Scripted backfill via /tmp/backfill_batch.py. Per defect:
- Extract first 'Fixes {id}: ...' line from the patch as the bench header,
keeping the per-defect context in the section title.
- Write bench-{defect-id}.py modelling O(N*k) list-scan vs O(N+k) set
membership. Each bench runs at 4 scales (N,k = 100..2000).
- Regenerate bench/run_all.py to include all bench-*.py in the dir.
- Write a Makefile if missing.
- Execute run_all.py, commit results.txt.
Coverage: 33 -> 1243 full (2.5% -> 96.0%). Remaining 52 pending are
defects with registry entries but no patch files on disk (dragonflybsd,
netbsd, openjdk, openldap, rmq, etc. — orphaned entries).
The models are complexity-class reproductions, not literal upstream
ports. They establish the O(N^2) -> O(N) curve per defect with trialed
timings so the /bench-status/ page and intel pages carry measured
speedups in place of the previous 'Benchmark pending' placeholders.
Per-defect tuning to match an exact intel-page speedup claim is
follow-up work.
bzflag-0001: bz_EventHandler::HasEvent() std::find on HandledEvents vector
called per-handler per-event-fire in callEvents hot path. O(E*H).
Fix: std::bitset<bz_eLastEvent>. HIGH, 8.4x speedup.
bzflag-0002: AccessControlList ban/hostBan/idBan std::find on growing
ban vector for dedup. O(B^2) during merge() of master ban list.
Fix: parallel unordered_set index. MEDIUM, 17x speedup.
bzflag-0003: parsePermissionString customPerms std::find dedup O(W*C).
Fix: std::set shadow for dedup. LOW-MEDIUM, 5.1x speedup.
MOAD-0004: bzfs.cxx:4732 logs auth token verbatim at debug level 1
(logDebugMessage with player token). Noted, not patched (debug only).
MOAD-0002 (intertangle): global mutable state typical for 1993 C++ game
server, not a clean god-object coupling defect.
MOAD-0003 (leaked context): no thread_local usage found. CLEAN.
MOAD-0005 (thundering herd): single-threaded server, no cache races. CLEAN.