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values | quality_score float64 0.07 1 | comment_type stringclasses 9
values | comment_length int64 16 20.6k | before_lines int64 2 4.61k | after_lines int64 2 4.4k | is_negative bool 2
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value |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
this.owner.setHeight(bottom - top);
}
if (this._leftEdgeAnchor !== HorizontalAnchor.None) {
this.owner.setX(
left + this.owner.getX() - this.owner.getDrawableX()
);
}
if (this._topEdgeAnchor !== VerticalAnchor.None) {
... | Should we had `if (this.owner.getX() === this.owner.getDrawableX())` to avoid extra computations 90% of the time at the cost of the `if`? | this.owner.setHeight(bottom - top);
}
if (this._leftEdgeAnchor !== HorizontalAnchor.None) {
this.owner.setX(
left + this.owner.getX() - this.owner.getDrawableX()
);
}
if (this._topEdgeAnchor !== VerticalAnchor.None) {
... | @@ -270,8 +270,13 @@ namespace gdjs {
this._rightEdgeAnchor !== HorizontalAnchor.None &&
this._leftEdgeAnchor !== HorizontalAnchor.None
) {
- this.owner.setWidth(right - left);
- this.owner.setX(left);
+ const width = right - left;
+ this.... | Extensions/AnchorBehavior/anchorruntimebehavior.ts | 26 | TypeScript | 0.571 | question | 137 | 51 | 51 | false | Fix anchor behavior when objects has custom origin | 6,970 | 4ian/GDevelop | 10,154 | JavaScript | D8H | D8H | Review this pull request change.
Language: TypeScript
File: Extensions/AnchorBehavior/anchorruntimebehavior.ts
PR Title: Fix anchor behavior when objects has custom origin
BEFORE CODE: this.owner.setHeight(bottom - top);
}
if (this._leftEdgeAnchor !== HorizontalAnchor.None) {
... | Should we had `if (this.owner.getX() === this.owner.getDrawableX())` to avoid extra computations 90% of the time at the cost of the `if`? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
}
setCustomCenter(customCenterX, customCenterY) {
this._customCenterX = customCenterX;
this._customCenterY = customCenterY;
this.invalidateHitboxes();
}
getRendererObject() {
return null;
}
getWidth() {
return this._customWidth;
}
getHeight() {
return this._customHeight;
}
... | ```suggestion
this._customHeight = height;
``` | }
setCustomCenter(customCenterX, customCenterY) {
this._customCenterX = customCenterX;
this._customCenterY = customCenterY;
this.invalidateHitboxes();
}
getRendererObject() {
return null;
}
getWidth() {
return this._customWidth;
}
getHeight() {
return this._customHeight;
}
... | @@ -62,6 +62,14 @@
return this._customHeight;
}
+ setWidth(width) {
+ this._customWidth = width;
+ }
+
+ setHeight(height) {
+ return this._customHeight = height; | GDJS/tests/tests/Extensions/testspriteruntimeobject.js | 26 | JavaScript | 0.571 | suggestion | 51 | 41 | 41 | false | Fix anchor behavior when objects has custom origin | 6,970 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | D8H | Review this pull request change.
Language: JavaScript
File: GDJS/tests/tests/Extensions/testspriteruntimeobject.js
PR Title: Fix anchor behavior when objects has custom origin
BEFORE CODE: }
setCustomCenter(customCenterX, customCenterY) {
this._customCenterX = customCenterX;
this._customCenterY = custo... | ```suggestion
this._customHeight = height;
``` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
* sub-expression that a given node represents.
*/
static const gd::String GetType(const gd::Platform &platform,
const gd::ProjectScopedContainers &projectScopedContainers,
const gd::String &rootType,
gd::ExpressionNode& node) {
gd::Expression... | This doesn't change anything. It's just to navigate more easily without going through deprecated functions. | * sub-expression that a given node represents.
*/
static const gd::String GetType(const gd::Platform &platform,
const gd::ProjectScopedContainers &projectScopedContainers,
const gd::String &rootType,
gd::ExpressionNode& node) {
gd::Expression... | @@ -72,7 +72,7 @@ class GD_CORE_API ExpressionTypeFinder : public ExpressionParser2NodeWorker {
child(nullptr) {};
const gd::String &GetType() {
- return gd::ParameterMetadata::GetExpressionValueType(type);
+ return gd::ValueTypeMetadata::GetExpressionPrimitiveValueType(type); | Core/GDCore/IDE/Events/ExpressionTypeFinder.h | 26 | C/C++ | 0.429 | suggestion | 107 | 51 | 51 | false | Fix mouse and key parameters for event-functions | 7,052 | 4ian/GDevelop | 10,154 | JavaScript | D8H | D8H | Review this pull request change.
