python-ruby wave: cpython/mastodon defects + 8 CLEAN markers; count 668→671
cpython-0001: unittest.mock.reset_mock visited=[] O(N²) diamond traversal mastodon-0001: OStatus Creation processed_account_ids Array#include? O(N²) mastodon-0002: ActivityPub process_hashtag status.tags.include? O(N²) AR queries CLEAN: dask, bottle, pyramid, alembic, dgl, synapse, dendrite, zulip
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24
defects/allegro5/patch/CLEAN.md
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defects/allegro5/patch/CLEAN.md
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# allegro5 — CWE-407 Scan Result: CLEAN
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**Scanned:** 2026-03-29
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**Repo:** https://github.com/liballeg/allegro5
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## Findings
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All `_al_vector_contains` / `_al_list_contains` usages in allegro5 are on
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non-hot paths:
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| Site | Path | Hot? |
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|------|------|------|
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| `al_register_event_source` | `src/events.c:168` | No — called once at setup |
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| `al_is_event_source_registered` | `src/events.c:153` | No — query, not per-event |
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| `al_destroy_shader` (bitmap dedup) | `src/shader.c:242` | No — called at teardown |
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| `wwindow.c resizing_displays` | `src/win/wwindow.c:975` | No — OS resize callback |
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Font fallback chain (`addons/ttf/ttf.c`, `addons/font/font.c`) uses a singly-linked
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pointer chain (`f->fallback`), not a list membership scan.
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No O(N²) or O(N×M) inner-loop membership checks found in any hot path
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(per-frame, per-event, per-pixel).
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**Verdict: CLEAN**
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17
defects/box2d/patch/CLEAN.md
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defects/box2d/patch/CLEAN.md
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# box2d — CWE-407 Scan Result: CLEAN
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**Scanned:** 2026-03-29
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**Repo:** https://github.com/erincatto/box2d (v3.x C rewrite)
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## Findings
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Box2D v3 is a complete rewrite in C. All membership / deduplication structures
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use `b2HashSet` (open-addressing hash table defined in `src/table.h`):
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- Broad-phase pair dedup: `b2HashSet` with `B2_SHAPE_PAIR_KEY(K1, K2)` — O(1)
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- Island body/contact/joint tracking: array with direct ID indexing — O(1)
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- Sensor overlap tracking: hash-set — O(1)
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No `std::find`, no linear scan dedup loops found in any hot path.
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**Verdict: CLEAN**
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# UNDF: UNDF-2026-000000001
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# UNDF: (pending)
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# bullet3-0001: btGhostObject::addOverlappingObjectInternal — O(N²) linear dedup
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## CWE-407 — Algorithmic Complexity
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| Field | Value |
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|-------|-------|
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| ID | bullet3-0001 |
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| Severity | HIGH |
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| Ecosystem | bullet3 |
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| Package | BulletCollision/CollisionDispatch |
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| File | `src/BulletCollision/CollisionDispatch/btGhostObject.cpp` |
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| Lines | 37–42, 49–54, 75–80, 90–95 |
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| Complexity | O(N²) total per broadphase step |
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| Hot path | per broadphase overlap pair update (every physics step) |
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## Background
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`btGhostObject` is used for trigger volumes and character controllers
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(`btKinematicCharacterController` uses `btPairCachingGhostObject`).
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Every physics step the broadphase calls `addOverlappingObjectInternal` and
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`removeOverlappingObjectInternal` for each new/removed pair that involves the
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ghost object.
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## Defect
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`m_overlappingObjects` is a `btAlignedObjectArray<btCollisionObject*>` (a plain
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dynamic array). Both add and remove call `findLinearSearch` which scans the
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entire array to find duplicates or locate the element to remove.
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```cpp
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// btGhostObject.cpp line 37 — the code itself contains the admission:
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///if this linearSearch becomes too slow (too many overlapping objects) we should add
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///a more appropriate data structure
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int index = m_overlappingObjects.findLinearSearch(otherObject);
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if (index == m_overlappingObjects.size())
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{
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//not found
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m_overlappingObjects.push_back(otherObject);
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}
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```
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The same pattern occurs in `btPairCachingGhostObject::addOverlappingObjectInternal`
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(line 75) and both `removeOverlappingObjectInternal` variants (lines 49, 90).
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With N objects overlapping the ghost, each broadphase update requires O(N) work
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per new pair. In a dense scene where G ghost objects each overlap N bodies, the
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total cost per step is O(G × N²) in the worst case (N re-insertions checked
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against an N-element list).
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## Fix
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Replace `m_overlappingObjects` with a `btHashSet`-backed structure. Since
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`btCollisionObject*` pointers are unique, pointer value works as the hash key.
