rhythm is just a *click* away!
This report summarizes scanner evidence for ppy/osu, a C# project with 19,357 GitHub stars. SynthScan examined 618,750 lines of code across 5104 source files, recording 939 pattern matches distributed across 9 syntactic categories. The legacy adjusted pattern signal is 2.0 (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.
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.
Can maintainers explain intent, assumptions, and trade-offs? 878 finding(s).
Are imports declared and package/API names verified? 61 finding(s).
Are wrappers, guards, and repeated structures necessary? 1 finding(s).
Which changes need focused human review? 939 finding(s).
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.
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.
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.
The scanner identified 939 distinct pattern matches across 9 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.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | osu.Game/OsuGameBase.cs | 181 | COMMENT | |
| LOW | osu.Game/OsuGameBase.cs | 581 | } | COMMENT |
| LOW | osu.Game/OsuGame.cs | 101 | #if DEBUG | COMMENT |
| LOW | osu.Game/OsuGame.cs | 601 | /// Show a user's profile as an overlay. | COMMENT |
| LOW | osu.Game/OsuGame.cs | 621 | COMMENT | |
| LOW | osu.Game/Storyboards/IStoryboardElement.cs | 41 | /// </summary> | COMMENT |
| LOW | osu.Game/Storyboards/IStoryboardElementWithDuration.cs | 1 | // Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. | COMMENT |
| LOW | osu.Game/Storyboards/Storyboard.cs | 21 | public BeatmapInfo BeatmapInfo { get; set; } = new BeatmapInfo(); | COMMENT |
| LOW | osu.Game/Storyboards/Storyboard.cs | 41 | .Where(e => e is not StoryboardVideo) | COMMENT |
| LOW | osu.Game/Storyboards/Commands/IStoryboardCommand.cs | 21 | COMMENT | |
| LOW | osu.Game/Database/RealmDetachedBeatmapStore.cs | 81 | // which wraps a separate new `SharedRealmHandle` representing the frozen realm: | COMMENT |
| LOW | osu.Game/Database/IModelManager.cs | 1 | // Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. | COMMENT |
| LOW | osu.Game/Database/IModelManager.cs | 21 | bool Delete(TModel item); | COMMENT |
| LOW | osu.Game/Database/IModelManager.cs | 41 | /// <summary> | COMMENT |
| LOW | osu.Game/Database/RealmAccess.cs | 61 | /// 8 2021-10-29 Rebind scroll adjust keys to not have control modifier. | COMMENT |
| LOW | osu.Game/Database/RealmAccess.cs | 81 | /// 28 2023-06-08 Added IsLegacyScore to ScoreInfo, parsed from replay files. | COMMENT |
| LOW | osu.Game/Database/RealmAccess.cs | 101 | /// 49 2025-06-10 Reset the LegacyOnlineID to -1 for all scores that have it set to 0 (which is semanticall | COMMENT |
| LOW | osu.Game/Database/RealmAccess.cs | 121 | COMMENT | |
| LOW | osu.Game/Database/RealmAccess.cs | 621 | return writeTask; | COMMENT |
| LOW | osu.Game/Database/RealmAccess.cs | 661 | /// On subscribing, unless the <paramref name="modelAccessor"/> does not match an object, an initial invocation | COMMENT |
| LOW | osu.Game/Database/StandardisedScoreMigrationTools.cs | 61 | var scoreProcessor = ruleset.CreateScoreProcessor(); | COMMENT |
| LOW | osu.Game/Database/StandardisedScoreMigrationTools.cs | 201 | // - sliders and slider ticks are uniformly distributed in the beatmap, and thus can be ignored with | COMMENT |
| LOW | osu.Game/Database/StandardisedScoreMigrationTools.cs | 221 | double comboPortionFromLongestComboInScoreV1 = Math.Pow(score.MaxCombo, 2); | COMMENT |
| LOW | osu.Game/Database/ImportParameters.cs | 1 | // Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. | COMMENT |
| LOW | osu.Game/Database/RealmArchiveModelImporter.cs | 21 | using Realms; | COMMENT |
| LOW | osu.Game/Database/RealmArchiveModelImporter.cs | 41 | /// </summary> | COMMENT |
| LOW | osu.Game/Database/RealmArchiveModelImporter.cs | 541 | /// <summary> | COMMENT |
