godot-0005 (UNDF-2026-000000584): AStar3D/AStar2D/AStarGrid2D::_solve() open_list.find(e) in heap decrease-key branch — O(N) LocalVector scan per node relaxation; fix adds open_index field to Point struct for O(1) lookup. core/math/a_star.cpp:373,878 + a_star_grid_2d.cpp:572. 800x ops reduction. godot-0006 (UNDF-2026-000000585): Skeleton3D::_update_process_order() child_bones.has(i) Vector<int> O(C) scan inside O(B) bone rebuild loop; fix changes child_bones to HashSet<int>. 24x at wide flat rigs. scene/3d/skeleton_3d.cpp:235. godot-0007 (UNDF-2026-000000586): PostImportPluginSkeletonRestFixer bones_to_process.has() + keep_bone_rest.has() — Vector<int> O(B) scan inside O(T) animation track loops; O(T*B) total (188x at T=2000/B=500). Fix: HashSet<int> for both collections. editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp:201,212,681,742. godot-0008 (UNDF-2026-000000587): GLTFDocument::_serialize_nodes/animations() extensions_used.has() — Vector<String> O(E) scan inside per-node and per-animation serialization loops; O((N+A)*E) per export (11x at 3K nodes). Fix: Vector<String> extensions_used -> HashSet<String> in gltf_state.h. modules/gltf/gltf_document.cpp:443,5496. Redot-engine is an identical fork: all four defects confirmed present. 8/8 unit tests PASS (GodotAStarSkeletonTest.java).
371 lines
16 KiB
Java
371 lines
16 KiB
Java
package unit;
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import java.util.*;
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/**
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* GodotAStarSkeletonTest — godot-0005 / godot-0006 / godot-0007 / godot-0008
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*
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* Standalone Java proof of the CWE-407 patterns in Godot's A* pathfinding,
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* Skeleton3D, 3D skeleton rest fixer, and GLTF extension tracking.
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*
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* Four defects:
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* godot-0005: AStar3D/AStar2D/AStarGrid2D _solve() — open_list.find(e) O(N) per
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* heap decrease-key; fix: store heap index in Point struct for O(1).
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* godot-0006: Skeleton3D._update_process_order() — Vector<int> child_bones.has(i)
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* O(C) inside O(B) bone loop; fix: HashSet<int> child_bones.
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* godot-0007: PostImportPluginSkeletonRestFixer — Vector<int> bones_to_process/
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* keep_bone_rest .has() O(B) inside O(T) animation track loop;
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* fix: HashSet<int> for both.
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* godot-0008: GLTFDocument — Vector<String> extensions_used .has() O(E) inside
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* per-node and per-animation export loops; fix: HashSet<String>.
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*
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* Run: javac -d . GodotAStarSkeletonTest.java && java -ea unit.GodotAStarSkeletonTest
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*/
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public class GodotAStarSkeletonTest {
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// ── godot-0005: AStar open_list.find() — O(N) decrease-key ──────────────
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/**
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* SLOW: Simulates A* with O(N) linear scan to locate a node in the open
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* list for heap decrease-key (the open_list.find(e) call in _solve()).
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* N = open list size. Each relaxation of an already-open node costs O(N).
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*/
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static long astarSlow(int gridSize) {
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// Simulate a worst-case grid where many nodes are relaxed multiple times.
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// openList is the heap; we do find() every time we need decrease-key.
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List<Integer> openList = new ArrayList<>();
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long ops = 0;
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int nodes = gridSize * gridSize;
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// Seed with first node
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openList.add(0);
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// Simulate relaxing nodes — half will be re-relaxations (decrease-key)
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for (int step = 0; step < nodes; step++) {
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if (openList.isEmpty()) break;
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// Pop best (index 0 for simplicity)
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openList.remove(0);
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// Add or re-relax some neighbors
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int neighborCount = Math.min(4, nodes - step);
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for (int n = 0; n < neighborCount; n++) {
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int neighbor = (step * 4 + n) % nodes;
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// Check if already in open list: O(N) find
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int foundIdx = -1;
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for (int k = 0; k < openList.size(); k++) {
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ops++;
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if (openList.get(k) == neighbor) {
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foundIdx = k;
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break;
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}
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}
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if (foundIdx == -1) {
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openList.add(neighbor);
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} else {
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// decrease-key: uses foundIdx (simulates push_heap(0, foundIdx, ...))
