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root edited this page Apr 24, 2025 · 3 revisions
                     PR 2414 (2025-04-18)                    
[possible issue] Fix syntax error

✅ Fix syntax error

There's a syntax error in the bundle identifier - an extra closing parenthesis that will cause build failures. Remove the extra closing parenthesis.

Provenance.xcodeproj/project.pbxproj [12193]

-PRODUCT_BUNDLE_IDENTIFIER = "$(PRODUCT_BUNDLE_IDENTIFIER_LITE))";
+PRODUCT_BUNDLE_IDENTIFIER = "$(PRODUCT_BUNDLE_IDENTIFIER_LITE)";

Suggestion importance[1-10]: 10

__

Why: The extra closing parenthesis in the variable reference will cause build failures when the project is compiled. This is a critical syntax error that would prevent the application from building properly.


[possible issue] Fix incorrect system lookup

✅ Fix incorrect system lookup

The code is using a hardcoded string "identifier" as the primary key for PVSystem lookup, which is incorrect. It should use the game's system identifier instead.

PVLibrary/Sources/PVRealm/RealmPlatform/Entities/PVGame.swift [286]

-object.system = self.object(ofType: PVSystem.self, forPrimaryKey: "identifier")
+object.system = self.object(ofType: PVSystem.self, forPrimaryKey: game.system.identifier)

Suggestion importance[1-10]: 9

__

Why: The code is using a hardcoded string "identifier" as the primary key for PVSystem lookup, which is a critical bug. This would always retrieve the same system regardless of the game's actual system, leading to incorrect associations in the database.


[possible issue] Release security-scoped resource access

✅ Release security-scoped resource access

The function doesn't release the security-scoped resource access after downloading the file. When accessing security-scoped resources, you should always call stopAccessingSecurityScopedResource() after you're done with the resource to avoid resource leaks.

PVLibrary/Sources/PVLibrary/Importer/iCloud/iCloudSync.swift [311-323]

 func handleFileToDownload(_ file: URL, isDownloading: Bool, percentDownload: Double) async {
     do {//only start download if we haven't already started
         if let fileToDownload = await insertDownloadingFile(file),
            !isDownloading || percentDownload < 100,
            //during the initial run we do NOT do any downloads otherwise we run into issues where the query gets stuck for large libraries.
            await status.value != .initialUpload {
+            let secureAccess = fileToDownload.startAccessingSecurityScopedResource()
+            defer {
+                if secureAccess {
+                    fileToDownload.stopAccessingSecurityScopedResource()
+                }
+            }
             try fileManager.startDownloadingUbiquitousItem(at: fileToDownload)
             ILOG("Download started for: \(file.pathDecoded)")
         }
     } catch {
         await errorHandler.handleError(error, file: file)
         ELOG("Failed to start download on file \(file.pathDecoded): \(error)")
     }
 }

Suggestion importance[1-10]: 8

__

Why: This suggestion addresses a potential resource leak by properly managing security-scoped resource access. Not releasing security-scoped resources can lead to permission issues and resource leaks over time, especially in an app that handles many files.


[possible issue] Handle cascading deletions properly

✅ Handle cascading deletions properly

The function is ignoring potential cascading deletions which could lead to orphaned records in the database. Instead of commenting out the code, implement proper error handling to check if related objects exist before attempting to delete them.

PVLibrary/Sources/PVLibrary/Importer/iCloud/iCloudSync.swift [890-900]

 @RealmActor
 func deleteGame(_ game: PVGame) async throws {
     await try realm.asyncWrite {
-        //TODO: validate what needs to be deleted because currently it's crashing if it's already deleted so only deleting game works
-        /*game.saveStates.forEach { try? $0.delete() }
-        game.cheats.forEach { try? $0.delete() }
-        game.recentPlays.forEach { try? $0.delete() }
-        game.screenShots.forEach { try? $0.delete() }*/
+        // Delete related objects if they exist
+        if !game.saveStates.isInvalidated {
+            game.saveStates.forEach { save in
+                if !save.isInvalidated {
+                    realm.delete(save)
+                }
+            }
+        }
+        if !game.cheats.isInvalidated {
+            game.cheats.forEach { cheat in
+                if !cheat.isInvalidated {
+                    realm.delete(cheat)
+                }
+            }
+        }
+        if !game.recentPlays.isInvalidated {
+            game.recentPlays.forEach { play in
+                if !play.isInvalidated {
+                    realm.delete(play)
+                }
+            }
+        }
+        if !game.screenShots.isInvalidated {
+            game.screenShots.forEach { screenshot in
+                if !screenshot.isInvalidated {
+                    realm.delete(screenshot)
+                }
+            }
+        }
         realm.delete(game)
     }
 }

Suggestion importance[1-10]: 7

__

Why: The suggestion properly implements cascading deletions with validation checks instead of commenting out the code. This prevents orphaned records in the database and ensures proper cleanup of related objects when deleting a game.


[general] Standardize variable naming

✅ Standardize variable naming

The variable ORG_IDENTIFIER is used here but ORG_PREFIX is used elsewhere in the project. For consistency, you should use the same variable name throughout the project.

Provenance.xcodeproj/project.pbxproj [14318]

-PRODUCT_BUNDLE_IDENTIFIER = "$(ORG_IDENTIFIER).ThumbnailExtensionMacOS";
+PRODUCT_BUNDLE_IDENTIFIER = "$(ORG_PREFIX).ThumbnailExtensionMacOS";

Suggestion importance[1-10]: 7

__

Why: Using inconsistent variable names (ORG_IDENTIFIER vs ORG_PREFIX) across the project can lead to confusion and potential build issues. Standardizing on one variable name improves maintainability and reduces the chance of configuration errors.



                     PR 2409 (2025-03-23)                    
[possible issue] Fix incorrect variable reference

✅ Fix incorrect variable reference

The variable path is used but it should be url. The method was updated to use at: URL instead of atPath: String, but this line is using a non-existent path variable instead of the available url variable.

PVLibrary/Sources/PVRealm/RealmPlatform/Entities/Files/PVFile.swift [123]

-guard let calculatedMD5 = FileManager.default.md5ForFile(at: path, fromOffset: 0) else {
+guard let calculatedMD5 = FileManager.default.md5ForFile(at: url, fromOffset: 0) else {

Suggestion importance[1-10]: 9

__

Why: The code is using a non-existent path variable instead of the available url variable, which would cause a compilation error. This is a critical issue that would prevent the code from working properly.



                     PR 2363 (2024-12-02)                    
[Possible issue] Remove extremely low CPU clock options that could cause system instability

✅ Remove extremely low CPU clock options that could cause system instability

Set a reasonable minimum CPU clock value (e.g., 25% or 50%) to prevent system instability and game crashes. Very low CPU clock values like 5% are likely to cause severe issues.

Cores/emuThree/PVEmuThreeCore/Core/PVEmuThreeCoreOptions.swift [39-42]

-.init(title: "5%", description: "5%", value: 5),
-.init(title: "10%", description: "10%", value: 10),
-.init(title: "15%", description: "15%", value: 15),
-.init(title: "20%", description: "20%", value: 20),
+.init(title: "50%", description: "50%", value: 50),
+.init(title: "60%", description: "60%", value: 60),
+.init(title: "70%", description: "70%", value: 70),
+.init(title: "80%", description: "80%", value: 80),
  • Apply this suggestion Suggestion importance[1-10]: 9

Why: Extremely low CPU clock values (5-20%) could lead to severe system instability and game crashes. The suggestion to set a higher minimum threshold is crucial for maintaining system stability and preventing potential user frustration.



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