| LOW | osu.Game/Database/RealmArchiveModelImporter.cs | 561 | /// Perform any final actions before the import to database executes. | COMMENT |
| LOW | osu.Game/Database/RealmArchiveModelImporter.cs | 581 | /// </summary> | COMMENT |
| LOW | osu.Game/Database/IModelDownloader.cs | 21 | /// </summary> | COMMENT |
| LOW | osu.Game/Database/RealmObjectExtensions.cs | 261 | /// <para> | COMMENT |
| LOW | osu.Game/Database/RealmObjectExtensions.cs | 281 | /// <para> | COMMENT |
| LOW | osu.Game/Database/RealmObjectExtensions.cs | 321 | COMMENT | |
| LOW | osu.Game/Database/RealmObjectExtensions.cs | 341 | // Subscribing to non-managed instances doesn't work. | COMMENT |
| LOW | osu.Game/Database/OnlineLookupCache.cs | 21 | { | COMMENT |
| LOW | osu.Game/Database/LegacyExporter.cs | 21 | /// Handles exporting models to files for sharing / consumption outside the game. | COMMENT |
| LOW | osu.Game/Database/LegacyExporter.cs | 121 | /// <param name="cancellationToken">A cancellation token.</param> | COMMENT |
| LOW | osu.Game/Database/IModelFileManager.cs | 21 | /// Delete an existing file. | COMMENT |
| LOW | osu.Game/Database/IModelImporter.cs | 21 | /// <param name="notification">The notification to update.</param> | COMMENT |
| LOW | osu.Game/Database/IModelImporter.cs | 41 | /// When editing is completed, call Finish() on the returned operation class to begin the import-and-update proc | COMMENT |
| LOW | osu.Game/Database/BeatmapStore.cs | 1 | // Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. | COMMENT |
| LOW | osu.Game/Database/BeatmapStore.cs | 21 | { | COMMENT |
| LOW | osu.Game/Database/Live.cs | 21 | /// <param name="perform">The action to perform.</param> | COMMENT |
| LOW | osu.Game/Database/ICanAcceptFiles.cs | 1 | // Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. | COMMENT |
| LOW | osu.Game/Database/ICanAcceptFiles.cs | 21 | /// <param name="paths">The files which should be imported.</param> | COMMENT |
| LOW | osu.Game/Database/INamedFileUsage.cs | 1 | // Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. | COMMENT |
| LOW | osu.Game/Configuration/SessionStatics.cs | 61 | /// Info about seasonal backgrounds available fetched from API - see <see cref="APISeasonalBackgrounds"/>. | COMMENT |
| LOW | osu.Game/Configuration/SessionStatics.cs | 81 | /// </summary> | COMMENT |
| LOW | osu.Game/Skinning/LegacyColourCompatibility.cs | 1 | // Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. | COMMENT |
| LOW | osu.Game/Skinning/IAnimatableSkinnable.cs | 1 | // Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. | COMMENT |
| LOW | osu.Game/Skinning/IAnimatableSkinnable.cs | 21 | /// For instance, given four <see cref="IAnimatableSkinnable"/>s with groups 0, 1, 1, and 2 respectively, | COMMENT |
| LOW | osu.Game/Skinning/IAnimatableSkinnable.cs | 41 | /// The implementation of this method should do the following: | COMMENT |
| LOW | osu.Game/Skinning/ISkin.cs | 21 | /// <returns>A drawable representation for the requested component, or null if unavailable.</returns> | COMMENT |
| LOW | osu.Game/Skinning/ISkin.cs | 41 | /// Retrieve a <see cref="SampleChannel"/>. | COMMENT |
| LOW | osu.Game/Skinning/ISerialisableDrawableContainer.cs | 21 | COMMENT | |
| LOW | osu.Game/Skinning/SkinManager.cs | 221 | CurrentSkinInfo.Value = skins[i]; | COMMENT |
| LOW | osu.Game/Skinning/SkinnableSound.cs | 21 | public partial class SkinnableSound : SkinReloadableDrawable, IAdjustableAudioComponent | COMMENT |
| LOW | osu.Game/Skinning/ISkinSource.cs | 1 | // Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. | COMMENT |
| LOW | osu.Game/Skinning/ISkinSource.cs | 21 | { | COMMENT |
| LOW | osu.Game/Skinning/ISkinComponentLookup.cs | 1 | // Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. | COMMENT |
| 807 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| CRITICAL | osu.Game.Tournament/Screens/MapPool/MapPoolScreen.cs | 222 | if (CurrentMatch.Value.Round.Value.Beatmaps.All(b => b.Beatmap?.OnlineID != beatmapId)) | CODE |
