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spheris

Decentralized Application Marketplace

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Hello everyone,

We're trying to create a new open-source app distribution platform (named Spheris), and are really interested in your thoughts and perhaps even collabs.

Spheris is built on top of the idea of decentralization, which makes a lot of cool things possible:
No registration and transaction fees, no technical restrictions, optional anonymity, no need for banks or credit card companies, sell/buy with Spheris tokens which you will then be able to exchange for other currencies such as ETH or BTC to be able to buy a lot of other different things. One of the interesting things to note is that once your app is on the blockchain, it's there for good. Nobody will be able to remove it (except for yourself) because of the decentralized nature of the platform.

For example, issues like Legalities for Game Companies and Minors which was posted on here not long ago are essentially non-issues on Spheris.

We are in the early process of gathering valuable feedback from devs, and see if this is a platform that devs would like to be on. Naturally, we think that indie devs can greatly benefit from publishing on such a platform.

You can have a look at https://spheris.io for more information about the project.

Your questions and feedback are much appreciated,
Thanks!

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Yesterday I found out about lbry.io and today spheris.io! It seems the blockchain revolution is on the way! What's the similarities / differences between your project and others like lbry? Do you think there will be client applications that speak both protocols?

Yeah, this sounds useful for game developers as an additional marketplace to the current mainstream options.

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17 hours ago, Hodgman said:

Yesterday I found out about lbry.io and today spheris.io! It seems the blockchain revolution is on the way! What's the similarities / differences between your project and others like lbry? Do you think there will be client applications that speak both protocols?

Yeah, this sounds useful for game developers as an additional marketplace to the current mainstream options.

There are two main differences which we've noticed when reviewing lbry:

  1. Their platform is geared toward general digital content, while Spheris's focus is strictly on software. We believe that a platform built for a very broad range of content has its disadvantages, in terms of focus, usability and features. Having said that, lbry does look like a very nice project, and we wish them success!
  2. From what we understand, their platform is built on top of their own blockchain solution, while ours uses the power of Ethereum blockchain to make things work. These are quite different, yet valid, approaches to build a decentralized platform.

We do actually think there will be client applications that speak both protocols, it's just a matter of time. The open-source nature of both projects opens up the door for a lot of new cool and creative ways to build on top of our platforms.

Thank you for your feedback!

