serge-web/serge-web

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client/src/ActionsAndReducers/playerUi/helpers/handleWargameMessagesChange.ts

Summary

Maintainability
D
2 days
Test Coverage

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

export const openMessage = (channel: string, payloadMessage: MessageChannel, newState: PlayerUi): ChannelUI => {
  // mutating `messages` array - copyState at top of switch
  const channelMessages: Array<MessageChannel> = (newState.channels[channel].messages || [])
  const selectedForce = newState.selectedForce ? newState.selectedForce.uniqid : ''
  if (payloadMessage._id !== undefined) {

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

const markAllMessageState = (channel: string, newState: PlayerUi, msgState: 'read' | 'unread'): ChannelUI => {
  const channelMessages: MessageChannel[] = (newState.channels[channel].messages || []).map((message) => {
    const selectedForce = newState.selectedForce ? newState.selectedForce.uniqid : ''
    if (message._id) {
      message.hasBeenRead = msgState === 'read'

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

const MarkAllPlayerMessageRead = (newStates: PlayerUi, msgState: string): PlayerMessageLog => {
  Object.values(newStates.playerMessageLog).map((value) => {
    const selectedForce = newStates.selectedForce ? newStates.selectedForce.uniqid : ''
    if (value._id) {
      value.hasBeenRead = msgState === 'read'

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

export const closeMessage = (channel: string, payloadMessage: MessageChannel, newState: PlayerUi): (MessageChannel)[] => {
  // mutating messages array - copyState at top of switch
  const channelMessages: Array<MessageChannel> = (newState.channels[channel].messages || [])
  if (payloadMessage._id !== undefined) {
    for (const i in channelMessages) {

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

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

  const channelMessages: MessageChannel[] = (newState.channels[channel].messages || []).map((message) => {
    const selectedForce = newState.selectedForce ? newState.selectedForce.uniqid : ''
    if (message._id) {
      message.hasBeenRead = msgState === 'read'
      const msgFnc = msgState === 'read' ? setMessageState : removeMessageState
client/src/ActionsAndReducers/playerUi/helpers/handleWargameMessagesChange.ts on lines 149..157

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 101.

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

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

  Object.values(newStates.playerMessageLog).map((value) => {
    const selectedForce = newStates.selectedForce ? newStates.selectedForce.uniqid : ''
    if (value._id) {
      value.hasBeenRead = msgState === 'read'
      const msgFnc = msgState === 'read' ? setMessageState : removeMessageState
client/src/ActionsAndReducers/playerUi/helpers/handleWargameMessagesChange.ts on lines 162..170

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 101.

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

  const unreadMessageCount = channelMessages.filter((message) => {
    return message._id &&
      !message.hasBeenRead &&
      message.messageType !== INFO_MESSAGE_CLIPPED &&
      getMessageState(newState.currentWargame, selectedForce, newState.selectedRole, message._id) === null
client/src/ActionsAndReducers/playerUi/helpers/handleWargameMessagesChange.ts on lines 118..123

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 81.

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

  const unreadMessageCount = channelMessages.filter((message) => {
    return message._id &&
      !message.hasBeenRead &&
      message.messageType !== INFO_MESSAGE_CLIPPED &&
      getMessageState(newState.currentWargame, selectedForce, newState.selectedRole, message._id) === null
client/src/ActionsAndReducers/playerUi/helpers/handleWargameMessagesChange.ts on lines 84..89

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 81.

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

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

export const markAllMessagesAsRead = (payload: string | undefined, currentState: PlayerUi) => {
  if (!payload) {
    currentState.playerMessageLog = MarkAllPlayerMessageRead(currentState, 'read')
  } else {
    currentState.channels[payload] = markAllMessageState(payload, currentState, 'read')
client/src/ActionsAndReducers/playerUi/helpers/handleWargameMessagesChange.ts on lines 238..244

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 78.

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

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

export const markAllMessagesAsUnread = (payload: string | undefined, currentState: PlayerUi) => {
  if (!payload) {
    currentState.playerMessageLog = MarkAllPlayerMessageRead(currentState, 'unread')
  } else {
    currentState.channels[payload] = markAllMessageState(payload, currentState, 'unread')
client/src/ActionsAndReducers/playerUi/helpers/handleWargameMessagesChange.ts on lines 227..233

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 78.

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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