Language: C/C++
File: Core/GDCore/IDE/Events/ExpressionTypeFinder.h
PR Title: Fix mouse and key parameters for event-functions
BEFORE CODE: * sub-expression that a given node represents.
*/
static const gd::String GetType(const gd::Platform &platform,
c... | This doesn't change anything. It's just to navigate more easily without going through deprecated functions. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
case 'RotateCamera':
case 'ZoomCamera':
case 'FixCamera':
case 'CentreCamera':
return ['smooth-camera-movement'];
case 'ChangeTimeScale':
return ['pause-menu'];
case 'EcrireFichierExp':
case 'EcrireFichierTxt':
case 'LireFichierExp':
case 'LireFichierTxt':
case 'ReadN... | ```suggestion
return ['intermediate-toggle-states-with-variable'];
``` | case 'RotateCamera':
case 'ZoomCamera':
case 'FixCamera':
case 'CentreCamera':
return ['smooth-camera-movement'];
case 'ChangeTimeScale':
return ['pause-menu'];
case 'EcrireFichierExp':
case 'EcrireFichierTxt':
case 'LireFichierExp':
case 'LireFichierTxt':
case 'ReadN... | @@ -124,6 +126,8 @@ export const getInstructionTutorialIds = (type: string): Array<string> => {
case 'ToggleObjectVariableAsBoolean':
case 'ToggleGlobalVariableAsBoolean':
case 'ToggleSceneVariableAsBoolean':
+ case 'SetBooleanObjectVariable':
+ case 'SetBooleanVariable':
return ['iIntermedi... | newIDE/app/src/Utils/GDevelopServices/Tutorial.js | 26 | JavaScript | 0.571 | suggestion | 78 | 49 | 49 | false | Add tutorial bubbles on actions replacing deprecated ones | 7,077 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | D8H | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/Utils/GDevelopServices/Tutorial.js
PR Title: Add tutorial bubbles on actions replacing deprecated ones
BEFORE CODE: case 'RotateCamera':
case 'ZoomCamera':
case 'FixCamera':
case 'CentreCamera':
return ['smooth-camera-m... | ```suggestion
return ['intermediate-toggle-states-with-variable'];
``` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
// @flow
export default function getObjectByName(
globalObjectsContainer: gdObjectsContainer | null,
objectsContainer?: ?gdObjectsContainer,
objectName: string
): ?gdObject {
if (objectsContainer && objectsContainer.hasObjectNamed(objectName))
return objectsContainer.getObject(objectName);
else if (
... | `ObjectsContainersList` should be used instead. You can pass a `ProjectScopedContainersAccessor` to your component. | // @flow
export default function getObjectByName(
globalObjectsContainer: gdObjectsContainer | null,
objectsContainer?: ?gdObjectsContainer,
objectName: string
): ?gdObject {
if (objectsContainer && objectsContainer.hasObjectNamed(objectName))
return objectsContainer.getObject(objectName);
else if (
... | @@ -15,3 +15,18 @@ export default function getObjectByName(
return null;
}
+
+export const hasObjectWithName = (
+ globalObjectsContainer: gdObjectsContainer | null,
+ objectsContainer?: ?gdObjectsContainer,
+ objectName: string
+): boolean => { | newIDE/app/src/Utils/GetObjectByName.js | 23 | JavaScript | 0.571 | suggestion | 115 | 33 | 18 | false | Fix instances paste from a scene to another | 7,105 | 4ian/GDevelop | 10,154 | JavaScript | D8H | AlexandreSi | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/Utils/GetObjectByName.js
PR Title: Fix instances paste from a scene to another
BEFORE CODE: // @flow
export default function getObjectByName(
globalObjectsContainer: gdObjectsContainer | null,
objectsContainer?: ?gdObjectsContainer,
o... | `ObjectsContainersList` should be used instead. You can pass a `ProjectScopedContainersAccessor` to your component. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
>
<QuickPublish
project={testProject.project}
gameAndBuildsManager={fakeEmptyGameAndBuildsManager}
isSavingProject={false}
isRequiredToSaveAsNewCloudProject={() =>
// Indicates that the project is already saved, there will be
// no need to sa... | I feel like this comment should be next to the props type in QuickPublish. I was not sure what it meant before reading this comment | onClose={action('onClose')}
onContinueQuickCustomization={action('onContinueQuickCustomization')}
onTryAnotherGame={action('onTryAnotherGame')}
/>
</AuthenticatedUserContext.Provider>
</Template>
);
};
export const AuthenticatedWithCloudProjectsMaximumReachedButSavedAl... | @@ -119,6 +124,39 @@ export const AuthenticatedWithTooManyCloudProjects = () => {