| CRITICAL | osu.Game/Screens/Edit/Verify/IssueTable.cs | 227 | issueCategoryText.Text = Current.Value.Check.Metadata.Category.ToString(); | CODE |
| CRITICAL | …e.Tests/Visual/Navigation/TestSceneScreenNavigation.cs | 355 | foreach (var file in Game.Beatmap.Value.BeatmapSetInfo.Files.Where(f => Path.GetExtension(f.Filename | CODE |
| CRITICAL | …e.Tests/Visual/Navigation/TestSceneScreenNavigation.cs | 390 | foreach (var file in Game.Beatmap.Value.BeatmapSetInfo.Files.Where(f => Path.GetExtension(f.Filename | CODE |
| CRITICAL | …sts/Visual/Gameplay/TestSceneCompletionCancellation.cs | 73 | * at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered) | COMMENT |
| CRITICAL | …isual/Gameplay/TestSceneGameplaySampleTriggerSource.cs | 213 | Player.DrawableRuleset.Playfield.HitObjectContainer.AliveObjects.FirstOrDefault(); | CODE |
| CRITICAL | …sts/Visual/Gameplay/TestSceneNightcoreBeatContainer.cs | 27 | AddStep("change signature to quadruple", () => Beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.ForEach(p | CODE |
| CRITICAL | …sts/Visual/Gameplay/TestSceneNightcoreBeatContainer.cs | 28 | AddStep("change signature to triple", () => Beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.ForEach(p => | CODE |
| CRITICAL | …s/Visual/UserInterface/TestSceneBeatSyncedContainer.cs | 155 | ControlPoint expectedEffectPoint = Beatmap.Value.Beatmap.ControlPointInfo.EffectPoints.First(ep => ep.Ki | CODE |
| CRITICAL⚡ | ….Tests/Visual/UserInterface/TestSceneLoadingSpinner.cs | 103 | Beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.ForEach(p => p.BeatLength = 1000)); | CODE |
| CRITICAL⚡ | ….Tests/Visual/UserInterface/TestSceneLoadingSpinner.cs | 107 | Beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.ForEach(p => p.BeatLength = 600)); | CODE |
| CRITICAL⚡ | ….Tests/Visual/UserInterface/TestSceneLoadingSpinner.cs | 111 | Beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.ForEach(p => p.BeatLength = 400)); | CODE |
| CRITICAL⚡ | ….Tests/Visual/UserInterface/TestSceneLoadingSpinner.cs | 115 | Beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.ForEach(p => p.BeatLength = 300)); | CODE |
| CRITICAL | …Game.Tests/Visual/Online/TestSceneBeatmapSetOverlay.cs | 202 | () => overlay.Header.HeaderContent.Picker.Difficulties.All(b => b.Beatmap.Ruleset.OnlineID == overlay.He | CODE |
| CRITICAL | …Game.Tests/Visual/Online/TestSceneBeatmapSetOverlay.cs | 203 | AddAssert("left-most beatmap selected", () => overlay.Header.HeaderContent.Picker.Difficulties.First().State | CODE |
| CRITICAL | ….Game.Tests/Visual/Multiplayer/TestSceneMultiplayer.cs | 405 | * at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered) | COMMENT |
| CRITICAL⚡ | osu.Game.Rulesets.Osu.Tests/TestSceneReplayRecording.cs | 60 | AddStep("move cursor to circle", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield.HitObjectCo | CODE |
| CRITICAL⚡ | osu.Game.Rulesets.Osu.Tests/TestSceneReplayRecording.cs | 67 | AddStep("move cursor to circle", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield.HitObjectCo | CODE |
| CRITICAL⚡ | osu.Game.Rulesets.Osu.Tests/TestSceneReplayRecording.cs | 74 | AddStep("move cursor to circle", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield.HitObjectCo | CODE |
| CRITICAL | osu.Game.Rulesets.Osu.Tests/TestSceneReplayRecording.cs | 85 | AddStep("move cursor to circle", () => InputManager.MoveMouseTo(Player.DrawableRuleset.Playfield.HitObjectCo | CODE |
| CRITICAL | osu.Game.Rulesets.Osu.Tests/TestSceneSliderSnaking.cs | 73 | * at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered) | COMMENT |
| CRITICAL | osu.Game.Rulesets.Osu.Tests/TestSceneSliderSnaking.cs | 107 | * at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered) | COMMENT |
| CRITICAL | …e.Rulesets.Osu.Tests/Editor/TestSceneObjectBeatSnap.cs | 32 | double firstTimingPointTime() => Beatmap.Value.Beatmap.ControlPointInfo.TimingPoints.First().Time; | CODE |
