Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
This report presents the forensic synthetic code analysis of ValveSoftware/GameNetworkingSockets, a C++ project with 9,825 GitHub stars. SynthScan v2.0 examined 94,740 lines of code across 241 source files, recording 552 pattern matches distributed across 11 syntactic categories. The overall adjusted score of 5.9 places this repository in the Low AI signal band.
The scanner applied 160+ deterministic lexical heuristics, multi-line block detectors, abstract syntax tree depth profilers, and a cross-file Jaccard similarity matrix to construct a statistically normalised synthetic code estimate. All matches are individually weighted by severity coefficient and contextual multiplier before summation, and the resulting headline score is temporally discounted to account for the repository's development history relative to the commercial emergence of large language model coding tooling (November 2022 onward).
Longitudinal tracking requires multiple scan runs. Once this repository is re-scanned after new commits land, this chart will visualise how the synthetic code signal evolves over time — enabling you to detect whether AI authorship is growing, stabilising, or being actively corrected by human engineers.
Classifies detected patterns by their diagnostic confidence and structural impact. CRITICAL patterns (coefficient 10) represent definitive synthetic signatures — hallucinated imports, explicit LLM attribution metadata — virtually never produced by human authors. HIGH (5) indicates strong structural tells such as cross-file repetition or cross-linguistic idioms. MEDIUM (2) covers recognisable conversational padding and AI-specific vocabulary. LOW (1) captures subtle indicators like tautological comments and generic boilerplate that require density to carry independent signal.
This horizontal bar chart decomposes the repository's raw synthetic code score by top-level directory, allowing you to pinpoint precisely which modules or components carry the highest AI authorship density. Directories with disproportionately high scores relative to their size warrant targeted manual review: concentrated AI signatures often trace back to mass-generated configuration layers, auto-ported test suites, LLM-scaffolded boilerplate classes, or entire subsystems authored under heavy copilot assistance. Use this view to prioritise your human code-review effort.
The scanner identified 552 distinct pattern matches across 11 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a statistically significant AI authorship indicator. 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 diagnostic confidence level (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — comment-context matches receive a ×1.5 weight because LLMs systematically over-annotate. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier as dense clusters constitute far stronger evidence of synthetic authorship than isolated hits.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | include/steam/isteamnetworkingutils.h | 1 | //====== Copyright Valve Corporation, All rights reserved. ==================== | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 21 | { | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 41 | virtual SteamNetworkingMessage_t *AllocateMessage( int cbAllocateBuffer ) = 0; | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 61 | /// relay network is anticipated. | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 81 | virtual ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails ) = 0; | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 101 | /// Return location info for the current host. Returns the approximate | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 121 | /// | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 141 | /// GetLocalPingLocation with EstimatePingTimeBetweenTwoLocations. That's because | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 161 | /// user input to refresh this information.) Don't call it "just in case", | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 201 | /// | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 221 | /// problems with tech savvy end users. If you have a console or other log that customers | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 241 | /// Steamworks calls from within the handler. | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 261 | /// | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 281 | bool SetConnectionConfigValueString( HSteamNetConnection hConn, ESteamNetworkingConfigValue eValue, const char *val ); | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 301 | /// - pArg: Value to set it to. You can pass NULL to remove a non-global setting at this scope, | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 321 | /// - cbResult: IN: the size of your buffer. OUT: the number of bytes filled in or required. | COMMENT |
| LOW | include/steam/isteamnetworkingutils.h | 381 | COMMENT | |
| LOW | include/steam/isteamnetworkingutils.h | 401 | int m_bPingMeasurementInProgress; | COMMENT |
| LOW | include/steam/steam_api_common.h | 21 | #ifdef API_GEN | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 1 | //====== Copyright Valve Corporation, All rights reserved. ==================== | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 21 | /// the peer is identified by their address with each send/recv call, see | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 41 | /// easier to use, especially when porting existing UDP code. | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 61 | /// setting the options "immediately" after creation. | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 81 | /// casual eavesdropping. But note that without certificates (or a shared secret | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 101 | /// | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 121 | /// SteamNetworkingConfigValue_t for more about why this is preferable to | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 141 | /// delay taking action, from the client's perspective it is the same as the network | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 161 | /// notification being posted to the queue and when it is received by the application.) | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 181 | /// pszDebug is an optional human-readable diagnostic string that will be received | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 201 | /// (Which is a member of SteamNetConnectionStatusChangedCallback_t -- but see WARNINGS below!!!!) | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 221 | /// Fetch connection user data. Returns -1 if handle is invalid | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 241 | /// the sizes of the chunks that are returned by the reads on | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 261 | /// (See k_cbMaxSteamNetworkingSocketsMessageSizeSend) | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 281 | /// until the callback is executed. And also note that your callback can be | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 301 | /// | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 321 | /// to earlier failure on the same connection will be released immediately. | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 341 | /// If the connection handle is invalid, -1 is