Tower defense game that teaches cloud architecture. Build infrastructure, survive traffic, learn scaling.
This report summarizes scanner evidence for pshenok/server-survival, a JavaScript project with 6,472 GitHub stars. SynthScan examined 35,530 lines of code across 85 source files, recording 115 pattern matches distributed across 3 syntactic categories. The legacy adjusted pattern signal is 3.3 (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? 115 finding(s).
Are imports declared and package/API names verified? 0 finding(s).
Are wrappers, guards, and repeated structures necessary? 10 finding(s).
Which changes need focused human review? 115 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 115 distinct pattern matches across 3 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 | game.js | 301 | const d = 50; | COMMENT |
| LOW | game.js | 401 | const plane = new THREE.Plane(new THREE.Vector3(0, 1, 0), 0); | COMMENT |
| LOW | game.js | 421 | // graded the new run against the old level's conditions. | COMMENT |
| LOW | game.js | 541 | COMMENT | |
| LOW | game.js | 861 | }); | COMMENT |
| LOW | game.js | 1081 | COMMENT | |
| LOW | docs/superpowers/plans/2026-05-24-campaign-mode.md | 161 | // id — 1..14, used for unlock + persistence | COMMENT |
| LOW | src/tutorial.js | 481 | // LEAVING THE LESSON WITHOUT FINISHING IT. hide() only hides the modal — | COMMENT |
| LOW | src/config.js | 261 | desc: "<b>Queue.</b> Buffers requests during spikes. Prevents drops.", | COMMENT |
| LOW | src/config.js | 381 | }, | COMMENT |
| LOW | src/config.js | 481 | tooltip: { | COMMENT |
| LOW | src/config.js | 581 | gpu: { | COMMENT |
| LOW | src/config.js | 621 | // direct-wired GPU has only its tiny bounded intake — during warmup or | COMMENT |
| LOW | src/config.js | 661 | desc: "<b>Substation.</b> +6 kW of grid capacity. GPUs draw 6 kW each and cannot be placed past the cap.", | COMMENT |
| LOW | src/config.js | 681 | // targetUtil 0.7 the fleet stays right-sized — ~2 instances at 10 RPS — | COMMENT |
| LOW | src/config.js | 701 | // collapse. The $75 Monitoring node alerted at 0.85, i.e. 170%, long past | COMMENT |
| LOW | src/config.js | 741 | scaleInUtil: 0.3, // scale in below this (hysteresis gap prevents flapping) | COMMENT |
| LOW | src/config.js | 761 | // targetUtil/scaleInUtil gap). Real-world mapping: ASG target tracking on | COMMENT |
| LOW | src/config.js | 781 | // Resilience tuning (#196). Times are in seconds of GAME time (fast-forward | COMMENT |
| LOW | src/config.js | 841 | // is the signal the game has never had. The reward keeps its | COMMENT |
| LOW | src/ui/hud-tabs.js | 1 | // Phone HUD tabs (#12). | COMMENT |
| LOW | src/ui/metrics-panel.js | 1 | // METRICS dashboard panel (#194): the collapsible right-column panel between | COMMENT |
| LOW | src/ui/campaign-ui.js | 241 | // The tutorial had exactly one call site — survival's start button — so a | COMMENT |
| LOW | src/ui/link-feedback.js | 1 | // What the player sees when a link is refused. | COMMENT |
| LOW | src/ui/failure-badges.js | 1 | // Educational failure badges (#156). When a request dies, a short floating | COMMENT |
| LOW | src/ui/failure-badges.js | 21 | // THREE HYGIENE: each badge owns a canvas texture + sprite material, and both | COMMENT |
| LOW | src/ui/toolbar.js | 1 | // Service palette with category tabs | COMMENT |
| LOW | src/ui/toolbar.js | 361 | renderPalette(); | COMMENT |
| LOW | src/ui/share.js | 1 | // Share Architecture (#157): PNG export + shareable ?arch= URL. | COMMENT |
| LOW | src/ui/share.js | 41 | // node parked just off the edge still shares — 1e300 does not. | COMMENT |
| LOW | src/locales/hi.js | 1 | // Hindi locale (Hinglish register). The register mirrors how Indian tech | COMMENT |
| LOW | src/locales/hi.js | 21 | // cost -> लागत, expenses -> खर्च, income -> आय, net profit -> शुद्ध लाभ, | COMMENT |
| LOW | src/core/events.js | 1 | // Random-events system (#155 PR 4): survival malicious spikes, traffic | COMMENT |