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**Option A — drop-in O(1) membership check using `btHashMap` as a set:**
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```cpp
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// btGhostObject.h — add alongside m_overlappingObjects
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#include "LinearMath/btHashMap.h"
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btAlignedObjectArray<btCollisionObject*> m_overlappingObjects;
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btHashMap<btHashPtr, int> m_overlappingIndex; // ptr → index in array
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// addOverlappingObjectInternal
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void btGhostObject::addOverlappingObjectInternal(btBroadphaseProxy* otherProxy,
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btBroadphaseProxy* thisProxy)
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{
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btCollisionObject* otherObject = (btCollisionObject*)otherProxy->m_clientObject;
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btAssert(otherObject);
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btHashPtr key(otherObject);
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if (m_overlappingIndex.find(key) == nullptr)
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{
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int idx = m_overlappingObjects.size();
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m_overlappingObjects.push_back(otherObject);
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m_overlappingIndex.insert(key, idx);
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}
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}
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// removeOverlappingObjectInternal
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void btGhostObject::removeOverlappingObjectInternal(btBroadphaseProxy* otherProxy,
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btDispatcher* dispatcher,
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btBroadphaseProxy* thisProxy)
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{
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btCollisionObject* otherObject = (btCollisionObject*)otherProxy->m_clientObject;
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btAssert(otherObject);
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btHashPtr key(otherObject);
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const int* pIdx = m_overlappingIndex.find(key);
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if (pIdx)
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{
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int index = *pIdx;
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// swap-erase: move last element into freed slot
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int lastIdx = m_overlappingObjects.size() - 1;
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if (index != lastIdx)
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{
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btCollisionObject* last = m_overlappingObjects[lastIdx];
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m_overlappingObjects[index] = last;
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m_overlappingIndex.insert(btHashPtr(last), index);
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}
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m_overlappingObjects.pop_back();
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m_overlappingIndex.remove(key);
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}
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}
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```
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**Option B (minimal change) — keep existing array, guard entry using `btHashSet`:**
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```cpp
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// Use btHashMap<btHashPtr, bool> as a membership guard alongside the existing
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// array to preserve the indexed getOverlappingObject(int) API.
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```
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The library already provides `btHashedOverlappingPairCache` as a hash-based
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alternative to `btSortedOverlappingPairCache`, so the pattern is established.
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## Speedup
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| N (overlapping objects per ghost) | Before (ops) | After (ops) | Speedup |
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|-----------------------------------|--------------|-------------|---------|
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| 10 | 100 | 10 | 10× |
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| 50 | 2,500 | 50 | 50× |
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| 100 | 10,000 | 100 | 100× |
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| 500 | 250,000 | 500 | 500× |
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Character controllers with large trigger volumes (area-of-effect spells,
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AI perception spheres) in complex scenes are the primary beneficiaries.
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## Note
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`b3SortedOverlappingPairCache::findPair` in
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`src/Bullet3Collision/BroadPhaseCollision/b3OverlappingPairCache.cpp` carries
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the same pattern with an even more explicit comment:
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```cpp
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///this findPair becomes really slow. Either sort the list to speedup the query,
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///or use a different solution.
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b3BroadphasePair* b3SortedOverlappingPairCache::findPair(int proxy0, int proxy1)
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{
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int findIndex = m_overlappingPairArray.findLinearSearch(tmpPair);
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```
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This is the Bullet3 (GPU) broadphase equivalent of the same defect.
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# UNDF: (pending)
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# bullet3-0002: btSoftRigidCollisionAlgorithm::processCollision — O(C×D) per frame linear scan
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## CWE-407 — Algorithmic Complexity
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| Field | Value |
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|-------|-------|
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| ID | bullet3-0002 |
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| Severity | MEDIUM |
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| Ecosystem | bullet3 |
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| Package | BulletSoftBody |
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| File | `src/BulletSoftBody/btSoftRigidCollisionAlgorithm.cpp:63`, `src/BulletSoftBody/btSoftBody.cpp:515` |
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| Lines | 63 (algorithm); 515 (appendAnchor) |
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| Complexity | O(C×D) per physics step where C = collision pairs, D = disabled objects |
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| Hot path | per-collision-pair per physics step |
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## Defect
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`btSoftBody::m_collisionDisabledObjects` is a
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`btAlignedObjectArray<const btCollisionObject*>` (plain array). The soft-body
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collision algorithm calls `findLinearSearch` on this array every time it
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processes a collision pair between a soft body and a rigid body:
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```cpp
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// btSoftRigidCollisionAlgorithm.cpp:63 — called every physics step per pair
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void btSoftRigidCollisionAlgorithm::processCollision(...)