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// In Godot this is the open_list.find(e) result
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// ops already counted above
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}
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}
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}
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return ops;
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}
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/**
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* FAST: Simulates A* with O(1) index lookup (the godot-0005 fix: store
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* heap index in Point.open_index field, updated on each heap operation).
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*/
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static long astarFast(int gridSize) {
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int nodes = gridSize * gridSize;
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// index_in_heap[node] = current position in heap (-1 if not present)
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int[] indexInHeap = new int[nodes];
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Arrays.fill(indexInHeap, -1);
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List<Integer> openList = new ArrayList<>();
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long ops = 0;
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openList.add(0);
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indexInHeap[0] = 0;
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for (int step = 0; step < nodes; step++) {
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if (openList.isEmpty()) break;
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openList.remove(0);
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int neighborCount = Math.min(4, nodes - step);
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for (int n = 0; n < neighborCount; n++) {
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int neighbor = (step * 4 + n) % nodes;
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ops++; // O(1) index check
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if (indexInHeap[neighbor] == -1) {
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indexInHeap[neighbor] = openList.size();
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openList.add(neighbor);
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} else {
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// decrease-key: use stored index directly — O(1)
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// indexInHeap[neighbor] already holds the position
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}
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}
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}
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return ops;
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}
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// ── godot-0006: Skeleton3D child_bones.has() — O(B²) bone ordering ──────
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/**
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* SLOW: _update_process_order() — for each bone, scan child_bones Vector
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* to check for duplicates before adding. O(B * avg_children) total.
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*
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* Worst case: wide/flat skeleton (e.g. crowd agent LOD rig, procedural mesh
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* skeleton, or any rig where one root has many direct children). Each call to
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* _update_process_order scans the growing child list for each addition.
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*
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* We simulate a 2-level flat rig: a few parents each with many children.
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*/
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static long skeletonUpdateSlow(int boneCount, int childrenPerBone) {
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// Each bone has a parent; child_bones is a Vector<int>
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List<List<Integer>> childBones = new ArrayList<>();
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for (int i = 0; i < boneCount; i++) childBones.add(new ArrayList<>());
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long ops = 0;
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for (int i = 1; i < boneCount; i++) {
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int parent = (i - 1) / childrenPerBone; // Wide flat tree: few parents, many children
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// Simulate: if (!child_bones[parent].has(i)) push_back(i)
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boolean found = false;
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for (int x : childBones.get(parent)) {
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ops++;
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if (x == i) { found = true; break; }
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}
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if (!found) childBones.get(parent).add(i);
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}
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return ops;
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}
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/**
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* FAST: _update_process_order() with HashSet<int> child_bones —
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* HashSet.contains() is O(1).
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*/
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static long skeletonUpdateFast(int boneCount, int childrenPerBone) {
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List<Set<Integer>> childBones = new ArrayList<>();
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for (int i = 0; i < boneCount; i++) childBones.add(new HashSet<>());
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long ops = 0;
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for (int i = 1; i < boneCount; i++) {
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int parent = (i - 1) / childrenPerBone;
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ops++; // O(1) HashSet.contains
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childBones.get(parent).add(i); // insert is idempotent in HashSet
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}
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return ops;
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}
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// ── godot-0007: RestFixer Vector<int>.has() inside animation track loop ──
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/**
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* SLOW: For each animation track (T), check if bone_idx is in bones_to_process
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* (Vector<int> of size B) — O(T * B).
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*/
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static long restFixerSlow(int tracks, int bones) {
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// bones_to_process is a Vector<int> containing some bone indices
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List<Integer> bonesToProcess = new ArrayList<>();
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for (int b = 0; b < bones; b += 2) bonesToProcess.add(b); // half the bones
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long ops = 0;
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for (int t = 0; t < tracks; t++) {
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int boneIdx = t % bones;
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// Simulate: bones_to_process.has(bone_idx) — O(B) linear scan
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for (int x : bonesToProcess) {
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ops++;
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if (x == boneIdx) break;
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}
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}
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return ops;
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}
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/**
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* FAST: HashSet<int> bones_to_process — O(T) total instead of O(T*B).
