AI Slop Code Risk Monitor

MonoGame/MonoGame

SlopCodeMonitor badge for MonoGame/MonoGame Adjusted legacy signal; badge bands: 25 / 50 / 75 (different from dashboard bands).

One framework for creating powerful cross-platform games.

4.1 Low pattern signal View on GitHub

Open-Source Code Quality, Security and Technical Debt Review

This report summarizes scanner evidence for MonoGame/MonoGame, a C# project with 14,592 GitHub stars. SynthScan examined 277,754 lines of code across 1451 source files, recording 1041 pattern matches distributed across 8 syntactic categories. The legacy adjusted pattern signal is 4.1 (Low pattern signal); it is not an authorship estimate.

Use the findings to ask whether maintainers can explain intent, verify dependencies, simplify unnecessary scaffolding, and focus review effort. Risk Payload v1 adds ownership, supply-chain, over-engineering, and review-effort vectors when available. These are prompts for human verification, not probabilities, security findings, or measured maintenance costs.

4.1
Adjusted Signal
4.1
Raw Pattern Score
100%
Time Factor
2026-10-30
Last Push
14.6K
Stars
C#
Language
277.8K
Lines of Code
1.5K
Files
1.0K
Pattern Hits
2026-10-31
Scan Date
0.01
HC Hit Rate

Risk Review · Payload v1

Use each vector to guide manual verification of the underlying findings.

Payload schema: 1.0.0 · Engine: 2.0.0 · Scoring: heuristic-density-v1 · Scan date: 2026-10-31.

Cognitive Ownership Risk 16.8/100 · LOW

Can maintainers explain intent, assumptions, and trade-offs? 1029 finding(s).

Hallucinated Dependency & Supply Chain Risk 1.6/100 · LOW

Are imports declared and package/API names verified? 9 finding(s).

Agent Over-Engineering Ratio 0.3/100 · LOW

Are wrappers, guards, and repeated structures necessary? 3 finding(s).

PR Review Velocity Impact 18.4/100 · LOW

Which changes need focused human review? 1041 finding(s).

What These Metrics Mean

Adjusted Signal
Legacy pattern score normalized per 1,000 scanned lines and multiplied by the repository-level time factor. It is not an estimate of AI authorship.
Raw Pattern Score
Sum of severity- and context-weighted pattern findings before applying the time factor.
Time Factor
A coarse multiplier based on repository last-push metadata. It does not identify when individual code was written.
Pattern Hits
Count of configured pattern findings. Review each location and surrounding code before acting.
HC Hit Rate
High- and critical-severity findings per scanned file. Severity is a configured detector weight, not proof of a vulnerability or authorship.
Lines / Files
Scan coverage denominators used by the legacy normalized score.

Pattern-Signal History

This chart tracks the legacy adjusted pattern score across scan runs. Changes can reflect source changes, scan coverage, or detector/scoring versions; they do not measure AI adoption or prove that a team refactored code. Compare runs only when their scoring versions are compatible. The dashed line tracks the raw pattern-hit count.

Severity Breakdown

Groups findings by configured severity weight. Severity is not a confidence estimate, security rating, or proof that a package is missing. Verify imports against the project's manifests and inspect each finding in its local design context.

CRITICAL 8HIGH 3MEDIUM 1LOW 1029

Directory Score Breakdown

This horizontal bar chart shows where configured pattern scores accumulate across directories. Treat the bars as locations to inspect, not as evidence of authorship or code quality. Use the file-level findings to decide whether a directory needs a focused ownership, dependency, complexity, or review check.

Pattern Findings

The scanner identified 1041 distinct pattern matches across 8 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a detector match to inspect in context. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.

Reading the findings table: The Severity column indicates the configured finding weight (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — legacy comment-context matches receive a ×1.5 score weight. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier under the legacy scoring model.