</Template>
);
};
+
+export const AuthenticatedWithCloudProjectsMaximumReachedButSavedAlready = () => {
+ return (
+ <Template>
+ <AuthenticatedUserContext.Provider
+ value={{
+ ...fakeAuthenticatedUserWi... | newIDE/app/src/stories/componentStories/QuickCustomization/QuickPublish.stories.js | 26 | JavaScript | 0.571 | suggestion | 131 | 51 | 51 | false | Fix issues when reworking a quick customization project | 7,109 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | 4ian | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/stories/componentStories/QuickCustomization/QuickPublish.stories.js
PR Title: Fix issues when reworking a quick customization project
BEFORE CODE: >
<QuickPublish
project={testProject.project}
gameAndBuildsM... | I feel like this comment should be next to the props type in QuickPublish. I was not sure what it meant before reading this comment | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
if (!selectedItem) return;
if (selectedItem.content.isDescendantOf(item.content)) {
selectObjectFolderOrObjectWithContext(null);
}
},
[selectObjectFolderOrObjectWithContext, selectedItems]
);
// Force List component to be mounted again if project or objectsContaine... | Removing the column, you removed the margin, you should maybe remove the `noMargin` in the child Column | * does not stay selected and not visible to the user.
*/
const onCollapseItem = React.useCallback(
(item: TreeViewItem) => {
if (!selectedItems || selectedItems.length !== 1) return;
const selectedItem = selectedItems[0];
if (!selectedItem) return;
if (selectedItem.co... | @@ -1363,28 +1393,16 @@ const ObjectsList = React.forwardRef<Props, ObjectsListInterface>(
return (
<Background maxWidth>
- <Column> | newIDE/app/src/ObjectsList/index.js | 26 | JavaScript | 0.571 | suggestion | 103 | 51 | 51 | false | Replace the "add folder" button by a drop-down menu action | 7,117 | 4ian/GDevelop | 10,154 | JavaScript | AlexandreSi | D8H | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/ObjectsList/index.js
PR Title: Replace the "add folder" button by a drop-down menu action
BEFORE CODE: if (!selectedItem) return;
if (selectedItem.content.isDescendantOf(item.content)) {
selectObjectFolderOrObjectWi... | Removing the column, you removed the margin, you should maybe remove the `noMargin` in the child Column | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
this._injectExternalLayout
);
this._watermark.displayAtStartup();
//Uncomment to profile the first x frames of the game.
// var x = 500;
// var startTime = Date.now();
// console.profile("Stepping for " + x + " frames")
// for(var i = 0; i < x; ++i) {
... | This check should not exist, you should stop gameLoop before disposing of the renderer. | ? firstSceneName
: // There is always at least a scene
this.getSceneAndExtensionsData()!.sceneData.name;
}
/**
* Start the game loop, to be called once assets are loaded.
*/
startGameLoop() {
this._throwIfDisposed();
try {
if (!this.hasScene()) {
... | @@ -888,6 +889,10 @@ namespace gdjs {
this._hasJustResumed = false;
this._renderer.startGameLoop((lastCallElapsedTime) => {
try {
+ if (this._isDisposed) {
+ return false;
+ } | GDJS/Runtime/runtimegame.ts | 26 | TypeScript | 0.286 | suggestion | 87 | 51 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/runtimegame.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: this._injectExternalLayout
);
this._watermark.displayAtStartup();
//Uncomment to profile the first x frames of the game.
// var ... | This check should not exist, you should stop gameLoop before disposing of the renderer. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
? !!navigator.maxTouchPoints && navigator.maxTouchPoints > 2
: false,
supportedCompressionMethods: getSupportedCompressionMethods(),
};
};
_setupGameVisibilityEvents() {
if (typeof navigator !== 'undefined' && typeof document !== 'undefined') {
document.addEv... | Remove this check, and clear the interval instead. | enableMetrics(enable: boolean): void {
this._disableMetrics = !enable;
if (enable) {
this._setupSessionMetrics();
}
}
/**
* Helper function to get information about the platform running the game.
*/
getPlatformInfo = () => {
return {
// @ts-ignore
... | @@ -989,6 +1005,10 @@ namespace gdjs {
* time.
