NullVoxPopuli/meshchat

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Cyclomatic complexity for for is too high. [9/7]
Open

      def for(location: nil, uid: nil, node: nil)
        unless node
          node = Node.find_by_location_on_network(location) if location
          node = Node.find_by_uid(uid) if uid && !node
        end
Severity: Minor
Found in lib/meshchat/models/node.rb by rubocop

This cop checks that the cyclomatic complexity of methods is not higher than the configured maximum. The cyclomatic complexity is the number of linearly independent paths through a method. The algorithm counts decision points and adds one.

An if statement (or unless or ?:) increases the complexity by one. An else branch does not, since it doesn't add a decision point. The && operator (or keyword and) can be converted to a nested if statement, and ||/or is shorthand for a sequence of ifs, so they also add one. Loops can be said to have an exit condition, so they add one.

Method for has a Cognitive Complexity of 11 (exceeds 5 allowed). Consider refactoring.
Open

      def for(location: nil, uid: nil, node: nil)
        unless node
          node = Node.find_by_location_on_network(location) if location
          node = Node.find_by_uid(uid) if uid && !node
        end
Severity: Minor
Found in lib/meshchat/models/node.rb - 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

Block has too many lines. [31/25]
Open

Gem::Specification.new do |s|
  s.name        = 'meshchat'
  s.version     = Meshchat::VERSION
  s.platform    = Gem::Platform::RUBY
  s.license     = 'MIT'
Severity: Minor
Found in meshchat.gemspec by rubocop

This cop checks if the length of a block exceeds some maximum value. Comment lines can optionally be ignored. The maximum allowed length is configurable. The cop can be configured to ignore blocks passed to certain methods.

Method update_sender_info has a Cognitive Complexity of 8 (exceeds 5 allowed). Consider refactoring.
Open

        def update_sender_info(json)
          sender = json['sender']
          # Note that sender['location'] should always reference
          # the sender's local network address
          network_location = sender['location']
Severity: Minor
Found in lib/meshchat/network/incoming/message_processor.rb - About 45 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

Method errors has a Cognitive Complexity of 8 (exceeds 5 allowed). Consider refactoring.
Open

      def errors
        messages = []
        messages << 'must have an alias' unless self['alias'].present?
        messages << 'must have ip set' unless self['ip'].present?
        messages << 'must have port set' unless self['port'].present?
Severity: Minor
Found in lib/meshchat/configuration/settings.rb - About 45 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

Method handle has a Cognitive Complexity of 8 (exceeds 5 allowed). Consider refactoring.
Open

        def handle
          if command_valid?
            msg = _message_factory.create(Network::Message::PING)

            field, value = parse_ping_command
Severity: Minor
Found in lib/meshchat/ui/command/ping.rb - About 45 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

Method check_or_create has a Cognitive Complexity of 7 (exceeds 5 allowed). Consider refactoring.
Open

      def check_or_create(overwrite = false, auto_confirm = false)
        # if setup is complete, we don't need to do anything.
        # it's likely the user already went through the setup process
        return if setup_is_completed? && !overwrite

Severity: Minor
Found in lib/meshchat/configuration/identity.rb - About 35 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

Avoid parameter lists longer than 5 parameters. [6/5] (https://github.com/bbatsov/ruby-style-guide#too-many-params)
Open

        def initialize(
          message:            nil,
          sender:             {},
          payload:            {},
          to:                 '',

This cop checks for methods with too many parameters. The maximum number of parameters is configurable. Keyword arguments can optionally be excluded from the total count.

Method handle has a Cognitive Complexity of 6 (exceeds 5 allowed). Consider refactoring.
Open

        def handle
          if command_valid?
            node = Node.import_from_file(filename)
            if node.valid? && node.persisted?
              Display.success "#{node.alias_name} successfully imported"
Severity: Minor
Found in lib/meshchat/ui/command/import.rb - About 25 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

          message_parts_for(msg) do |time, name, message, _|
            colored_time = (time.to_s + ' ').colorize(:magenta)
            colored_name = (name + ' ').colorize(:light_black)
            colored_message = message.colorize(:light_black)

Severity: Minor
Found in lib/meshchat/ui/display/readline_display.rb and 1 other location - About 20 mins to fix
lib/meshchat/ui/display/readline_display.rb on lines 38..43

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 28.

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

            message_parts_for(msg) do |time, name, message, _|
              colored_time = (time.to_s + ' ').colorize(:magenta)
              colored_name = (name + ' ').colorize(:light_black)
              colored_message = message.colorize(:light_black)

Severity: Minor
Found in lib/meshchat/ui/display/readline_display.rb and 1 other location - About 20 mins to fix
lib/meshchat/ui/display/readline_display.rb on lines 63..68

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 28.

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

Prefer annotated tokens (like %<foo>s</foo>) over unannotated tokens (like %s).
Open

            last_seen = node.updated_at&.strftime('%B %e, %Y  %H:%M:%S') || 'never'

Use a consistent style for named format string tokens.

Note: unannotated style cop only works for strings which are passed as arguments to those methods: sprintf, format, %. The reason is that unannotated format is very similar to encoded URLs or Date/Time formatting strings.