returned. | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 361 | /// | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 381 | /// 0 OK, your buffer was filled in and '\0'-terminated | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 401 | /// By default, internal buffers are used, completely bypassing the network, the chopping up of | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 421 | /// are always sent in the order they are queued, but messages from different | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 441 | /// other two lanes. Its weight value is irrelevant, since there are no other | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 461 | /// irrelevant in that case. | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 481 | /// - k_EResultInvalidParam - Invalid number of lanes, bad weights, or you tried to reduce the number of lanes | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 501 | /// certificates. (This includes a certificate for us, as well as any CA certificates | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 521 | /// Returns the current value that would be returned from GetAuthenticationStatus. | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 541 | /// You should destroy the poll group when you are done using DestroyPollGroup | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 561 | /// group at the time that the messages were received. | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 581 | /// other connections.) | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 601 | /// Typically this is useful just to confirm that you have a ticket, before you | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 621 | virtual HSteamNetConnection ConnectToHostedDedicatedServer( const SteamNetworkingIdentity &identityTarget, int nRemoteV | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 641 | /// and opaque routing information that can be used by the relays to send traffic | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 661 | /// - A non-localized diagnostic debug message will be placed in m_data that describes | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 681 | virtual HSteamListenSocket CreateHostedDedicatedServerListenSocket( int nLocalVirtualPort, int nOptions, const SteamNet | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 701 | /// - k_EResultNotLoggedOn: you are not logged in (yet) | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 721 | // | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 741 | /// ISteamNetworkingSignalingRecvContext::OnConnectRequest), | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 761 | /// and then pass the payload to this function. | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 781 | /// unusual or suspicious happening. Returns false if there was some problem | COMMENT |
| LOW | include/steam/isteamnetworkingsockets.h | 801 | COMMENT | |
| 446 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | tests/stun_server.py | 96 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | tests/stun_server.py | 98 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | tests/stun_server.py | 134 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | tests/stun_server.py | 136 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | tests/stun_server.py | 185 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | tests/stun_server.py | 187 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | tests/stun_server.py | 233 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | tests/stun_server.py | 235 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | tests/stun_server.py | 396 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | tests/stun_server.py | 398 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | tests/stun_server.py | 413 | # --------------------------------------------------------------------------- | COMMENT |
| MEDIUM | tests/stun_server.py | 415 | # --------------------------------------------------------------------------- | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | include/steam/isteamnetworkingsockets.h | 612 | /// here. The reason is to make reconnection to a gameserver robust, even if the client computer loses | COMMENT |
| MEDIUM | include/steam/steamnetworkingtypes.h | 448 | /// read it back. Typically this is not a problem, as application protocols that utilize | COMMENT |
| MEDIUM | examples/example_chat.cpp | 335 | // Check for known commands. None of this example code is secure or robust. | COMMENT |
| MEDIUM | src/common/crypto_sha1_wpa.cpp | 34 | // Absolutely nothing, but the places where we need to use the reference | COMMENT |
| MEDIUM | src/public/minbase/minbase_annotations.h | 21 | // Essentially the 'Hint' is that the condition specified is assumed to be true at | COMMENT |
| MEDIUM | …eamnetworkingsockets/steamnetworkingsockets_internal.h | 379 | /// mechanism for dealing with compatibility (e.g. using protobuf's robust mechanisms). | COMMENT |
| MEDIUM | …ckets/clientlib/steamnetworkingsockets_connections.cpp | 2780 | // robust code, at very little cost. | COMMENT |
| MEDIUM | …kets/clientlib/steamnetworkingsockets_socketthread.cpp | 2386 | // to reset the network stack, etc) we could make the code more robust by detecting this. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | tests/stun_server.py | 375 | CODE | |
| LOW | tests/stun_server.py | 417 | CODE | |
| LOW | tests/test_p2p.py | 274 | CODE | |
| LOW | tests/test_p2p.py | 296 | CODE | |
| LOW | tests/test_p2p.py | 356 | CODE | |
| LOW | tests/test_p2p.py | 387 | CODE | |
| LOW | tests/test_p2p.py | 721 | CODE | |
| LOW | tests/test_p2p.py | 101 | CODE | |
| LOW | examples/trivial_signaling_server.py | 97 | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | tests/stun_server.py | 462 | except Exception as e: | CODE |
| MEDIUM | tests/stun_server.py | 463 | print("Error: %s" % e, file=sys.stderr, flush=True) | CODE |
| LOW | tests/test_p2p.py | 135 | except Exception as ex: | CODE |
| LOW | tests/test_p2p.py | 187 | except Exception: | CODE |
| LOW | examples/trivial_signaling_server.py | 122 | except Exception: | CODE |
| LOW | examples/trivial_signaling_server.py | 145 | except Exception: | CODE |
| LOW | examples/trivial_signaling_server.py | 169 | except Exception as ex: | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | tests/stun_server.py | 308 | def _handle_create_permission_request(sock, data, addr): | CODE |
| LOW | tests/make_test_certs.py | 24 | def run_cert_tool_with_ca_key( ca_key, args ): | CODE |
| LOW | examples/trivial_signaling_server.py | 80 | class SignalingRequestHandler(socketserver.StreamRequestHandler): | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | tests/test_p2p.py | 15 | CODE | |
| LOW | tests/test_p2p.py | 16 | CODE | |
| LOW | .github/run-single-config.py | 4 | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | .github/build.sh | 3 | # CI build orchestration. This script may run multiple configurations, but each | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | include/steam/isteamnetworkingsockets.h | 811 | /// NOTE: This function is not actually supported on Steam! It is included | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | tests/test_p2p.py | 120 | # Check if this is the ready message, then set requested event | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | tests/test_p2p.py | 721 | CODE |