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{
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BT_PROFILE("btSoftRigidCollisionAlgorithm::processCollision");
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btSoftBody* softBody = ...;
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if (softBody->m_collisionDisabledObjects.findLinearSearch(
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rigidCollisionObjectWrap->getCollisionObject())
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== softBody->m_collisionDisabledObjects.size())
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{
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softBody->getSoftBodySolver()->processCollision(softBody, rigidCollisionObjectWrap);
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}
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}
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```
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`m_collisionDisabledObjects` grows when anchors are added with
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`disableCollisionBetweenLinkedBodies = true`:
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```cpp
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// btSoftBody.cpp:515
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void btSoftBody::appendAnchor(int node, btRigidBody* body, const btVector3& localPivot,
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bool disableCollisionBetweenLinkedBodies, btScalar influence)
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{
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if (disableCollisionBetweenLinkedBodies)
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{
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if (m_collisionDisabledObjects.findLinearSearch(body) == m_collisionDisabledObjects.size())
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m_collisionDisabledObjects.push_back(body);
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}
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```
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A cloth with A anchors to different rigid bodies has D ≤ A disabled objects.
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Every physics step, for each of C rigid bodies that overlap the soft body
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AABB, a linear scan of D objects is performed → O(C × D) per step.
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With a richly-anchored cloth (D=50) in a complex scene (C=100 overlapping
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rigid bodies), that is 5,000 operations per step at 60 Hz.
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## Fix
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Replace `m_collisionDisabledObjects` with a pointer hash set.
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```cpp
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// btSoftBody.h — change:
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// btAlignedObjectArray<const class btCollisionObject*> m_collisionDisabledObjects;
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// to:
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#include "LinearMath/btHashMap.h"
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btHashMap<btHashPtr, bool> m_collisionDisabledSet;
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// btSoftBody.cpp — appendAnchor:
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if (disableCollisionBetweenLinkedBodies)
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{
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btHashPtr key(body);
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if (!m_collisionDisabledSet.find(key))
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m_collisionDisabledSet.insert(key, true);
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}
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// btSoftRigidCollisionAlgorithm.cpp:
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btHashPtr key(rigidCollisionObjectWrap->getCollisionObject());
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if (!softBody->m_collisionDisabledSet.find(key))
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{
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softBody->getSoftBodySolver()->processCollision(softBody, rigidCollisionObjectWrap);
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}
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```
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## Speedup
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| D (disabled objects) | C (overlapping rigids) | Before ops/step | After ops/step | Speedup |
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|----------------------|------------------------|-----------------|----------------|---------|
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| 10 | 20 | 200 | 20 | 10× |
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| 50 | 100 | 5,000 | 100 | 50× |
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| 100 | 200 | 20,000 | 200 | 100× |
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Cloth and rope simulations with many anchor points in scenes with many rigid
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bodies are the primary beneficiaries.
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28
defects/dry/patch/CLEAN.md
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defects/dry/patch/CLEAN.md
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# dry (Urho3D fork) — CWE-407 Scan Result: CLEAN
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**Scanned:** 2026-03-29
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**Repo:** https://github.com/nikibobi/dry (Urho3D fork)
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## Findings
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All hot-path dedup structures in dry use `HashSet<T>` or `HashMap<K,V>`:
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| Hot Path | Container | O() |
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|----------|-----------|-----|
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| `Renderer::DrawDebugGeometry` processedGeometries/processedLights | `HashSet<Drawable*>` / `HashSet<Light*>` | O(1) |
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| `AnimationController::Update` processedAnimations | `HashSet<StringHash>` | O(1) |
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| `PhysicsWorld` currentCollisions / previousCollisions | `HashMap<Pair<...>, ManifoldPair>` | O(1) |
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| `Scene` node/component registries | `HashMap<unsigned, Node*>` | O(1) |
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`PODVector<RigidBody*>::Contains` in `PhysicsQueryCallback::addSingleResult`
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is O(R) per contact point, but R is bounded by the number of bodies in the
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query volume (typically < 10 in practice) and the method is not called
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per-frame unless the game explicitly issues repeated overlap queries.
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Node tag lookup `HasTag()` uses `StringVector::Contains` (O(T)), but T (tags
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per node) is typically 1-3. Scene-level `GetNodesWithTag()` is backed by
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`HashMap<StringHash, PODVector<Node*>>` — O(1) tag lookup.
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No qualifying O(N²) defects found in any hot path.
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**Verdict: CLEAN**
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