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      PVS-Studio warning: V3064 CWE-369 Potential division by zero. Consider inspecting denominator '(float)(width - 1)'. ClothInspector.cs 249
      Texture2D GenerateColorTexture(int width) { .... for (int i = 0; i < width; i++) colors[i] = GetGradientColor(i / (float)(width - 1)); .... } The problem may occur when passing the value width = 1 into the method. In the method, it is not checked anyway. The method GenerateColorTexture is called in the code just once with the parameter 100:
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      Paradoxical check
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      PVS-Studio warning: V3080 CWE-476 Possible null dereference. Consider inspecting 'm_Parent'. EditorWindow.cs 470
      internal void ShowWithMode(ShowMode mode) { if (m_Parent == null) { .... Rect r = m_Parent.borderSize.Add(....); .... } And here's another interesting bug that can lead to access by a null reference due to incorrect check:
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      PVS-Studio warning: V3080 CWE-476 Possible null dereference. Consider inspecting 'additionalOptions'. MonoCrossCompile.cs 279
      static void CrossCompileAOT(....) { .... if (additionalOptions != null & additionalOptions.Trim().Length > 0) arguments += additionalOptions.Trim() + ","; .... } Due to the fact that the & operator is used in a condition, the second part of the condition will always be checked, regardless of the result of the check of the first part. In case if the variable additionalOptions has the null value, the exception throw is inevitable. The error has to be corrected, by using the operator && instead of &.
      As we can see, among the warnings with the number V3080 there are rather insidious errors.
      Late check
      PVS-Studio warning: V3095 CWE-476 The 'element' object was used before it was verified against null. Check lines: 101, 107. StyleContext.cs 101
      public override void OnBeginElementTest(VisualElement element, ....) { if (element.IsDirty(ChangeType.Styles)) { .... } if (element != null && element.styleSheets != null) { .... } .... } The variable element is used without preliminary check for null. While later in the code this check is performed. The code probably needs to be corrected as follows:
      public override void OnBeginElementTest(VisualElement element, ....) { if (element != null) { if (element.IsDirty(ChangeType.Styles)) { .... } if (element.styleSheets != null) { .... } } .... } In code there are 18 more errors. Let me give you a list of the first 10:
      V3095 CWE-476 The 'property' object was used before it was verified against null. Check lines: 5137, 5154. EditorGUI.cs 5137 V3095 CWE-476 The 'exposedPropertyTable' object was used before it was verified against null. Check lines: 152, 154. ExposedReferenceDrawer.cs 152 V3095 CWE-476 The 'rectObjs' object was used before it was verified against null. Check lines: 97, 99. RectSelection.cs 97 V3095 CWE-476 The 'm_EditorCache' object was used before it was verified against null. Check lines: 134, 140. EditorCache.cs 134 V3095 CWE-476 The 'setup' object was used before it was verified against null. Check lines: 43, 47. TreeViewExpandAnimator.cs 43 V3095 CWE-476 The 'response.job' object was used before it was verified against null. Check lines: 88, 99. AssetStoreClient.cs 88 V3095 CWE-476 The 'compilationTask' object was used before it was verified against null. Check lines: 1010, 1011. EditorCompilation.cs 1010 V3095 CWE-476 The 'm_GenericPresetLibraryInspector' object was used before it was verified against null. Check lines: 35, 36. CurvePresetLibraryInspector.cs 35 V3095 CWE-476 The 'Event.current' object was used before it was verified against null. Check lines: 574, 620. AvatarMaskInspector.cs 574 V3095 CWE-476 The 'm_GenericPresetLibraryInspector' object was used before it was verified against null. Check lines: 31, 32. ColorPresetLibraryInspector.cs 31 Wrong Equals method
      PVS-Studio warning: V3115 CWE-684 Passing 'null' to 'Equals' method should not result in 'NullReferenceException'. CurveEditorSelection.cs 74
      public override bool Equals(object _other) { CurveSelection other = (CurveSelection)_other; return other.curveID == curveID && other.key == key && other.type == type; } Overload of the Equals method was implemented carelessly. One has to take into account the possibility of obtaining null as a parameter, as this can lead to a throw of an exception, which hasn't been considered in the calling code. In addition, the situation, when _other can't be cast to the type CurveSelection, will lead to a throw of an exception. The code has to be fixed. A good example of the implementation of Object.equals overload is given in the documentation.
      In the code, there are other similar errors:
