Repository Analysis

liangxiegame/QFramework

Godot/Unity3D System Design Architecture

4.9 Likely human-written View on GitHub

Analysis Overview

This report presents the forensic synthetic code analysis of liangxiegame/QFramework, a C# project with 5,366 GitHub stars. SynthScan v2.0 examined 154,734 lines of code across 1042 source files, recording 636 pattern matches distributed across 8 syntactic categories. The overall adjusted score of 4.9 places this repository in the Likely human-written 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).

4.9
Adjusted Score
4.9
Raw Score
100%
Time Factor
2026-07-11
Last Push
5.4K
Stars
C#
Language
154.7K
Lines of Code
1.0K
Files
636
Pattern Hits
2026-07-14
Scan Date
0.02
HC Hit Rate

What These Metrics Mean

Adjusted Score
Primary synthetic code indicator. Raw score normalised per 1,000 lines of code and multiplied by the temporal discount factor. This is the definitive comparative metric — use it to rank repositories by AI authorship density.
Raw Score
The unmodified sum of all severity-weighted, context-multiplied pattern match scores before temporal discounting. Reflects the absolute signal strength independent of when the repository was last active.
Time Factor
The temporal discount multiplier (0–100%) applied to the raw score. Repositories last updated before ChatGPT's launch (Nov 2022) receive a 5% factor. Full signal is only assigned to repositories active in the post-adoption era (Jan 2024+).
Pattern Hits
Total count of individual pattern matches across all files and categories. A high hit count with a low score may indicate a very large codebase with isolated AI snippets; a low count with a high score indicates dense, concentrated AI signatures.
HC Hit Rate
High+Critical pattern hits per file, averaged across the repository. This orthogonal signal catches repositories where a few files are densely packed with high-severity AI tells — a strong indicator even when the normalised score appears moderate due to codebase size.
Lines of Code / Files
Total lines and files analysed. The scanner examines 94 file extensions. These denominators are used to normalise the score, enabling fair comparison between repositories of vastly different sizes.

Score History

This chart maps the temporal evolution of the adjusted synthetic code score across successive scan runs. An upward trajectory indicates ongoing incorporation of AI-generated code or expanding LLM-assisted scaffolding; a stable or declining trajectory may reflect active human refactoring, code removal, or the adoption of stricter authorship policies. The dashed secondary line (right axis) independently tracks total raw pattern hit count, which can diverge from the normalised score when codebase size changes significantly between scans.

Severity Breakdown

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.

CRITICAL 7HIGH 9MEDIUM 0LOW 620

Directory Score Breakdown

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.

Pattern Findings

The scanner identified 636 distinct pattern matches across 8 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.