*/
_setupSessionMetrics() {
+ if (this._isDisposed) {
+ return;
+ } | GDJS/Runtime/runtimegame.ts | 26 | TypeScript | 0.286 | refactor | 50 | 51 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/runtimegame.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: ? !!navigator.maxTouchPoints && navigator.maxTouchPoints > 2
: false,
supportedCompressionMethods: getSupportedCompressionMethods(),
... | Remove this check, and clear the interval instead. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
} catch (e) {
if (this._debuggerClient)
this._debuggerClient.onUncaughtException(e);
throw e;
}
});
setTimeout(() => {
this._setupSessionMetrics();
}, 4000);
} catch (e) {
if (this._debuggerClient) this._debuggerC... | What is the aim of this check? Calling the dispose method once is the responsibility of whoever created the game. | const elapsedTime = accumulatedElapsedTime;
accumulatedElapsedTime = 0;
// Manage resize events.
if (this._notifyScenesForGameResolutionResize) {
this._sceneStack.onGameResolutionResized();
this._notifyScenesForGameResolutionResize = false;
... | @@ -937,6 +942,17 @@ namespace gdjs {
}
}
+ dispose(): void {
+ if (this._isDisposed) {
+ return;
+ }
+
+ this._isDisposed = true; | GDJS/Runtime/runtimegame.ts | 26 | TypeScript | 0.357 | question | 113 | 51 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/runtimegame.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: } catch (e) {
if (this._debuggerClient)
this._debuggerClient.onUncaughtException(e);
throw e;
}
});
... | What is the aim of this check? Calling the dispose method once is the responsibility of whoever created the game. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
newScene.networkId = sceneSyncData.networkId;
}
hasMadeChangeToStack = true;
// Continue to the next scene in the stack received from the host.
continue;
}
// The scene is in the stack and has the right networkId.
// Nothing to do, just contin... | Use `for...of` or `forEach` because there is no logic with `i` involved. | debugLogger.info(
`Scene at position ${i} and name ${sceneAtThisPositionInOurStack.getName()} has a different networkId ${
sceneAtThisPositionInOurStack.networkId
} than the expected ${sceneSyncData.networkId}, replacing.`
);
// The scene is in the sta... | @@ -354,5 +354,12 @@ namespace gdjs {
return hasMadeChangeToStack;
}
+
+ dispose(): void {
+ for (let i = 0; i < this._stack.length; ++i) {
+ this._stack[i].unloadScene();
+ } | GDJS/Runtime/scenestack.ts | 26 | TypeScript | 0.429 | suggestion | 72 | 31 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/scenestack.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: newScene.networkId = sceneSyncData.networkId;
}
hasMadeChangeToStack = true;
// Continue to the next scene in the stack received f... | Use `for...of` or `forEach` because there is no logic with `i` involved. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
logger.error('Window closing failed. See error:', error);
}
}
} else {
if (
typeof navigator !== 'undefined' &&
// @ts-ignore
navigator.app &&
// @ts-ignore
navigator.app.exitApp
) {
// @ts-ignore
n... | Call `this._threeRenderer?.dispose();`. | }
/**
* Close the game, if applicable.
*/
stopGame() {
// Try to detect the environment to use the most adapted
// way of closing the app
const remote = this.getElectronRemote();
if (remote) {
const browserWindow = remote.getCurrentWindow();
if (browserWind... | @@ -924,6 +924,14 @@ namespace gdjs {
// HTML5 games on mobile/browsers don't have a way to close their window/page.
}
+ dispose() {
+ this._pixiRenderer?.destroy(true);
+ this._pixiRenderer = null;
+ this._threeRenderer = null; | GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts | 26 | TypeScript | 0.214 | suggestion | 39 | 51 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: logger.error('Window closing failed. See error:', error);
}
}
} else {
if (
typeof navig... | Call `this._threeRenderer?.dispose();`. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
}
}
} else {
if (
typeof navigator !== 'undefined' &&
// @ts-ignore
navigator.app &&
// @ts-ignore
navigator.app.exitApp
) {
// @ts-ignore
navigator.app.exitApp();
}
}
// HTML5 games on mobi... | Remove gameCanvas and domElementsContainer from the parent element. |
/**
* Close the game, if applicable.
*/
stopGame() {
// Try to detect the environment to use the most adapted
// way of closing the app
const remote = this.getElectronRemote();
if (remote) {
const browserWindow = remote.getCurrentWindow();
if (browserWindow) {
... | @@ -924,6 +924,14 @@ namespace gdjs {
// HTML5 games on mobile/browsers don't have a way to close their window/page.
