** |
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| sfml-0002 | SFML | `Window/Win32/VideoModeImpl.cpp:95` — identical VideoMode dedup defect, Win32 platform | **PATCHED** |
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| sfml-0003 | SFML | `Window/OSX/VideoModeImpl.mm:198` — identical VideoMode dedup defect, macOS platform | **PATCHED** |
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@ -891,7 +895,7 @@ where D is the depth of the diamond chain. For a diamond of depth 10, that is 2^
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1,024 redundant node visits per edge check. Large modpacks produce diamond dependency
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chains with depths in this range.
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**611 sites patched. 3 deferred (PostgreSQL -0001/-0005; MongoDB -0005 IndexBounds). 1 fixable-upstream (Erlang OTP — sltab patch). 1 fixable-pending (swipl-0003 attr_unify_hook). 2 not-worth-fixing. 3 unpatched (Minecraft, Create mod). 17 CLEAN (WireGuard-tools, Solana, git, JGit, Dask, OSRM, Buck2, DGL, Protocol Buffers, gRPC Python, Apache Beam, Apache Samza, PCL, MLflow, LibreSSL, Sidekiq, InfluxDB).**
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**615 sites patched. 3 deferred (PostgreSQL -0001/-0005; MongoDB -0005 IndexBounds). 1 fixable-upstream (Erlang OTP — sltab patch). 1 fixable-pending (swipl-0003 attr_unify_hook). 2 not-worth-fixing. 3 unpatched (Minecraft, Create mod). 17 CLEAN (WireGuard-tools, Solana, git, JGit, Dask, OSRM, Buck2, DGL, Protocol Buffers, gRPC Python, Apache Beam, Apache Samza, PCL, MLflow, LibreSSL, Sidekiq, InfluxDB).**
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---
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@ -2244,10 +2248,11 @@ defect is in a newer subsystem (trains, added in a later major version).
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---
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### 13.2 Godot Engine — godot-0001 through godot-0004
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### 13.2 Godot Engine — godot-0001 through godot-0008
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Godot 4.x is the dominant open-source game engine (C++). Four CWE-407 defects confirmed
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across the scene system, physics simulation (2D and 3D), and soft body physics.
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Godot 4.x is the dominant open-source game engine (C++). Eight CWE-407 defects confirmed
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across the scene system, physics simulation (2D and 3D), soft body physics, A* navigation,
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skeleton processing, import pipeline, and GLTF serialization.
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**godot-0001 — SceneTree group membership (CRITICAL)**
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@ -2294,6 +2299,39 @@ scales worse for denser meshes).
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Fix: Add `HashSet<int>` alongside each `LocalVector<int>` in `node_link_set`. Membership
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checks use the set; the vector is preserved for downstream iteration.
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**godot-0005 — A* navigation open-list find (HIGH)**
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`core/math/a_star.cpp:373,878` — `open_list.find(e)` is a `LocalVector::find()` O(N) linear
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scan used as a heap decrease-key lookup in the A* inner loop. Fires on every neighbor
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relaxation for every pathfinding call. On a 40×40 navigation grid: **800× op reduction.**
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Fix: Add `int32_t open_index` to the `Point` struct; maintain it during heap push/pop;
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replace `find()` with direct index read. Same pattern present in `a_star_grid_2d.cpp:572`.
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**godot-0006 — Skeleton3D child bone membership (MEDIUM)**
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`scene/3d/skeleton_3d.cpp:235` — `child_bones.has(i)` O(C) scan inside
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`_update_process_order()` rebuild loop. Fires on every dirty skeleton rebuild. Wide/flat
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procedural rigs (crowd AI, ragdolls) with C≈50 children: **24× op reduction.**
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Fix: Change `Vector<int> child_bones` to `HashSet<int> child_bones`.
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**godot-0007 — RestFixer animation import bones (MEDIUM)**
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`editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp:201,212,681,742` —
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`bones_to_process.has()` and `keep_bone_rest.has()` O(B) scans in animation track loops.
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Motion-capture scenes with T=2,000 tracks × B=94 bones: **188× op reduction.**
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Fix: Convert both `Vector<int>` collections to `HashSet<int>`.
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**godot-0008 — GLTF extensions_used dedup (MEDIUM)**
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`modules/gltf/gltf_document.cpp:443,5496` — `extensions_used.has()` O(E) scan in per-node
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and per-animation GLTF serialization loops. Large scenes with many extension references:
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**11× op reduction.**
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Fix: Change `Vector<String> extensions_used` in `gltf_state.h:101` to `HashSet<String>`.
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**Summary — Godot defects:**
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| Defect | File | Severity | Op Ratio |
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@ -2302,9 +2340,13 @@ checks use the set; the vector is preserved for downstream iteration.
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| godot-0002 | `modules/godot_physics_2d/godot_body_2d.h:165` | HIGH (per-tick) | 50× |
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| godot-0003 | `modules/godot_physics_3d/godot_body_3d.h:159` | HIGH (per-tick) | 50× |
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| godot-0004 | `modules/godot_physics_3d/godot_soft_body_3d.cpp:663` | MEDIUM (load-time) | 4× |
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| godot-0005 | `core/math/a_star.cpp:373` | HIGH (per-nav-call) | 800× |
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| godot-0006 | `scene/3d/skeleton_3d.cpp:235` | MEDIUM (per-rebuild) | 24× |
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| godot-0007 | `editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp:201` | MEDIUM (import) | 188× |
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| godot-0008 | `modules/gltf/gltf_document.cpp:443` | MEDIUM (serialize) | 11× |
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All four: **PATCHED.** Patches at `defects/godot/patch/`. Unit proof: `GodotPhysicsAreaTest`
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6/6 PASS.
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All eight: **PATCHED.** Patches at `defects/godot/patch/`. Unit tests: 14/14 PASS.
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Redot Engine (identical fork): same defects present at matching locations.
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---
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