Example: EnforcedStyle: annotated (default)

# bad
format('%{greeting}', greeting: 'Hello')
format('%s', 'Hello')

# good
format('%<greeting>s', greeting: 'Hello')</greeting>

Example: EnforcedStyle: template

# bad
format('%<greeting>s', greeting: 'Hello')
format('%s', 'Hello')

# good
format('%{greeting}', greeting: 'Hello')</greeting>

Example: EnforcedStyle: unannotated

# bad
format('%<greeting>s', greeting: 'Hello')
format('%{greeting}', 'Hello')

# good
format('%s', 'Hello')</greeting>

Prefer annotated tokens (like %<foo>s</foo>) over unannotated tokens (like %s).
Open

              line = '/%-18s %s' % [key, klass.description]
Severity: Minor
Found in lib/meshchat/ui/command/help.rb by rubocop

Use a consistent style for named format string tokens.

Note: unannotated style cop only works for strings which are passed as arguments to those methods: sprintf, format, %. The reason is that unannotated format is very similar to encoded URLs or Date/Time formatting strings.

Example: EnforcedStyle: annotated (default)

# bad
format('%{greeting}', greeting: 'Hello')
format('%s', 'Hello')

# good
format('%<greeting>s', greeting: 'Hello')</greeting>

Example: EnforcedStyle: template

# bad
format('%<greeting>s', greeting: 'Hello')
format('%s', 'Hello')

# good
format('%{greeting}', greeting: 'Hello')</greeting>

Example: EnforcedStyle: unannotated

# bad
format('%<greeting>s', greeting: 'Hello')
format('%{greeting}', 'Hello')

# good
format('%s', 'Hello')</greeting>

Add an empty line after magic comments. (https://github.com/bbatsov/ruby-style-guide#separate-magic-comments-from-code)
Open

module Meshchat
Severity: Minor
Found in lib/meshchat/ui/display.rb by rubocop

Checks for a newline after the final magic comment.

Example:

# good
# frozen_string_literal: true

# Some documentation for Person
class Person
  # Some code
end

# bad
# frozen_string_literal: true
# Some documentation for Person
class Person
  # Some code
end

Add an empty line after magic comments. (https://github.com/bbatsov/ruby-style-guide#separate-magic-comments-from-code)
Open

module Meshchat

Checks for a newline after the final magic comment.

Example:

# good
# frozen_string_literal: true

# Some documentation for Person
class Person
  # Some code
end

# bad
# frozen_string_literal: true
# Some documentation for Person
class Person
  # Some code
end

Add an empty line after magic comments. (https://github.com/bbatsov/ruby-style-guide#separate-magic-comments-from-code)
Open

module Meshchat
Severity: Minor
Found in lib/meshchat/ui/display/base.rb by rubocop

Checks for a newline after the final magic comment.

Example:

# good
# frozen_string_literal: true

# Some documentation for Person
class Person
  # Some code
end

# bad
# frozen_string_literal: true
# Some documentation for Person
class Person
  # Some code
end

Add an empty line after magic comments. (https://github.com/bbatsov/ruby-style-guide#separate-magic-comments-from-code)
Open

module Meshchat
Severity: Minor
Found in lib/meshchat/models/node.rb by rubocop

Checks for a newline after the final magic comment.

Example:

# good
# frozen_string_literal: true

# Some documentation for Person
class Person
  # Some code
end

# bad
# frozen_string_literal: true
# Some documentation for Person
class Person
  # Some code
end

Add an empty line after magic comments. (https://github.com/bbatsov/ruby-style-guide#separate-magic-comments-from-code)
Open

module Meshchat
Severity: Minor
Found in lib/meshchat/network/errors.rb by rubocop

Checks for a newline after the final magic comment.

Example:

# good
# frozen_string_literal: true

# Some documentation for Person
class Person
  # Some code
end

# bad
# frozen_string_literal: true
# Some documentation for Person
class Person
  # Some code
end

Add an empty line after magic comments. (https://github.com/bbatsov/ruby-style-guide#separate-magic-comments-from-code)
Open

module Meshchat

Checks for a newline after the final magic comment.

Example:

# good
# frozen_string_literal: true

# Some documentation for Person
class Person
  # Some code
end

# bad
# frozen_string_literal: true
# Some documentation for Person
class Person
  # Some code
end

Avoid rescuing without specifying an error class.
Open

        rescue => e

This cop checks for rescuing StandardError. There are two supported styles implicit and explicit. This cop will not register an offense if any error other than StandardError is specified.

Example: EnforcedStyle: implicit

# `implicit` will enforce using `rescue` instead of
# `rescue StandardError`.

# bad
begin
  foo
rescue StandardError
  bar
end

# good
begin
  foo
rescue
  bar
end

# good
begin
  foo
rescue OtherError
  bar
end

# good
begin
  foo
rescue StandardError, SecurityError
  bar
end

Example: EnforcedStyle: explicit (default)

# `explicit` will enforce using `rescue StandardError`
# instead of `rescue`.

# bad
begin
  foo
rescue
  bar
end

# good
begin
  foo
rescue StandardError
  bar
end

# good
begin
  foo
rescue OtherError
  bar
end

# good
begin
  foo
rescue StandardError, SecurityError
  bar
end
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