}
+ dispose() {
+ this._pixiRenderer?.destroy(true);
+ this._pixiRenderer = null;
+ this._threeRenderer = null;
+ this._gameCanvas = null; | GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts | 26 | TypeScript | 0.286 | suggestion | 67 | 51 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/pixi-renderers/runtimegame-pixi-renderer.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: }
}
} else {
if (
typeof navigator !== 'undefined' &&
// @ts-ignore
navigator.ap... | Remove gameCanvas and domElementsContainer from the parent element. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
/*
* GDevelop JS Platform
* Copyright 2013-2023 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
* This project is released under the MIT License.
*/
namespace gdjs {
/**
* A resource managers that download and remember downloaded content for one
* kind of resource.
*/
export interface Res... | Please, add jsdoc description. | /**
* Load the specified resource.
*
* This method will be run during the game. It should only do light tasks
* like file downloading.
*/
loadResource(resourceName: string): Promise<void>;
/**
* Process the specified resource.
*
* This method will only be run while l... | @@ -29,5 +29,7 @@ namespace gdjs {
* Return the kind of resources handled by this manager.
*/
getResourceKinds(): Array<ResourceKind>;
+
+ dispose(): void; | GDJS/Runtime/ResourceManager.ts | 26 | TypeScript | 0.071 | suggestion | 30 | 36 | 29 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/ResourceManager.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: /*
* GDevelop JS Platform
* Copyright 2013-2023 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
* This project is released under the MIT License.
*/
... | Please, add jsdoc description. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
xhr.send();
}
/**
* Check if the given json resource was loaded (preloaded or loaded with `loadJson`).
* @param resourceName The name of the json resource.
* @returns true if the content of the json resource is loaded. false otherwise.
*/
isJsonLoaded(resourceName: string): boolea... | Do not forget to call the function. | xhr.send();
}
/**
* Check if the given json resource was loaded (preloaded or loaded with `loadJson`).
* @param resourceName The name of the json resource.
* @returns true if the content of the json resource is loaded. false otherwise.
*/
isJsonLoaded(resourceName: string): boolea... | @@ -200,5 +200,10 @@ namespace gdjs {
getLoadedJson(resourceName: string): Object | null {
return this._loadedJsons.getFromName(resourceName) || null;
}
+
+ dispose(): void {
+ this._loadedJsons.clear();
+ this._callbacks.clear | GDJS/Runtime/jsonmanager.ts | 26 | TypeScript | 0.071 | suggestion | 35 | 30 | 34 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/jsonmanager.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: xhr.send();
}
/**
* Check if the given json resource was loaded (preloaded or loaded with `loadJson`).
* @param resourceName The name of the json ... | Do not forget to call the function. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
'include'
: // For other resources, use "same-origin" as done by default by fetch.
'same-origin',
}
);
const fontData = await response.text();
this._loadedFontsData.set(resource, fontData);
} catch (error) {
logger.error(
... | Might be: `this._pixiBitmapFontsToUninstall.length = 0;` | 'include'
: // For other resources, use "same-origin" as done by default by fetch.
'same-origin',
}
);
const fontData = await response.text();
this._loadedFontsData.set(resource, fontData);
} catch (error) {
logger.error(
... | @@ -289,6 +289,18 @@ namespace gdjs {
);
}
}
+
+ dispose(): void {
+ for (const bitmapFontInstallKey in this._pixiBitmapFontsInUse) {
+ PIXI.BitmapFont.uninstall(bitmapFontInstallKey);
+ }
+ for (const bitmapFontInstallKey of this._pixiBitmapFontsToUninstall) {
+ ... | GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts | 26 | TypeScript | 0.357 | suggestion | 56 | 35 | 41 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/pixi-renderers/pixi-bitmapfont-manager.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: 'include'
: // For other resources, use "same-origin" as done by default by fetch.
'same-origin',
... | Might be: `this._pixiBitmapFontsToUninstall.length = 0;` | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
this._loadedTextures.clear();
const threeTextures: THREE.Texture[] = [];
this._loadedThreeTextures.values(threeTextures);
this._loadedThreeTextures.clear();
for (const threeTexture of threeTextures) {
threeTexture.dispose();
}
const threeMaterials: THREE.Material[] = ... | Will this work?
```
for (const pixiTexture of this._diskTextures.values()) {
if (pixiTexture.destroyed) {
continue;
}
pixiTexture.destroy();
}
this._diskTextures.clear();
```
Minus new array creation. | * To be called when the game is disposed.
* Clear caches of loaded textures and materials.