Over-Commented Block1023 hits · 1010 pts
SeverityFileLineSnippetContext
LOWMonoGame.Framework/BoundingSphere.cs561COMMENT
LOWMonoGame.Framework/BoundingSphere.cs601 /// Deconstruction method for <see cref="BoundingSphere"/>.COMMENT
LOWMonoGame.Framework/Game.cs361COMMENT
LOWMonoGame.Framework/Game.cs501 private Stopwatch _gameTimer;COMMENT
LOWMonoGame.Framework/Game.cs661 /// <summary>COMMENT
LOWMonoGame.Framework/GameServiceContainer.cs21 public GameServiceContainer()COMMENT
LOWMonoGame.Framework/GameServiceContainer.cs81 }COMMENT
LOWMonoGame.Framework/FrameworkDispatcher.cs1// MonoGame - Copyright (C) MonoGame Foundation, IncCOMMENT
LOWMonoGame.Framework/GamePlatform.cs121 #endregion EventsCOMMENT
LOWMonoGame.Framework/GamePlatform.cs141 /// <returns></returns>COMMENT
LOWMonoGame.Framework/GamePlatform.cs161 /// </summary>COMMENT
LOWMonoGame.Framework/GamePlatform.cs181COMMENT
LOWMonoGame.Framework/GamePlatform.cs201 {COMMENT
LOWMonoGame.Framework/GamePlatform.cs221 /// The new width of the game's client window.COMMENT
LOWMonoGame.Framework/DrawableGameComponent.cs1// MonoGame - Copyright (C) MonoGame Foundation, IncCOMMENT
LOWMonoGame.Framework/DrawableGameComponent.cs21 private bool _disposed;COMMENT
LOWMonoGame.Framework/Quaternion.cs21COMMENT
LOWMonoGame.Framework/Quaternion.cs41 [DataMember]COMMENT
LOWMonoGame.Framework/Quaternion.cs261 /// <summary>COMMENT
LOWMonoGame.Framework/Quaternion.cs541COMMENT
LOWMonoGame.Framework/Quaternion.cs581COMMENT
LOWMonoGame.Framework/Quaternion.cs881COMMENT
LOWMonoGame.Framework/Quaternion.cs921COMMENT
LOWMonoGame.Framework/Quaternion.cs1041 #region OperatorsCOMMENT
LOWMonoGame.Framework/Vector2.cs121 #endregionCOMMENT
LOWMonoGame.Framework/Vector2.cs241 /// Compares whether two <see cref="Vector2"/> instances are equal.COMMENT
LOWMonoGame.Framework/Vector2.cs281 /// <paramref name="value2"/>, storing the result of theCOMMENT
LOWMonoGame.Framework/Vector2.cs341 /// Creates a new <see cref="Vector2"/> that contains CatmullRom interpolation of the specified vectors.COMMENT
LOWMonoGame.Framework/Vector2.cs401 /// <summary>COMMENT
LOWMonoGame.Framework/Vector2.cs461COMMENT
LOWMonoGame.Framework/Vector2.cs501 /// <summary>COMMENT
LOWMonoGame.Framework/Vector2.cs521 {COMMENT
LOWMonoGame.Framework/Vector2.cs601 return (X.GetHashCode() * 397) ^ Y.GetHashCode();COMMENT
LOWMonoGame.Framework/Vector2.cs621 /// </summary>COMMENT
LOWMonoGame.Framework/Vector2.cs641 }COMMENT
LOWMonoGame.Framework/Vector2.cs681 /// Uses <see cref="MathHelper.LerpPrecise"/> on MathHelper for the interpolation.COMMENT
LOWMonoGame.Framework/Vector2.cs701 /// </summary>COMMENT
LOWMonoGame.Framework/Vector2.cs721 value1.Y > value2.Y ? value1.Y : value2.Y);COMMENT
LOWMonoGame.Framework/Vector2.cs761 /// Creates a new <see cref="Vector2"/> that contains a multiplication of two vectors.COMMENT
LOWMonoGame.Framework/Vector2.cs961 /// <summary>COMMENT
LOWMonoGame.Framework/Vector2.cs1001 /// </summary>COMMENT
LOWMonoGame.Framework/Vector2.cs1021 result.Y = MathF.Round(value.Y, digits, mode);COMMENT
LOWMonoGame.Framework/Vector2.cs1061 }COMMENT
LOWMonoGame.Framework/Vector2.cs1361 (normal.X * matrix.M12) + (normal.Y * matrix.M22));COMMENT
LOWMonoGame.Framework/Vector2.cs1401 Y = oldx * sin + Y * cos;COMMENT
LOWMonoGame.Framework/Vector2.cs1421 /// <summary>COMMENT
LOWMonoGame.Framework/Ray.cs21 /// The direction of this <see cref="Ray"/>.COMMENT
LOWMonoGame.Framework/Ray.cs41 /// <param name="direction">The direction of the <see cref="Ray"/>.</param>COMMENT
LOWMonoGame.Framework/Ray.cs81 /// </summary>COMMENT
LOWMonoGame.Framework/Ray.cs221 /// Check if this <see cref="Ray"/> intersects the specified <see cref="Plane"/>.COMMENT
LOWMonoGame.Framework/Vector3.cs241 /// </summary>COMMENT
LOWMonoGame.Framework/Vector3.cs261 /// <param name="value3">The third vector of 3d-triangle.</param>COMMENT