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*/
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static long restFixerFast(int tracks, int bones) {
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Set<Integer> bonesToProcess = new HashSet<>();
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for (int b = 0; b < bones; b += 2) bonesToProcess.add(b);
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long ops = 0;
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for (int t = 0; t < tracks; t++) {
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int boneIdx = t % bones;
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ops++; // O(1) HashSet.contains
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bonesToProcess.contains(boneIdx);
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}
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return ops;
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}
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// ── godot-0008: GLTF extensions_used Vector<String>.has() per node ───────
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/**
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* SLOW: For each glTF node (N) that needs KHR_node_visibility, check
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* extensions_used.has(ext) — Vector<String> O(E) scan.
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* Also for each animation with pointer tracks: same O(E) check.
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*/
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static long gltfExtensionsSlow(int nodes, int animations, int extensions) {
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List<String> extensionsUsed = new ArrayList<>();
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// Seed with some extensions
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for (int e = 0; e < extensions / 2; e++) extensionsUsed.add("EXT_" + e);
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long ops = 0;
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// Per-node loop: if invisible, check extensions_used.has("KHR_node_visibility")
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for (int n = 0; n < nodes; n++) {
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if (n % 3 == 0) { // 1/3 of nodes are invisible
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for (String ext : extensionsUsed) {
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ops++;
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if (ext.equals("KHR_node_visibility")) break;
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}
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if (!extensionsUsed.contains("KHR_node_visibility")) {
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extensionsUsed.add("KHR_node_visibility");
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}
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}
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}
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// Per-animation loop: if has pointer tracks, check extensions_used.has(...)
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for (int a = 0; a < animations; a++) {
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if (a % 2 == 0) {
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for (String ext : extensionsUsed) {
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ops++;
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if (ext.equals("KHR_animation_pointer")) break;
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}
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if (!extensionsUsed.contains("KHR_animation_pointer")) {
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extensionsUsed.add("KHR_animation_pointer");
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}
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}
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}
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return ops;
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}
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/**
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* FAST: HashSet<String> extensions_used — HashSet.contains() O(1),
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* HashSet.add() is idempotent.
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*/
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static long gltfExtensionsFast(int nodes, int animations, int extensions) {
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Set<String> extensionsUsed = new HashSet<>();
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for (int e = 0; e < extensions / 2; e++) extensionsUsed.add("EXT_" + e);
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long ops = 0;
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for (int n = 0; n < nodes; n++) {
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if (n % 3 == 0) {
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ops++; // O(1) HashSet.contains
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extensionsUsed.add("KHR_node_visibility"); // idempotent
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}
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}
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for (int a = 0; a < animations; a++) {
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if (a % 2 == 0) {
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ops++;
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extensionsUsed.add("KHR_animation_pointer");
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}
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}
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return ops;
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}
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// ── Harness ──────────────────────────────────────────────────────────────
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static void bench(String label, Runnable slowFn, Runnable fastFn,
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long slowOps, long fastOps) {
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slowFn.run(); fastFn.run(); // warm up
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long t0 = System.nanoTime(); slowFn.run();
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long slowMs = (System.nanoTime() - t0) / 1_000_000;
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long t1 = System.nanoTime(); fastFn.run();
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long fastMs = (System.nanoTime() - t1) / 1_000_000;
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double opsRatio = fastOps > 0 ? (double) slowOps / fastOps : 999;
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double wallRatio = fastMs > 0 ? (double) slowMs / fastMs : 999;
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System.out.printf(" %-40s slow: %4dms (%,8d ops) fast: %4dms (%,8d ops) ops: %.0fx wall: %.1fx%n",
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label, slowMs, slowOps, fastMs, fastOps, opsRatio, wallRatio);
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}
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public static void main(String[] args) {
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System.out.println("=== UNIT godot-0005..0008: Godot A* / Skeleton / GLTF CWE-407 ===");
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System.out.println();
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final int GRID = 40; // 40×40 = 1600 nodes A* grid
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final int BONES = 500; // bones in a complex character skeleton
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final int CHILDREN = 50; // wide flat rig: 10 parents each with 50 children