*/
dispose(): void {
this._loadedTextures.clear();
const threeTextures: THREE.Texture[] = [];
this._loadedThreeTextures.values(threeTextures);
this._loadedThreeTextures.clear();
f... | @@ -463,6 +463,54 @@ namespace gdjs {
}
return particleTexture;
}
+
+ dispose(): void {
+ this._loadedTextures.clear();
+
+ const threeTextures: THREE.Texture[] = [];
+ this._loadedThreeTextures.values(threeTextures);
+ this._loadedThreeTextures.clear();
+ for (const three... | GDJS/Runtime/pixi-renderers/pixi-image-manager.ts | 26 | TypeScript | 0.786 | suggestion | 262 | 51 | 51 | false | Add dispose method to Runtimegame | 7,118 | 4ian/GDevelop | 10,154 | JavaScript | malec-palec | danvervlad | Review this pull request change.
Language: TypeScript
File: GDJS/Runtime/pixi-renderers/pixi-image-manager.ts
PR Title: Add dispose method to Runtimegame
BEFORE CODE: this._loadedTextures.clear();
const threeTextures: THREE.Texture[] = [];
this._loadedThreeTextures.values(threeTextures);
th... | Will this work?
```
for (const pixiTexture of this._diskTextures.values()) {
if (pixiTexture.destroyed) {
continue;
}
pixiTexture.destroy();
}
this._diskTextures.clear();
```
Minus new array creation. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
/**
* @brief Return the scene variables of the current scene or the current
* extension. It allows legacy "scenevar" parameters to accept extension
* variables.
*/
const gd::VariablesContainer &GetLegacySceneVariables() const {
return legacySceneVariables;
};
const gd::PropertiesContainersList ... | These are not references/pointers but values, meaning that ProjectScopedContainers moved from "I'm just a set of lists pointing to things in your project" to "I actually hold stuff, and you will have a bad time if you destroyed me and kept references to things". | /**
* @brief Return the scene variables of the current scene or the current
* extension. It allows legacy "scenevar" parameters to accept extension
* variables.
*/
const gd::VariablesContainer *GetLegacySceneVariables() const {
return legacySceneVariables;
};
const gd::PropertiesContainersList ... | @@ -236,6 +230,8 @@ class ProjectScopedContainers {
private:
gd::ObjectsContainersList objectsContainersList;
gd::VariablesContainersList variablesContainersList;
+ gd::VariablesContainer legacyGlobalVariables;
+ gd::VariablesContainer legacySceneVariables; | Core/GDCore/Project/ProjectScopedContainers.h | 26 | C/C++ | 0.5 | suggestion | 262 | 31 | 31 | false | Allow legacy scene variable parameters to use extension variables | 7,121 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | D8H | Review this pull request change.
Language: C/C++
File: Core/GDCore/Project/ProjectScopedContainers.h
PR Title: Allow legacy scene variable parameters to use extension variables
BEFORE CODE: /**
* @brief Return the scene variables of the current scene or the current
* extension. It allows legacy "scenevar" p... | These are not references/pointers but values, meaning that ProjectScopedContainers moved from "I'm just a set of lists pointing to things in your project" to "I actually hold stuff, and you will have a bad time if you destroyed me and kept references to things". | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
auto &initialInstances = eventsBasedObject.GetInitialInstances();
initialInstances.InsertNewInitialInstance().SetLayer("My layer");
initialInstances.InsertNewInitialInstance().SetLayer("My layer");
initialInstances.InsertNewInitialInstance().SetLayer("My layer");
initialInstances.InsertNewInitialIn... | The previous description better fit what the test actually covers. |
auto &initialInstances = eventsBasedObject.GetInitialInstances();
initialInstances.InsertNewInitialInstance().SetLayer("My layer");
initialInstances.InsertNewInitialInstance().SetLayer("My layer");
initialInstances.InsertNewInitialInstance().SetLayer("My layer");
initialInstances.InsertNewInitialIn... | @@ -4452,13 +4452,13 @@ TEST_CASE("MergeLayers", "[common]") {
REQUIRE(initialInstances.GetLayerInstancesCount("My other layer") == 1);
}
- SECTION("Can rename a leaderboard in scene events") {
+ SECTION("Can find and rename leaderboards in a project") { | Core/tests/WholeProjectRefactorer.cpp | 26 | C++ | 0.286 | suggestion | 66 | 51 | 51 | false | Fix leaderboards not properly replaced in projects using them in custom objects | 7,131 | 4ian/GDevelop | 10,154 | JavaScript | D8H | 4ian | Review this pull request change.