LOWMonoGame.Framework/Vector3.cs341 /// Clamps the specified value within a range.COMMENT
LOWMonoGame.Framework/Vector3.cs421COMMENT
LOWMonoGame.Framework/Vector3.cs501 result.Z = value1.Z / value2.Z;COMMENT
LOWMonoGame.Framework/Vector3.cs601 }COMMENT
LOWMonoGame.Framework/Vector3.cs621 /// </summary>COMMENT
LOWMonoGame.Framework/Vector3.cs641 return MathF.Sqrt((X * X) + (Y * Y) + (Z * Z));COMMENT
LOWMonoGame.Framework/Vector3.cs681COMMENT
LOWMonoGame.Framework/Vector3.cs701 /// Creates a new <see cref="Vector3"/> that contains linear interpolation of the specified vectors.COMMENT
963 more matches not shown…
Hallucination Indicators8 hits · 90 pts
SeverityFileLineSnippetContext
CRITICALMonoGame.Framework/Platform/TitleContainer.Android.cs16 return global::Android.App.Application.Context.Assets.Open(safeName);CODE
CRITICAL….Framework/Platform/Android/MonoGameAndroidGameView.cs1102 Microsoft.Xna.Framework.Content.ContentManager.ReloadGraphicsContent();CODE
CRITICAL…ame.Framework/Platform/Windows/WinFormsGamePlatform.cs133 Microsoft.Xna.Framework.Media.MediaManagerState.CheckShutdown();CODE
CRITICALMonoGame.Framework/Graphics/IGraphicsDeviceService.cs32 /// <seealso cref="Microsoft.Xna.Framework.Graphics.GraphicsDevice.Reset()"/>COMMENT
CRITICALMonoGame.Framework/Media/Album.cs31 /// <see cref="P:Microsoft.Xna.Framework.Media.AlbumCollection.Item(System.Int32)"/>COMMENT
CRITICAL…lder.Editor/Common/PipelineController.IncludeAction.cs82 citem.ProcessorParams = new Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary();CODE
CRITICAL…er/MouseGetStateAndIsMouseVisibleTester/TextManager.cs40 spriteBatch.DrawString(sfStandard, "MouseX = " + cG.Window.Window.MouseLocationOutsideOfEventStream.X.ToStrCODE
CRITICAL…er/MouseGetStateAndIsMouseVisibleTester/TextManager.cs41 spriteBatch.DrawString(sfStandard, "MouseY = " + cG.Window.Window.MouseLocationOutsideOfEventStream.Y.ToStrCODE
Cross-File Repetition3 hits · 15 pts
SeverityFileLineSnippetContext
HIGHTools/MonoGame.Generator.CTypes/PInvokeWritter.cs0// monogame - copyright (c) monogame foundation, inc // this file is subject to the terms and conditions defined in // fSTRING
HIGHTools/MonoGame.Generator.CTypes/EnumWritter.cs0// monogame - copyright (c) monogame foundation, inc // this file is subject to the terms and conditions defined in // fSTRING
HIGHTools/MonoGame.Generator.CTypes/StructWritter.cs0// monogame - copyright (c) monogame foundation, inc // this file is subject to the terms and conditions defined in // fSTRING
Verbosity Indicators3 hits · 4 pts
SeverityFileLineSnippetContext
LOWMonoGame.Framework/Platform/SDL/SDLGamePlatform.cs176 // we're reading the first UTF8 byte, we need to check if it's multibyteCOMMENT
LOWMonoGame.Framework/Platform/Android/ScreenReceiver.cs23 // will not be broadcast. We need to check if the lock is currently activeCOMMENT
LOWnative/monogame/sdl/MGP_sdl.cpp588 // we're reading the first UTF8 byte, we need to check if it's multibyteCOMMENT
AI Slop Vocabulary1 hit · 3 pts
SeverityFileLineSnippetContext
MEDIUM…Framework.Content.Pipeline/Graphics/FontDescription.cs8/// Provides information to the FontDescriptionProcessor describing which font to rasterize, which font size to utilize,COMMENT
Structural Annotation Overuse1 hit · 2 pts
SeverityFileLineSnippetContext
LOWMonoGame.Framework/BoundingBox.cs106 /// NOTE: This method may return false positives (indicating an intersection or containment when there is noneCOMMENT
Fake / Example Data1 hit · 2 pts
SeverityFileLineSnippetContext
LOWMonoGame.Framework/Input/KeyboardInput.cs52 /// KeyboardInput.Cancel("John Doe");COMMENT
Slop Phrases1 hit · 1 pts
SeverityFileLineSnippetContext
LOWnative/monogame/directx12/D3D12MemAlloc.h2329If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the alCODE