java-topology/defects/redot/patch/redot-0006-skeleton3d-child-bones-hashset.patch
russell@unturf.com fdbb9a1aa9 redot: 12 CWE-407 defects, patches, outreach brief, UNDF-2026-000001231..1242
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.
2026-04-03 21:00:29 -04:00

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# UNDF: UNDF-2026-000001236
# CWE-407: Algorithmic Complexity — O(B²) → O(B) in Skeleton3D::_update_process_order()
#
# Defect: child_bones.has(i) is O(C) — Vector linear scan — inside a loop over B bones.
# In a skeleton with B bones and avg C children, total cost: O(B × C) = O(B²) worst case.
# Fires on every skeleton rebuild (load, pose change, bone add/remove).
#
# Fix: change child_bones from Vector<int> to HashSet<int>.
# has() and insert() are O(1). B× speedup on dense skeletons.
#
# Complexity gate (unit/test-redot-0006-skeleton3d.cpp):
# B=500 bones, C=10 children: time ratio on 5× scale must be <17.5×
--- a/scene/3d/skeleton_3d.h
+++ b/scene/3d/skeleton_3d.h
@@ -99,7 +99,7 @@ class Skeleton3D : public Node3D {
struct Bone {
String name;
- Vector<int> child_bones;
+ HashSet<int> child_bones; // FIX redot-0006: was Vector<int> — O(B) .has() inside O(B) loop
int parent = -1;
Transform3D rest;
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -231,7 +231,7 @@ void Skeleton3D::_update_process_order() const {
if (bonesptr[i].parent != -1) {
int parent_bone_idx = bonesptr[i].parent;
- // Check to see if this node is already added to the parent.
- if (!bonesptr[parent_bone_idx].child_bones.has(i)) {
- // Add the child node.
- bonesptr[parent_bone_idx].child_bones.push_back(i);
+ // FIX redot-0006: HashSet.has() is O(1); Vector.has() was O(C) linear scan
+ if (!bonesptr[parent_bone_idx].child_bones.has(i)) {
+ bonesptr[parent_bone_idx].child_bones.insert(i);
} else {
ERR_PRINT("Skeleton3D parenthood graph is cyclic");
}