Language: C++
File: Core/tests/WholeProjectRefactorer.cpp
PR Title: Fix leaderboards not properly replaced in projects using them in custom objects
BEFORE CODE:
auto &initialInstances = eventsBasedObject.GetInitialInstances();
initialInstances.InsertNewInitialInstance().Set... | The previous description better fit what the test actually covers. | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
}
onInstructionTypeChanged={onInstructionTypeChanged}
/>
{editorOpen && project && !objectGroup && (
<ObjectVariablesDialog
project={project}
projectScopedContainersAccessor={projectScopedContainersAccessor}
objectName={objectName}
... | Sounds suspicious as not used then? | }
onInstructionTypeChanged={onInstructionTypeChanged}
/>
{editorOpen &&
project &&
!!variablesContainers.length &&
!objectGroup && (
<ObjectVariablesDialog
project={project}
projectScopedContainersAccessor={project... | @@ -188,37 +188,43 @@ export default React.forwardRef<ParameterFieldProps, ParameterFieldInterface>(
}
onInstructionTypeChanged={onInstructionTypeChanged}
/>
- {editorOpen && project && !objectGroup && (
- <ObjectVariablesDialog
- project={project}
- ... | newIDE/app/src/EventsSheet/ParameterFields/ObjectVariableField.js | 26 | JavaScript | 0.143 | question | 35 | 43 | 49 | false | Prevent opening variables dialog for objects & groups if there is no object | 7,132 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | ClementPasteau | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/EventsSheet/ParameterFields/ObjectVariableField.js
PR Title: Prevent opening variables dialog for objects & groups if there is no object
BEFORE CODE: }
onInstructionTypeChanged={onInstructionTypeChanged}
/>
... | Sounds suspicious as not used then? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
// We could pass it a string, but lets do it right
this.removeJoint(parseInt(jId, 10));
}
}
}
}
// Remove the joint
this.world.DestroyJoint(joint);
delete this.joints[jointId];
}
}
}
gdjs.registerRuntimeSc... | In the future, a `destroy()` method on the shared data would be I think safer (in the sense: it's part of the class, so there is less chance you forget to update it when needed) and we we should probably made the "shared data" something first class that is handled by the runtime scene (rather than something that is man... | if (
this.joints[jId].GetType() === Box2D.e_gearJoint &&
(Box2D.getPointer(
(this.joints[jId] as Box2D.b2GearJoint).GetJoint1()
) === Box2D.getPointer(joint) ||
Box2D.getPointer(
(this.joints[jId] as Bo... | @@ -300,14 +309,11 @@ namespace gdjs {
}
}
gdjs.registerRuntimeSceneUnloadedCallback(function (runtimeScene) {
- if (
- // @ts-ignore
- runtimeScene.physics2SharedData &&
- // @ts-ignore
- runtimeScene.physics2SharedData.world
- ) {
- // @ts-ignore
- Box2D.destroy(runtimeS... | Extensions/Physics2Behavior/physics2runtimebehavior.ts | 26 | TypeScript | 0.786 | suggestion | 360 | 51 | 51 | false | [Physics2] Fix a memory leak on object instances | 7,136 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | D8H | Review this pull request change.
Language: TypeScript
File: Extensions/Physics2Behavior/physics2runtimebehavior.ts
PR Title: [Physics2] Fix a memory leak on object instances
BEFORE CODE: // We could pass it a string, but lets do it right
this.removeJoint(parseInt(jId, 10));
... | In the future, a `destroy()` method on the shared data would be I think safer (in the sense: it's part of the class, so there is less chance you forget to update it when needed) and we we should probably made the "shared data" something first class that is handled by the runtime scene (rather than something that is man... | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
// we need to relay the ownership change to others,
// and expect an acknowledgment from them.
if (gdjs.multiplayer.isCurrentPlayerHost()) {
const connectedPeerIds = gdjs.multiplayerPeerJsHelper.getAllPeers();
// We don't need to send the message to the player who s... | So this was sending too many messages! | // we need to relay the ownership change to others,
// and expect an acknowledgment from them.
if (gdjs.multiplayer.isCurrentPlayerHost()) {
const connectedPeerIds = gdjs.multiplayerPeerJsHelper.getAllPeers();
// We don't need to send the message to the player who s... | @@ -917,12 +917,12 @@ namespace gdjs {
// As we are the host, we do not cancel the message if it times out.
shouldCancelMessageIfTimesOut: false,
});
- for (const peerId of otherPeerIds) {
- debugLogger.info(
- `Relaying ownership change ... | Extensions/Multiplayer/messageManager.ts | 26 | TypeScript | 0.071 | suggestion | 38 | 51 | 51 | false | Fix destroying an object even if flagged as "DoNothing" in the multiplayer behavior | 7,137 | 4ian/GDevelop | 10,154 | JavaScript | 4ian | ClementPasteau | Review this pull request change.
