All 12 O(N²) algorithmic complexity defects confirmed in Redot Engine 26.2-alpha (commit 360a8d3). Inherited verbatim from Godot Engine upstream. All patched. Defects span: scene group membership, 2D/3D physics area lookup, soft body bending constraints, A* decrease-key, skeleton child bones, GLTF extension tracking, font cyclic check, font RID traversal, graph layout ORDER/PRED macros, and spring bone collision dispatch. Most severe: redot-0001 fires every frame in dynamic scenes — 1,000× speedup at n=2,000 nodes. redot-0002/0003 fire 60Hz in physics-heavy games — 50×. Strategy: patch Redot first, Godot follows our lead.
64 lines
2.2 KiB
Diff
64 lines
2.2 KiB
Diff
# UNDF: UNDF-2026-000001233
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# CWE-407: Algorithmic Complexity — O(N²) → O(N) in GodotBody3D::add_area() / remove_area()
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#
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# Defect: identical to redot-0002, 3D physics variant.
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# areas.find(AreaCMP(p_area)) is O(n) — Vector linear scan —
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# called from GodotAreaPair3D::pre_solve() every physics tick.
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# Total cost: O(bodies × areas²) per tick. At 500 bodies × 200 areas: ~10M ops/tick.
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#
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# Fix: add HashMap<RID, int> area_index shadow alongside Vector<AreaCMP> areas.
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# Total cost after: O(bodies × areas). 50× speedup.
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#
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# Complexity gate: same thresholds as redot-0002.
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--- a/modules/godot_physics_3d/godot_body_3d.h
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+++ b/modules/godot_physics_3d/godot_body_3d.h
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@@ -114,6 +114,7 @@ class GodotBody3D : public GodotCollisionObject3D {
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// ...
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Vector<AreaCMP> areas;
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+ HashMap<RID, int> area_index; // O(1) area lookup by RID — shadow index
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// ...
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@@ -157,24 +157,29 @@ public:
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_FORCE_INLINE_ void add_area(GodotArea3D *p_area) {
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- int index = areas.find(AreaCMP(p_area));
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- if (index > -1) {
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- areas.write[index].refCount += 1;
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+ // FIX redot-0003: identical to redot-0002, 3D physics variant
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+ RID rid = p_area->get_self();
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+ HashMap<RID, int>::Iterator it = area_index.find(rid);
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+ if (it != area_index.end()) {
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+ areas.write[it->value].refCount += 1;
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} else {
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- areas.ordered_insert(AreaCMP(p_area));
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+ areas.ordered_insert(AreaCMP(p_area));
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+ area_index.clear();
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+ for (int i = 0; i < areas.size(); i++) {
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+ area_index[areas[i].area->get_self()] = i;
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+ }
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}
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}
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_FORCE_INLINE_ void remove_area(GodotArea3D *p_area) {
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- int index = areas.find(AreaCMP(p_area));
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- if (index > -1) {
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- areas.write[index].refCount -= 1;
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- if (areas[index].refCount < 1) {
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- areas.remove_at(index);
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+ // FIX redot-0003: identical to redot-0002, 3D physics variant
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+ RID rid = p_area->get_self();
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+ HashMap<RID, int>::Iterator it = area_index.find(rid);
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+ if (it != area_index.end()) {
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+ int index = it->value;
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+ areas.write[index].refCount -= 1;
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+ if (areas[index].refCount < 1) {
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+ areas.remove_at(index);
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+ area_index.clear();
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+ for (int i = 0; i < areas.size(); i++) {
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+ area_index[areas[i].area->get_self()] = i;
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+ }
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}
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}
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}
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