Over-Commented Block609 hits · 600 pts
SeverityFileLineSnippetContext
LOW…s/QFrameworkTests/4.AudioTests/AudioKitV0_10_XTests.cs1using NUnit.Framework;COMMENT
LOW…s/QFrameworkTests/4.AudioTests/AudioKitV0_10_XTests.cs21 //COMMENT
LOW…s/QFrameworkTests/4.AudioTests/AudioKitV0_10_XTests.cs41 //COMMENT
LOW…s/QFrameworkTests/4.AudioTests/AudioKitV0_10_XTests.cs61 // resLoader.LoadSync<AudioClip>("sound1");COMMENT
LOW…s/QFrameworkTests/4.AudioTests/AudioKitV0_10_XTests.cs81 // {COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_8_XTests.cs1using System;COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_8_XTests.cs21//COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_8_XTests.cs41// UnityEditor.EditorPrefs.SetInt("SimulateAssetBundles", 1);COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_8_XTests.cs61// loader = null;COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_8_XTests.cs81// Assert.AreEqual(AudioKit.MusicPlayer.AudioSource.clip.name, "sound1");COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_8_XTests.cs101//COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_8_XTests.cs121// public void StopMusicTest()COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_8_XTests.cs141//COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_8_XTests.cs161//COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_8_XTests.cs181// #if UNITY_EDITORCOMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_8_XTests.cs201// }COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_9_XTests.cs1using System;COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_9_XTests.cs21//COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_9_XTests.cs41// #if UNITY_EDITORCOMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_9_XTests.cs61//COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_9_XTests.cs81//COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_9_XTests.cs101//COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_9_XTests.cs121 COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_9_XTests.cs141//COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_9_XTests.cs161// // 提前预加载,否则会进行异步加载COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_9_XTests.cs181// public void VoiceOnTest()COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_9_XTests.cs201// loader.Recycle2Cache();COMMENT
LOW…ts/QFrameworkTests/4.AudioTests/AudioKitV0_9_XTests.cs221//COMMENT
LOW…ts/QFrameworkTests/2.ResKitTests/ResKitV0_10_XTests.cs61 {COMMENT
LOW…ests/1.CoreTests/ActionKitTests/ActionKit0_0_6Tests.cs101 // COMMENT
LOW…ts/Implements/AssetBundleSupport/Res/AssetBundleRes.cs61 }COMMENT
LOW…s/Implements/AssetBundleSupport/ConfigFile/ResDatas.cs161 // //{COMMENT
LOW…sKit/Scripts/HotFixDowload/HotFixExample/MainConfig.cs1///****************************************************COMMENT
LOW…sKit/Scripts/HotFixDowload/HotFixExample/MainConfig.cs21COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs1COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs21// {COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs41// // HotFixedSliderText.text = string.Format("{0:F}M/S", 0);COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs61////#endifCOMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs81// }).AddTo(gameObject);COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs101// HotPatchManager.Instance.ItemError -= ItemError;COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs121// }COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs141// });COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs161// StartDownLoad();COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs181// StartCoroutine(HotPatchManager.Instance.StartDownLoadAB(StartOnFinish));COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs201// Destroy(gameObject);COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs221// image.fillAmount = 0.9f;COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs241// }COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/CommonConfirm.cs1// // ------------------------------------------------------------------------------COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/CommonConfirm.cs21// public partial class CommonConfirm : QFramework.UIPanelCOMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/CommonConfirm.cs41// {COMMENT
LOW…t/Scripts/HotFixDowload/HotFixExample/CommonConfirm.cs61// confirmAction();COMMENT
LOW…/HotFixDowload/HotFixExample/HotFixedPanel.Designer.cs1//// ------------------------------------------------------------------------------COMMENT
LOW…/HotFixDowload/HotFixExample/HotFixedPanel.Designer.cs21// public partial class HotFixedPanelCOMMENT