| CRITICAL | osu.Game.Rulesets.Osu.Tests/Editor/TestSliderScaling.cs | 37 | AddStep("seek to first timing point", () => EditorClock.Seek(Beatmap.Value.Beatmap.ControlPointInfo.TimingPo | CODE |
| CRITICAL | …sets.Osu.Tests/Editor/TestSceneSliderLengthValidity.cs | 32 | AddStep("seek to first timing point", () => EditorClock.Seek(Beatmap.Value.Beatmap.ControlPointInfo.TimingPo | CODE |
| CRITICAL | …Rulesets.Osu.Tests/Editor/TestSceneObjectObjectSnap.cs | 30 | AddStep("seek to first control point", () => EditorClock.Seek(Beatmap.Value.Beatmap.ControlPointInfo.TimingP | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …Game.Tests/Visual/UserInterface/TestSceneFormButton.cs | 78 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod t | CODE |
| LOW | …Game.Tests/Visual/UserInterface/TestSceneFormButton.cs | 78 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod t | CODE |
| LOW⚡ | …Game.Tests/Visual/UserInterface/TestSceneFormButton.cs | 111 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod t | CODE |
| LOW⚡ | …Game.Tests/Visual/UserInterface/TestSceneFormButton.cs | 111 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod t | CODE |
| LOW⚡ | …Game.Tests/Visual/UserInterface/TestSceneFormButton.cs | 118 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod t | CODE |
| LOW⚡ | …Game.Tests/Visual/UserInterface/TestSceneFormButton.cs | 118 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod t | CODE |
| LOW⚡ | …me.Tests/Visual/UserInterface/TestSceneFormControls.cs | 246 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do e | CODE |
| LOW⚡ | …me.Tests/Visual/UserInterface/TestSceneFormControls.cs | 246 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do e | CODE |
| LOW⚡ | …me.Tests/Visual/UserInterface/TestSceneFormControls.cs | 253 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do e | CODE |
| LOW⚡ | …me.Tests/Visual/UserInterface/TestSceneFormControls.cs | 253 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do e | CODE |
| LOW⚡ | …me.Tests/Visual/UserInterface/TestSceneFormControls.cs | 258 | Caption = "Lorem ipsum dolor sit amet, conse adipiscing elit, sed do eiusmod | CODE |
| LOW⚡ | …me.Tests/Visual/UserInterface/TestSceneFormControls.cs | 258 | Caption = "Lorem ipsum dolor sit amet, conse adipiscing elit, sed do eiusmod | CODE |
| LOW⚡ | …me.Tests/Visual/UserInterface/TestSceneFormControls.cs | 271 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do e | CODE |
| LOW⚡ | …me.Tests/Visual/UserInterface/TestSceneFormControls.cs | 271 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do e | CODE |
| LOW⚡ | …me.Tests/Visual/UserInterface/TestSceneFormControls.cs | 276 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do e | CODE |
| LOW⚡ | …me.Tests/Visual/UserInterface/TestSceneFormControls.cs | 276 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do e | CODE |
| LOW⚡ | …me.Tests/Visual/UserInterface/TestSceneFormControls.cs | 282 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do e | CODE |
| LOW⚡ | …me.Tests/Visual/UserInterface/TestSceneFormControls.cs | 282 | Caption = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do e | CODE |
| LOW | …/Visual/UserInterface/TestSceneOsuMarkdownContainer.cs | 163 | @"> Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut lab | CODE |
| LOW | …/Visual/UserInterface/TestSceneOsuMarkdownContainer.cs | 163 | @"> Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut lab | CODE |
| LOW | osu.Game.Tests/Visual/Online/TestSceneNewsOverlay.cs | 68 | Preview = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt | CODE |
| LOW | osu.Game.Tests/Visual/Online/TestSceneNewsOverlay.cs | 68 | Preview = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt | CODE |
| LOW | osu.Game.Tests/Visual/Online/TestSceneNewsOverlay.cs | 91 | Preview = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt | CODE |