      V3115 CWE-684 Passing 'null' to 'Equals' method should not result in 'NullReferenceException'. SpritePackerWindow.cs 40 V3115 CWE-684 Passing 'null' to 'Equals' method should not result in 'NullReferenceException'. PlatformIconField.cs 28 V3115 CWE-684 Passing 'null' to 'Equals' method should not result in 'NullReferenceException'. ShapeEditor.cs 161 V3115 CWE-684 Passing 'null' to 'Equals' method should not result in 'NullReferenceException'. ActiveEditorTrackerBindings.gen.cs 33 V3115 CWE-684 Passing 'null' to 'Equals' method should not result in 'NullReferenceException'. ProfilerFrameDataView.bindings.cs 60 Once again about the check for null inequality
      PVS-Studio warning: V3125 CWE-476 The 'camera' object was used after it was verified against null. Check lines: 184, 180. ARBackgroundRenderer.cs 184
      protected void DisableARBackgroundRendering() { .... if (camera != null) camera.clearFlags = m_CameraClearFlags; // Command buffer camera.RemoveCommandBuffer(CameraEvent.BeforeForwardOpaque, m_CommandBuffer); camera.RemoveCommandBuffer(CameraEvent.BeforeGBuffer, m_CommandBuffer); } When the camera variable is used the first time, it is checked for null inequality. But further along the code the developers forget to do it. The correct variant could be like this:
      protected void DisableARBackgroundRendering() { .... if (camera != null) { camera.clearFlags = m_CameraClearFlags; // Command buffer camera.RemoveCommandBuffer(CameraEvent.BeforeForwardOpaque, m_CommandBuffer); camera.RemoveCommandBuffer(CameraEvent.BeforeGBuffer, m_CommandBuffer); } } Another similar error:
      PVS-Studio warning: V3125 CWE-476 The 'item' object was used after it was verified against null. Check lines: 88, 85. TreeViewForAudioMixerGroups.cs 88
      protected override Texture GetIconForItem(TreeViewItem item) { if (item != null && item.icon != null) return item.icon; if (item.id == kNoneItemID) // <= return k_AudioListenerIcon; return k_AudioGroupIcon; } An error, that in some cases leads to an access by a null link. The execution of the condition in the first block if enables the exit from the method. However, if this does not happen, then there is no guarantee that the reference item is non-zero. Here is the corrected version of the code:
      protected override Texture GetIconForItem(TreeViewItem item) { if (item != null) { if (item.icon != null) return item.icon; if (item.id == kNoneItemID) return k_AudioListenerIcon; } return k_AudioGroupIcon; } In the code there are 12 similar errors. Let me give you a list of the first 10:
      V3125 CWE-476 The 'element' object was used after it was verified against null. Check lines: 132, 107. StyleContext.cs 132 V3125 CWE-476 The 'mi.DeclaringType' object was used after it was verified against null. Check lines: 68, 49. AttributeHelper.cs 68 V3125 CWE-476 The 'label' object was used after it was verified against null. Check lines: 5016, 4999. EditorGUI.cs 5016 V3125 CWE-476 The 'Event.current' object was used after it was verified against null. Check lines: 277, 268. HostView.cs 277 V3125 CWE-476 The 'bpst' object was used after it was verified against null. Check lines: 96, 92. BuildPlayerSceneTreeView.cs 96 V3125 CWE-476 The 'state' object was used after it was verified against null. Check lines: 417, 404. EditorGUIExt.cs 417 V3125 CWE-476 The 'dock' object was used after it was verified against null. Check lines: 370, 365. WindowLayout.cs 370 V3125 CWE-476 The 'info' object was used after it was verified against null. Check lines: 234, 226. AssetStoreAssetInspector.cs 234 V3125 CWE-476 The 'platformProvider' object was used after it was verified against null. Check lines: 262, 222. CodeStrippingUtils.cs 262 V3125 CWE-476 The 'm_ControlPoints' object was used after it was verified against null. Check lines: 373, 361. EdgeControl.cs 373 The choice turned out to be small
      PVS-Studio warning: V3136 CWE-691 Constant expression in switch statement. HolographicEmulationWindow.cs 261
      void ConnectionStateGUI() { .... HolographicStreamerConnectionState connectionState = PerceptionRemotingPlugin.GetConnectionState(); switch (connectionState) { .... } .... } The method PerceptionRemotingPlugin.GetConnectionState() is to blame here. We have already come across it when we were analyzing the warnings V3022:
      internal static HolographicStreamerConnectionState GetConnectionState() { return HolographicStreamerConnectionState.Disconnected; } The method will return a constant. This code is very strange. It needs to be paid attention.

      Conclusions
      I think we can stop at this point, otherwise the article will become boring and overextended. Again, I listed the errors that I just couldn't miss. Sure, the Unity code contains a big number of the erroneous and incorrect constructions, that need to be fixed. The difficulty is that many of the issued warnings are very controversial and only the author of the code is able to make the exact "diagnosis" in each case.
      Generally speaking about the Unity project, we can say that it is rich for errors, but taking into account the size of its code base (400 thousand lines), it's not so bad. Nevertheless, I hope that the authors will not neglect the code analysis tools to improve the quality of their product.
      Use PVS-Studio and I wish you bugless code!
       
    • By fiyinDaniel
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