LOW…/HotFixDowload/HotFixExample/HotFixedPanel.Designer.cs41// private HotFixedPanelData mPrivateData = null;COMMENT
LOW…/HotFixDowload/HotFixExample/HotFixedPanel.Designer.cs61// HotFixedSliderText = null;COMMENT
LOW…/HotFixDowload/HotFixExample/CommonConfirm.Designer.cs1// // ------------------------------------------------------------------------------COMMENT
LOW…/HotFixDowload/HotFixExample/CommonConfirm.Designer.cs21// public partial class CommonConfirmCOMMENT
LOW…/HotFixDowload/HotFixExample/CommonConfirm.Designer.cs41// {COMMENT
LOW…/HotFixDowload/HotFixExample/CommonConfirm.Designer.cs61// }COMMENT
LOW…it/Scripts/HotFixDowload/HotFixScripts/DownLoadItem.cs101 /// 获取下载进度COMMENT
549 more matches not shown…
Hallucination Indicators7 hits · 85 pts
SeverityFileLineSnippetContext
CRITICAL…t/Scripts/Utility/BinarySerializer/BinarySerializer.cs36 new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter();CODE
CRITICAL…t/Scripts/Utility/BinarySerializer/BinarySerializer.cs55 new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter();CODE
CRITICAL…t/Scripts/Utility/BinarySerializer/BinarySerializer.cs82 new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter();CODE
CRITICAL…/ScriptKit/MoonSharp/Interpreter/DataTypes/DynValue.cs852 return MoonSharp.Interpreter.Interop.Converters.ClrToScriptConversions.ObjectToDynValue(script, obj);CODE
CRITICAL…/ScriptKit/MoonSharp/Interpreter/DataTypes/DynValue.cs860 return MoonSharp.Interpreter.Interop.Converters.ScriptToClrConversions.DynValueToObject(this);CODE
CRITICAL…/ScriptKit/MoonSharp/Interpreter/DataTypes/DynValue.cs869 return MoonSharp.Interpreter.Interop.Converters.ScriptToClrConversions.DynValueToObjectOfType(this, desiredType, nullCODE
CRITICAL…/ScriptKit/MoonSharp/Interpreter/DataTypes/DynValue.cs886 return MoonSharp.Interpreter.Interop.Converters.ScriptToClrConversions.DynValueToObject(this);CODE
Synthetic Comment Markers8 hits · 60 pts
SeverityFileLineSnippetContext
HIGH…sts/3.UIKitTests/Scripts/UI/UIKitTestPanel.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…ameworkTests/3.UIKitTests/Scripts/UI/UIKitTestPanel.cs3// This code was generated by a tool.COMMENT
HIGH…ts/3.UIKitTests/Scripts/UI/UIKitTestPanel2.Designer.cs3// This code was generated by a tool.COMMENT
HIGH…meworkTests/3.UIKitTests/Scripts/UI/UIKitTestPanel2.cs3// This code was generated by a tool.COMMENT
HIGH…t/Scripts/HotFixDowload/HotFixExample/HotFixedPanel.cs4//// This code was generated by a tool.COMMENT
HIGH…t/Scripts/HotFixDowload/HotFixExample/CommonConfirm.cs3// // This code was generated by a tool.COMMENT
HIGH…/HotFixDowload/HotFixExample/HotFixedPanel.Designer.cs3//// This code was generated by a tool.COMMENT
HIGH…/HotFixDowload/HotFixExample/CommonConfirm.Designer.cs3// // This code was generated by a tool.COMMENT
Hyper-Verbose Identifiers6 hits · 6 pts
SeverityFileLineSnippetContext
LOWDoc.md6248public class GameDataManager : Singleton<GameDataManager>CODE
LOWDoc.md6386public class GameDataManager : ISingletonCODE
LOW…QFramework.Toolkits/08. SingletonKit 单例套件/02. C# 单例.md6public class GameDataManager : Singleton<GameDataManager>CODE
LOW…ramework.Toolkits/08. SingletonKit 单例套件/05. C# 属性单例.md7public class GameDataManager : ISingletonCODE
LOW…its/_CoreKit/SingletonKit/Scripts/SingletonProperty.cs17public class GameDataManager : ISingletonCODE
LOW…rk/Toolkits/_CoreKit/SingletonKit/Scripts/Singleton.cs17public class GameDataManager : Singleton<GameDataManager>CODE
AI Response Leakage1 hit · 5 pts
SeverityFileLineSnippetContext
HIGH…/Assets/QFramework/Toolkits/_CoreKit/JsonKit/readme.md8I came across the need to send structured data to and from a server on one of my projects, and figured it would be worthCODE
Slop Phrases2 hits · 3 pts
SeverityFileLineSnippetContext
LOW…Implements/AssetBundleSupport/AssetBundlePathHelper.cs50 // If you add more targets, don't forget to add the same platforms to GetPlatformForAssetBundles(RuntimeCOMMENT
LOW…Implements/AssetBundleSupport/AssetBundlePathHelper.cs187 // If you add more targets, don't forget to add the same platforms to GetPlatformForAssetBundles(RuntimeCOMMENT
Structural Annotation Overuse2 hits · 3 pts
SeverityFileLineSnippetContext
LOW…it/ICSharpCode.SharpZipLib/Zip/Compression/Deflater.cs259 /// NOTE: This method can also return true when the streamCOMMENT
LOW…it/ICSharpCode.SharpZipLib/Zip/Compression/Inflater.cs707 /// NOTE: This method also returns true when the stream is finished.COMMENT
Verbosity Indicators1 hit · 2 pts
SeverityFileLineSnippetContext
LOW…it/ICSharpCode.SharpZipLib/Zip/Compression/Inflater.cs131 /// This variable stores the noHeader flag that was given to the constructor.COMMENT