BabylonJS/Spector.js

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src/backend/states/context/visualState.ts

Summary

Maintainability
D
3 days
Test Coverage

File visualState.ts has 263 lines of code (exceeds 250 allowed). Consider refactoring.
Open

import { BaseState } from "../baseState";
import { WebGlConstants, WebGlConstantsByValue, WebGlConstantsByName, WebGlConstant } from "../../types/webglConstants";
import { ReadPixelsHelper } from "../../utils/readPixelsHelper";
import { ICommandCapture } from "../../../shared/capture/commandCapture";
import { drawCommands } from "../../utils/drawCommands";
Severity: Minor
Found in src/backend/states/context/visualState.ts - About 2 hrs to fix

    Function getCapture has 55 lines of code (exceeds 25 allowed). Consider refactoring.
    Open

        protected getCapture(gl: WebGLRenderingContext, name: string, x: number, y: number, width: number, height: number,
            textureCubeMapFace: number, textureLayer: number, type: number) {
            width = Math.floor(width);
            height = Math.floor(height);
    
    
    Severity: Major
    Found in src/backend/states/context/visualState.ts - About 2 hrs to fix

      Function getCapture has a Cognitive Complexity of 16 (exceeds 5 allowed). Consider refactoring.
      Open

          protected getCapture(gl: WebGLRenderingContext, name: string, x: number, y: number, width: number, height: number,
              textureCubeMapFace: number, textureLayer: number, type: number) {
              width = Math.floor(width);
              height = Math.floor(height);
      
      
      Severity: Minor
      Found in src/backend/states/context/visualState.ts - About 2 hrs to fix

      Cognitive Complexity

      Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

      A method's cognitive complexity is based on a few simple rules:

      • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
      • Code is considered more complex for each "break in the linear flow of the code"
      • Code is considered more complex when "flow breaking structures are nested"

      Further reading

      Function readFrameBufferAttachmentFromRenderBuffer has 50 lines of code (exceeds 25 allowed). Consider refactoring.
      Open

          protected readFrameBufferAttachmentFromRenderBuffer(gl: WebGLRenderingContext | WebGL2RenderingContext,
              frameBuffer: WebGLFramebuffer, webglConstant: WebGlConstant,
              x: number, y: number, width: number, height: number,
              target: number, componentType: number, storage: any): void {
      
      
      Severity: Minor
      Found in src/backend/states/context/visualState.ts - About 2 hrs to fix

        Function readFrameBufferAttachmentFromTexture has a Cognitive Complexity of 14 (exceeds 5 allowed). Consider refactoring.
        Open

            protected readFrameBufferAttachmentFromTexture(gl: WebGLRenderingContext | WebGL2RenderingContext,
                frameBuffer: WebGLFramebuffer, webglConstant: WebGlConstant,
                x: number, y: number, width: number, height: number,
                target: number, componentType: number, storage: any): void {
                let textureLayer = 0;
        Severity: Minor
        Found in src/backend/states/context/visualState.ts - About 1 hr to fix

        Cognitive Complexity

        Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

        A method's cognitive complexity is based on a few simple rules:

        • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
        • Code is considered more complex for each "break in the linear flow of the code"
        • Code is considered more complex when "flow breaking structures are nested"

        Further reading

        Function readFrameBufferAttachmentFromTexture has 40 lines of code (exceeds 25 allowed). Consider refactoring.
        Open

            protected readFrameBufferAttachmentFromTexture(gl: WebGLRenderingContext | WebGL2RenderingContext,
                frameBuffer: WebGLFramebuffer, webglConstant: WebGlConstant,
                x: number, y: number, width: number, height: number,
                target: number, componentType: number, storage: any): void {
                let textureLayer = 0;
        Severity: Minor
        Found in src/backend/states/context/visualState.ts - About 1 hr to fix

          Function readFromContext has 38 lines of code (exceeds 25 allowed). Consider refactoring.
          Open

              protected readFromContext(): void {
                  const gl = this.context;
                  this.currentState["Attachments"] = [];
          
                  // Check the framebuffer status.
          Severity: Minor
          Found in src/backend/states/context/visualState.ts - About 1 hr to fix

            Function readFrameBufferAttachmentFromRenderBuffer has a Cognitive Complexity of 11 (exceeds 5 allowed). Consider refactoring.
            Open

                protected readFrameBufferAttachmentFromRenderBuffer(gl: WebGLRenderingContext | WebGL2RenderingContext,
                    frameBuffer: WebGLFramebuffer, webglConstant: WebGlConstant,
                    x: number, y: number, width: number, height: number,
                    target: number, componentType: number, storage: any): void {
            
            
            Severity: Minor
            Found in src/backend/states/context/visualState.ts - About 1 hr to fix

            Cognitive Complexity

            Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

            A method's cognitive complexity is based on a few simple rules:

            • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
            • Code is considered more complex for each "break in the linear flow of the code"
            • Code is considered more complex when "flow breaking structures are nested"

            Further reading

            Function readFromContext has a Cognitive Complexity of 9 (exceeds 5 allowed). Consider refactoring.
            Open

                protected readFromContext(): void {
                    const gl = this.context;
                    this.currentState["Attachments"] = [];
            
                    // Check the framebuffer status.
            Severity: Minor
            Found in src/backend/states/context/visualState.ts - About 55 mins to fix

            Cognitive Complexity

            Cognitive Complexity is a measure of how difficult a unit of code is to intuitively understand. Unlike Cyclomatic Complexity, which determines how difficult your code will be to test, Cognitive Complexity tells you how difficult your code will be to read and comprehend.

            A method's cognitive complexity is based on a few simple rules:

            • Code is not considered more complex when it uses shorthand that the language provides for collapsing multiple statements into one
            • Code is considered more complex for each "break in the linear flow of the code"
            • Code is considered more complex when "flow breaking structures are nested"

            Further reading

            Identical blocks of code found in 2 locations. Consider refactoring.
            Open

                                    if (imageAspectRatio < 1) {
                                        this.captureCanvas.width =
                                            VisualState.captureBaseSize * imageAspectRatio;
                                        this.captureCanvas.height =
                                            VisualState.captureBaseSize;
            Severity: Major
            Found in src/backend/states/context/visualState.ts and 1 other location - About 5 hrs to fix
            src/backend/states/drawCalls/drawCallTextureInputState.ts on lines 173..184

            Duplicated Code

            Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

            Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

            When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

            Tuning

            This issue has a mass of 149.

            We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

            The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

            If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

            See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

            Refactorings

            Further Reading

            Identical blocks of code found in 2 locations. Consider refactoring.
            Open

                protected readFrameBufferAttachmentFromRenderBuffer(gl: WebGLRenderingContext | WebGL2RenderingContext,
                    frameBuffer: WebGLFramebuffer, webglConstant: WebGlConstant,
                    x: number, y: number, width: number, height: number,
                    target: number, componentType: number, storage: any): void {
            
            
            Severity: Major
            Found in src/backend/states/context/visualState.ts and 1 other location - About 1 hr to fix
            src/backend/states/context/visualState.ts on lines 190..240

            Duplicated Code

            Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

            Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

            When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

            Tuning

            This issue has a mass of 62.

            We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

            The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

            If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

            See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

            Refactorings

            Further Reading

            Identical blocks of code found in 2 locations. Consider refactoring.
            Open

                protected readFrameBufferAttachmentFromTexture(gl: WebGLRenderingContext | WebGL2RenderingContext,
                    frameBuffer: WebGLFramebuffer, webglConstant: WebGlConstant,
                    x: number, y: number, width: number, height: number,
                    target: number, componentType: number, storage: any): void {
                    let textureLayer = 0;
            Severity: Major
            Found in src/backend/states/context/visualState.ts and 1 other location - About 1 hr to fix
            src/backend/states/context/visualState.ts on lines 126..188

            Duplicated Code

            Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

            Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

            When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

            Tuning

            This issue has a mass of 62.

            We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

            The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

            If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

            See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

            Refactorings

            Further Reading

            Identical blocks of code found in 2 locations. Consider refactoring.
            Open

                                if (!this.fullCapture) {
                                    const imageAspectRatio = width / height;
                                    if (imageAspectRatio < 1) {
                                        this.captureCanvas.width =
                                            VisualState.captureBaseSize * imageAspectRatio;
            Severity: Minor
            Found in src/backend/states/context/visualState.ts and 1 other location - About 45 mins to fix
            src/backend/states/drawCalls/drawCallTextureInputState.ts on lines 170..189

            Duplicated Code

            Duplicated code can lead to software that is hard to understand and difficult to change. The Don't Repeat Yourself (DRY) principle states:

            Every piece of knowledge must have a single, unambiguous, authoritative representation within a system.

            When you violate DRY, bugs and maintenance problems are sure to follow. Duplicated code has a tendency to both continue to replicate and also to diverge (leaving bugs as two similar implementations differ in subtle ways).

            Tuning

            This issue has a mass of 50.

            We set useful threshold defaults for the languages we support but you may want to adjust these settings based on your project guidelines.

            The threshold configuration represents the minimum mass a code block must have to be analyzed for duplication. The lower the threshold, the more fine-grained the comparison.

            If the engine is too easily reporting duplication, try raising the threshold. If you suspect that the engine isn't catching enough duplication, try lowering the threshold. The best setting tends to differ from language to language.

            See codeclimate-duplication's documentation for more information about tuning the mass threshold in your .codeclimate.yml.

            Refactorings

            Further Reading

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