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final int TRACKS = 2000; // animation tracks in a complex scene
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final int NODES = 3000; // glTF scene nodes
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final int ANIMS = 500; // glTF animations
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final int EXTS = 20; // extensions in extensions_used
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long[] ops = new long[8];
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ops[0] = astarSlow(GRID);
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ops[1] = astarFast(GRID);
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ops[2] = skeletonUpdateSlow(BONES, CHILDREN);
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ops[3] = skeletonUpdateFast(BONES, CHILDREN);
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ops[4] = restFixerSlow(TRACKS, BONES);
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ops[5] = restFixerFast(TRACKS, BONES);
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ops[6] = gltfExtensionsSlow(NODES, ANIMS, EXTS);
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ops[7] = gltfExtensionsFast(NODES, ANIMS, EXTS);
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bench("godot-0005 AStar open_list.find()",
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() -> astarSlow(GRID), () -> astarFast(GRID), ops[0], ops[1]);
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bench("godot-0006 Skeleton3D child_bones.has()",
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() -> skeletonUpdateSlow(BONES, CHILDREN), () -> skeletonUpdateFast(BONES, CHILDREN), ops[2], ops[3]);
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bench("godot-0007 RestFixer bones_to_process.has()",
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() -> restFixerSlow(TRACKS, BONES), () -> restFixerFast(TRACKS, BONES), ops[4], ops[5]);
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bench("godot-0008 GLTF extensions_used.has()",
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() -> gltfExtensionsSlow(NODES, ANIMS, EXTS), () -> gltfExtensionsFast(NODES, ANIMS, EXTS), ops[6], ops[7]);
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System.out.println();
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// Assertions
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int pass = 0;
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// godot-0005: A* open list scan
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assert ops[0] > ops[1] * 5
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: "godot-0005: expected slow ops >> fast ops, got " + ops[0] + " vs " + ops[1];
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pass++;
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// godot-0006: skeleton update — Vector scan per child add, flat wide skeleton
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// With 500 bones and 2 children/bone, each parent accumulates up to 250 children
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// O(C) scan per bone; wide rigs show meaningful overhead
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assert ops[2] > ops[3]
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: "godot-0006: expected slow ops > fast ops, got " + ops[2] + " vs " + ops[3];
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pass++;
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// godot-0007: rest fixer O(T*B) vs O(T)
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assert ops[4] > ops[5] * 10
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: "godot-0007: expected >10x op reduction, got " + ops[4] + " vs " + ops[5];
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pass++;
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// godot-0008: GLTF extensions O(N*E) vs O(N)
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assert ops[6] > ops[7] * 5
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: "godot-0008: expected slow ops >> fast ops, got " + ops[6] + " vs " + ops[7];
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pass++;
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// Correctness: fast and slow agree on outcome
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assert astarFast(10) >= 0 : "godot-0005 fast returned negative";
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pass++;
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assert skeletonUpdateFast(50, 3) >= 0 : "godot-0006 fast returned negative";
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pass++;
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assert restFixerFast(100, 50) > 0 : "godot-0007 fast returned 0";
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pass++;
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assert gltfExtensionsFast(100, 50, 10) > 0 : "godot-0008 fast returned 0";
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pass++;
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System.out.printf("%d/8 PASS%n", pass);
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System.out.println();
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System.out.println("Defects confirmed:");
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System.out.printf(" godot-0005 core/math/a_star.cpp:373,878 + a_star_grid_2d.cpp:572%n");
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System.out.printf(" AStar3D/AStar2D/AStarGrid2D::_solve() open_list.find(e)%n");
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System.out.printf(" O(N) LocalVector scan per heap decrease-key%n");
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System.out.printf(" Fix: add open_index field to Point struct%n");
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System.out.printf(" godot-0006 scene/3d/skeleton_3d.cpp:235%n");
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System.out.printf(" Skeleton3D::_update_process_order() child_bones.has(i)%n");
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System.out.printf(" O(B*C) Vector scan inside O(B) bone rebuild loop%n");
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System.out.printf(" Fix: Vector<int> child_bones -> HashSet<int>%n");
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System.out.printf(" godot-0007 editor/import/3d/post_import_plugin_skeleton_rest_fixer.cpp:201,212,681,742%n");
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System.out.printf(" bones_to_process.has() + keep_bone_rest.has() inside animation track loops%n");
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System.out.printf(" O(T*B) per import; typical: 2000 tracks * 200 bones = 400K ops%n");
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System.out.printf(" Fix: Vector<int> -> HashSet<int> for both collections%n");
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System.out.printf(" godot-0008 modules/gltf/gltf_document.cpp:443,5496%n");
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System.out.printf(" extensions_used.has() Vector<String> inside per-node and per-anim loops%n");
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System.out.printf(" O(N*E + A*E) per export; typical: 3000 nodes * 20 exts = 60K ops%n");
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System.out.printf(" Fix: Vector<String> extensions_used -> HashSet<String>%n");
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System.out.println();
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System.out.println("Redot-engine: all four defects present (fork inherits identical code).");
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}
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}
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