aws-samples / amazon-gamelift-ultrafrogroyale-large-match-sample
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 49 units with 475 lines of code in units (7.7% of code).
    • 0 very complex units (0 lines of code)
    • 0 complex units (0 lines of code)
    • 0 medium complex units (0 lines of code)
    • 0 simple units (0 lines of code)
    • 49 very simple units (475 lines of code)
0% | 0% | 0% | 0% | 100%
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% | 0% | 0% | 100%
js0% | 0% | 0% | 0% | 100%
Conditional Complexity per Logical Component
primary logical decomposition
51+
26-50
11-25
6-10
1-5
UltraFrogRoyale/Assets0% | 0% | 0% | 0% | 100%
AWS0% | 0% | 0% | 0% | 100%
Most Complex Units
Top 20 most complex units
Unit# linesMcCabe index# params
void Update()
in UltraFrogRoyale/Assets/GamePlayerController.cs
18 4 0
private void OnTriggerEnter2D()
in UltraFrogRoyale/Assets/GamePlayerController.cs
15 4 1
private void FindMatch()
in UltraFrogRoyale/Assets/GameNetworkManager.cs
50 4 0
public string GetName()
in UltraFrogRoyale/Assets/GameManager.cs
15 3 0
public string GetLeaderboard()
in UltraFrogRoyale/Assets/GameManager.cs
19 3 0
private void OnSetSize()
in UltraFrogRoyale/Assets/GamePlayerController.cs
14 3 1
private void OnIsDead()
in UltraFrogRoyale/Assets/GamePlayerController.cs
11 3 1
void RpcGameOver()
in UltraFrogRoyale/Assets/GamePlayerController.cs
18 3 1
public override void OnServerDisconnect()
in UltraFrogRoyale/Assets/GameNetworkManager.cs
13 3 1
private void QuitIfNoPlayers()
in UltraFrogRoyale/Assets/GameNetworkManager.cs
7 3 0
private void SetupServerAndGamelift()
in UltraFrogRoyale/Assets/GameNetworkManager.cs
50 3 0
public int RemovePlayer()
in UltraFrogRoyale/Assets/GameManager.cs
20 2 1
void Start()
in UltraFrogRoyale/Assets/MainMenuController.cs
7 2 0
public void JoinMatch()
in UltraFrogRoyale/Assets/MainMenuController.cs
5 2 0
private IEnumerator LoadGameScene()
in UltraFrogRoyale/Assets/MainMenuController.cs
8 2 0
public override void OnStartServer()
in UltraFrogRoyale/Assets/GamePlayerController.cs
12 2 0
public override void OnStartClient()
in UltraFrogRoyale/Assets/GamePlayerController.cs
10 2 0
void Start()
in UltraFrogRoyale/Assets/GamePlayerController.cs
12 2 0
void FixedUpdate()
in UltraFrogRoyale/Assets/GamePlayerController.cs
9 2 0
public void GotEaten()
in UltraFrogRoyale/Assets/GamePlayerController.cs
8 2 0