| LOW | osu.Game.Tests/Visual/Online/TestSceneNewsOverlay.cs | 91 | Preview = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt | CODE |
| LOW | osu.Game.Tests/Visual/Online/TestSceneNewsCard.cs | 35 | Preview = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incidi | CODE |
| LOW | osu.Game.Tests/Visual/Online/TestSceneNewsCard.cs | 35 | Preview = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incidi | CODE |
| LOW | osu.Game.Tests/Visual/Online/TestSceneHomeNewsPanel.cs | 36 | Preview = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incidi | CODE |
| LOW | osu.Game.Tests/Visual/Online/TestSceneHomeNewsPanel.cs | 36 | Preview = "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incidi | CODE |
| LOW | osu.Game.Tests/Visual/Online/TestSceneHomeNewsPanel.cs | 51 | Title = "Title of this post is Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed | CODE |
| LOW | osu.Game.Tests/Visual/Online/TestSceneHomeNewsPanel.cs | 51 | Title = "Title of this post is Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed | CODE |
| LOW | ….Tests/Visual/Online/TestSceneWikiMarkdownContainer.cs | 172 | # Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam efficitur laoreet posuere. Ut accumsan tortor in ipsum | COMMENT |
| LOW | ….Tests/Visual/Online/TestSceneWikiMarkdownContainer.cs | 172 | # Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nullam efficitur laoreet posuere. Ut accumsan tortor in ipsum | COMMENT |
| LOW⚡ | ….Tests/Visual/Online/TestSceneStandAloneChatDisplay.cs | 466 | AddStep("send lorem ipsum", () => testChannel.AddNewMessages(new Message(messageIdSequence++) | CODE |
| LOW⚡ | ….Tests/Visual/Online/TestSceneStandAloneChatDisplay.cs | 469 | Content = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Fusce et bibendum velit.", | CODE |
| LOW⚡ | ….Tests/Visual/Online/TestSceneStandAloneChatDisplay.cs | 469 | Content = "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Fusce et bibendum velit.", | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | osu.Game/Screens/Select/PanelSetBackground.cs | 147 | // This allows a more seamless experience when a user is scrolling at a moderate speed, as we are load | COMMENT |
| MEDIUM | osu.Game/Graphics/Containers/SectionsContainer.cs | 210 | // implementation similar to ScrollIntoView but a bit more nuanced. | COMMENT |
| MEDIUM | osu.Game.Rulesets.Osu/OsuInputManager.cs | 50 | // Based on user feedback of more nuanced scenarios (where touch doesn't behave as expected), | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | osu.Game/Screens/Footer/ScreenStackFooter.cs | 38 | /// Describes the footer content to be displayed, as requested by the current <see cref="IOsuScreen"/>. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | osu.Game/Configuration/OsuConfigManager.cs | 320 | // TODO: implement lookup for framework platform key bindings | COMMENT |
| LOW | osu.Game/Users/UserRankPanel.cs | 75 | // TODO: implement highest rank tooltip | COMMENT |
| LOW | osu.Game/Scoring/Legacy/ScoreInfoExtensions.cs | 20 | // TODO: implement `IScoreInfo` on `MultiplayerScore` and remove this overload | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | osu.Game.Tests/Chat/MessageFormatterTests.cs | 497 | Content = "This is a [http://www.simple-test.com simple test] with some [traps] and [[wiki links]]. Don' | CODE |
| LOW | osu.Game.Tests/Chat/MessageFormatterTests.cs | 500 | ClassicAssert.AreEqual("This is a simple test with some [traps] and wiki links. Don't forget to visit https: | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | osu.Game/Online/Chat/MessageFormatter.cs | 145 | // therefore we need to check if any of the pre-existing links contains the raw one we found | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | osu.Game.Tests/Visual/RankedPlay/RankedPlayTestScene.cs | 47 | public class BeatmapRequestHandler | CODE |