| LOW | src/core/events.js | 301 | // | COMMENT |
| LOW | src/core/events.js | 581 | COMMENT | |
| LOW | src/core/failure-reasons.js | 1 | // Failure taxonomy (#156, educational failure badges). One symbolic constant | COMMENT |
| LOW | src/core/actions.js | 1 | // Simulation-core request lifecycle (#155 PR 4): spawn -> route -> score -> | COMMENT |
| LOW | src/core/actions.js | 21 | // only here, only to draw a label, and never influences control flow. See the | COMMENT |
| LOW | src/core/actions.js | 221 | // answer. Without this a queue is a FREE win: the reference board | COMMENT |
| LOW | src/core/actions.js | 321 | // not a win. Recorded after updateScore, which owns both verdicts. | COMMENT |
| LOW | src/core/actions.js | 341 | } | COMMENT |
| LOW | src/core/actions.js | 361 | recordOutcome("failed"); | COMMENT |
| LOW | src/core/metrics.js | 1 | // Observability layer (#194, Wave 1 of #193): the metrics collection engine. | COMMENT |
| LOW | src/core/metrics.js | 41 | // } | COMMENT |
| LOW | src/achievements/ui.js | 1 | // Achievements UI (#158): the unlock toast queue and the Trophies panel. | COMMENT |
| LOW | src/achievements/definitions.js | 1 | // Achievement definitions (#158). Pure data + pure predicates — the engine in | COMMENT |
| LOW | src/achievements/definitions.js | 21 | // locale — i18n.setLocale | COMMENT |
| LOW | src/achievements/definitions.js | 61 | // minimalist — servicesCount <= 4 alive at win, pre-built included | COMMENT |
| LOW | src/achievements/definitions.js | 141 | // SURVIVAL-ONLY — failover_proven, breaker_comeback, second_chance, | COMMENT |
| LOW | src/achievements/definitions.js | 161 | // PLAYER-PLACED GPUs only, so L23's pre-built GPU earns nothing. | COMMENT |
| LOW | src/achievements/definitions.js | 201 | // ---- The AI Wave (poll; player-placed GPUs only) ---- | COMMENT |
| LOW | src/achievements/achievements.js | 1 | // Achievements engine (#158). Owns persistence, session state, the 2 Hz poll | COMMENT |
| LOW | src/achievements/achievements.js | 21 | // INCREASES only. The failures-panel clear-all button zeroes the raw | COMMENT |
| LOW | src/input/handlers.js | 121 | // can't move the eye — it spins the camera's UP vector instead, which | COMMENT |
| LOW | src/input/handlers.js | 521 | }); | COMMENT |
| LOW | src/input/handlers.js | 961 | // which delivers no mouseup at all to the container — left isDraggingNode, | COMMENT |
| LOW | src/input/handlers.js | 1001 | } | COMMENT |
| LOW | src/persistence/save-load.js | 261 | // load replaced the board while window.campaign kept grading it. | COMMENT |
| LOW | src/campaign/levels.js | 1 | // Campaign level definitions. See spec at | COMMENT |
| LOW | src/campaign/levels.js | 21 | // forceOutageAtSec — game time at which the first Firewall is knocked offline | COMMENT |
| 44 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | game.js | 263 | function updateServiceHealthIndicators() { | CODE |
| LOW | game.js | 785 | function retryWithSameArchitecture() { | CODE |
| LOW | docs/superpowers/plans/2026-05-24-campaign-mode.md | 1404 | function updateCampaignProgressLabel() { | CODE |
| LOW | docs/superpowers/plans/2026-05-24-campaign-mode.md | 1545 | function applyCampaignToolbarGating(allowed, forbidden) { | CODE |
| LOW | src/ui/campaign-ui.js | 104 | function updateCampaignProgressLabel() { | CODE |
| LOW | src/ui/campaign-ui.js | 194 | function campaignStartCurrentLevel() { | CODE |
| LOW | src/ui/campaign-ui.js | 264 | function applyCampaignToolbarGating(allowed, forbidden) { | CODE |
| LOW | src/core/actions.js | 489 | function calculateFailChanceBasedOnLoad(load) { | CODE |
| LOW | src/sim/power.js | 50 | export function substationRemovalStrandsGpus() { | CODE |
| LOW | src/sim/handlers/serverless.js | 15 | export function chargeServerlessInvocation(service) { | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | docs/superpowers/plans/2026-05-24-campaign-mode.md | 38 | ## Task 1: Branch scaffold + empty modules + script wiring | COMMENT |