aws-samples / amazon-gamelift-fleetiq-with-amazon-ecs
Conditional Complexity

The distribution of complexity of units (measured with McCabe index).

Intro
  • Conditional complexity (also called cyclomatic complexity) is a term used to measure the complexity of software. The term refers to the number of possible paths through a program function. A higher value ofter means higher maintenance and testing costs (infosecinstitute.com).
  • Conditional complexity is calculated by counting all conditions in the program that can affect the execution path (e.g. if statement, loops, switches, and/or operators, try and catch blocks...).
  • Conditional complexity is measured at the unit level (methods, functions...).
  • Units are classified in four categories based on the measured McCabe index: 1-5 (simple units), 6-10 (medium complex units), 11-25 (complex units), 26+ (very complex units).
Learn more...
Conditional Complexity Overall
  • There are 78 units with 1,170 lines of code in units (21.3% of code).
    • 0 very complex units (0 lines of code)
    • 0 complex units (0 lines of code)
    • 4 medium complex units (200 lines of code)
    • 6 simple units (198 lines of code)
    • 68 very simple units (772 lines of code)
0% | 0% | 17% | 16% | 65%
Legend:
51+
26-50
11-25
6-10
1-5
Alternative Visuals
Conditional Complexity per Extension
51+
26-50
11-25
6-10
1-5
cs0% | 0% | 12% | 19% | 68%
py0% | 0% | 56% | 0% | 43%
Conditional Complexity per Logical Component
primary logical decomposition
51+
26-50
11-25
6-10
1-5
UnityProject/Assets/Scripts/Server0% | 0% | 14% | 22% | 63%
BackendServices/functions0% | 0% | 56% | 0% | 43%
UnityProject/Assets/Scripts/Client0% | 0% | 13% | 20% | 65%
UnityProject/Assets/Scripts/NetworkingShared0% | 0% | 0% | 0% | 100%
UnityProject/Assets/Scripts0% | 0% | 0% | 0% | 100%
Most Complex Units
Top 20 most complex units
Unit# linesMcCabe index# params
void ProcessMessages()
in UnityProject/Assets/Scripts/Client/Client.cs
54 14 0
public void Update()
in UnityProject/Assets/Scripts/Server/Server.cs
73 14 0
def lambda_handler()
in BackendServices/functions/scaler.py
34 13 2
def get_available_memory_and_cpu()
in BackendServices/functions/scaler.py
39 11 1
void FixedUpdate()
in UnityProject/Assets/Scripts/Client/SimpleController.cs
21 9 0
private void ProcessMessages()
in UnityProject/Assets/Scripts/Server/Server.cs
54 8 0
private void HandleMessage()
in UnityProject/Assets/Scripts/Client/NetworkClient.cs
16 7 1
private void Update()
in UnityProject/Assets/Scripts/Server/Server.cs
29 7 0
void FixedUpdate()
in UnityProject/Assets/Scripts/Server/Server.cs
32 7 0
HttpRequestMessage generateSignedRequest()
in UnityProject/Assets/Scripts/Client/MatchmakingClient.cs
46 6 1
public void TransmitMessage()
in UnityProject/Assets/Scripts/Server/Server.cs
18 5 2
private bool HandleMessage()
in UnityProject/Assets/Scripts/Server/Server.cs
15 5 3
public IEnumerator RequestGameSession()
in UnityProject/Assets/Scripts/Client/NetworkClient.cs
35 4 0
public void TransmitMessage()
in UnityProject/Assets/Scripts/Server/Server.cs
18 4 2
public GameSessionInfo RequestGameSession()
in UnityProject/Assets/Scripts/Client/MatchmakingClient.cs
19 3 0
private bool EnemyPlayerExists()
in UnityProject/Assets/Scripts/Client/Client.cs
11 3 1
private NetworkPlayer GetEnemyPlayer()
in UnityProject/Assets/Scripts/Client/Client.cs
11 3 1
public void Update()
in UnityProject/Assets/Scripts/Client/NetworkClient.cs
9 3 0
private bool TryConnect()
in UnityProject/Assets/Scripts/Client/NetworkClient.cs
25 3 0
public void Ready()
in UnityProject/Assets/Scripts/Client/NetworkClient.cs
14 3 0