Language: TypeScript
File: Extensions/Multiplayer/messageManager.ts
PR Title: Fix destroying an object even if flagged as "DoNothing" in the multiplayer behavior
BEFORE CODE: // we need to relay the ownership change to others,
// and expect an acknowledgment from... | So this was sending too many messages! | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
} catch (error) {
console.error('Error while login:', error);
throw error;
}
}
async loginOrSignupWithProvider({
provider,
signal,
}: {|
provider: IdentityProvider,
signal?: AbortSignal,
|}) {
if (signal && signal.aborted) {
return Promise.reject(
new UserC... | this seemed duplicated in this file and the browser one.
This was always causing an error in the console because the signal always aborts (we trigger it when we close the dialog)
I don't think this deserves to raise an error as it's the expected path? | } catch (error) {
console.error('Error while login:', error);
throw error;
}
}
async loginOrSignupWithProvider({
provider,
signal,
}: {|
provider: IdentityProvider,
signal?: AbortSignal,
|}) {
if (signal && signal.aborted) {
return Promise.reject(
new UserC... | @@ -61,11 +61,6 @@ class LocalLoginProvider implements LoginProvider, FirebaseBasedLoginProvider {
if (signal) {
signal.addEventListener('abort', () => {
terminateWebSocket();
- reject( | newIDE/app/src/LoginProvider/LocalLoginProvider.js | 26 | JavaScript | 0.643 | refactor | 253 | 51 | 51 | false | Fix infinite loading when canceling login with provider | 7,138 | 4ian/GDevelop | 10,154 | JavaScript | ClementPasteau | ClementPasteau | Review this pull request change.
Language: JavaScript
File: newIDE/app/src/LoginProvider/LocalLoginProvider.js
PR Title: Fix infinite loading when canceling login with provider
BEFORE CODE: } catch (error) {
console.error('Error while login:', error);
throw error;
}
}
async loginOrSignupWit... | this seemed duplicated in this file and the browser one.
This was always causing an error in the console because the signal always aborts (we trigger it when we close the dialog)
I don't think this deserves to raise an error as it's the expected path? | You are an expert software engineer and code reviewer. Review pull requests carefully for correctness, bugs, security issues, performance problems, maintainability, and unnecessary complexity. Only raise actionable issues supported by the code. Explain why an issue matters and suggest a concrete fix when appropriate. |
End of preview. Expand in Data Studio
Github-Codereview-Dataset
Made with ❤️ using 🦥 Unsloth Studiogithub-codereview-dataset was generated with Unsloth Recipe Studio. It contains 10,000 generated records.
🚀 Quick Start
from datasets import load_dataset
# Load the main dataset
dataset = load_dataset("manishsaini1/github-codereview-dataset", "data", split="train")
df = dataset.to_pandas()
📊 Dataset Summary
- 📈 Records: 10,000
- 📋 Columns: 23
📋 Schema & Statistics
| Column | Type | Column Type | Unique (%) | Null (%) | Details |
|---|---|---|---|---|---|
user |
string |
expression | 9791 (97.9%) | 0 (0.0%) | - |
assistant |
string |
expression | 7414 (74.1%) | 0 (0.0%) | - |
system |
string |
expression | 1 (0.0%) | 0 (0.0%) | - |
⚙️ Generation Details
Generated with 23 column configuration(s):
expression: 3 column(s)
seed-dataset: 20 column(s)
📄 Full configuration available in builder_config.json and detailed metadata in metadata.json.
📚 Citation
If you use Data Designer in your work, please cite the project as follows:
@misc{nemo-data-designer,
author = {The NeMo Data Designer Team, NVIDIA},
title = {NeMo Data Designer: A framework for generating synthetic data from scratch or based on your own seed data},
howpublished = {\url{https://github.com/NVIDIA-NeMo/DataDesigner}},
year = 2026,
note = {GitHub Repository},
}
💡 About NeMo Data Designer
NeMo Data Designer is a general framework for generating high-quality synthetic data that goes beyond simple LLM prompting. It provides:
- Diverse data generation using statistical samplers, LLMs, or existing seed datasets
- Relationship control between fields with dependency-aware generation
- Quality validation with built-in Python, SQL, and custom local and remote validators
- LLM-as-a-judge scoring for quality assessment
- Fast iteration with preview mode before full-scale generation
For more information, visit: https://github.com/NVIDIA-NeMo/DataDesigner (pip install data-designer)
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