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/**
* @file heap.h
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief The object pools. This library does not call `malloc`, it claims slots.
*
* Every runtime object -- actors, sprites, spritesheets, characters, strings --
* comes out of a fixed, statically allocated array declared here. A "heap layer"
* is one such array plus its `next`/`release` pair. Allocation is a linear scan
* for a slot whose `refcount` is 0; release decrements, and the slot is zeroed
* and unregistered when the count reaches 0.
*
* The consequence to design around is that exhaustion is a *normal* error, not
* an out-of-memory catastrophe: AKGL_ERR_HEAP means the pool is full, and the
* fix is usually a missing release rather than a bigger pool. Every ceiling
* below is overridable at compile time, so a game that needs 256 actors defines
* `AKGL_MAX_HEAP_ACTOR` before including this -- but the arrays are sized at
* compile time, so the library and everything linking it must agree.
*
* If you need a new kind of runtime object, add a layer here. Do not reach for
* the allocator.
*
* @warning The acquire functions are asymmetric: akgl_heap_next_string takes the
* reference for you, and the other four do not -- their caller is
* expected to take it, which in practice the `*_initialize` function
* does. Until one is taken the slot is still free and the next
* allocation hands out the same pointer. TODO.md, "Known and still
* open" item 8.
*/
#ifndef _AKGL_HEAP_H_
#define _AKGL_HEAP_H_
Pool collision proxies, and tie one to the life of its actor A proxy is what the broad phase will index: an actor's shape, where it is, and the bounds that follow from those. It is a sixth heap layer, two per actor -- one for the actor itself and headroom for static geometry a game registers that is not tile-aligned. Solid *tiles* deliberately get none: the broad phase will read those out of the tilemap's own array, because one proxy per tile is tens of megabytes to index data that is already a grid. The pool follows the existing convention rather than improving on it. akgl_heap_next_collision_proxy finds a free slot and does not claim it; akgl_collision_proxy_initialize claims it. That is TODO.md item 8's asymmetry, and it is kept on purpose: an acquire abandoned before initialization leaks nothing, because the slot still reads as free, and a sixth pool with its own rule would be worse than one defect with five instances. Fixing item 8 means fixing all five together with every call site audited, and that is its own change. The proxy holds a *copy* of the shape rather than a pointer. An actor's own logic may rewrite its shape mid-step -- a character crouching, a projectile arming -- and a broad phase whose bounds came from a shape that has since changed is a bug that only appears when two things happen in the same frame. akgl_heap_release_actor now releases the actor's proxy. Without it the proxy holds a borrowed `owner` into a slot that has just been zeroed, so the broad phase keeps a registration whose owner reads as a free actor, and the next contact against it is a collision with nothing. Verified by removing the release and watching test_proxy_dies_with_its_actor go red. The tests pin the convention as well as the behaviour: that two acquires with no initialize between them return the same slot is asserted, not merely tolerated, so that changing the convention has to change a test that says why it exists. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 23:56:21 -04:00
#include <akgl/collision.h>
Namespace every exported symbol, and bump to 0.5.0 Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
#include <akgl/sprite.h>
#include <akgl/actor.h>
#include <akgl/character.h>
#include <akgl/staticstring.h>
#include <akerror.h>
#ifndef AKGL_MAX_HEAP_ACTOR
#define AKGL_MAX_HEAP_ACTOR 64
#endif
#ifndef AKGL_MAX_HEAP_SPRITE
#define AKGL_MAX_HEAP_SPRITE (AKGL_MAX_HEAP_ACTOR * 16)
#endif
#ifndef AKGL_MAX_HEAP_SPRITESHEET
#define AKGL_MAX_HEAP_SPRITESHEET AKGL_MAX_HEAP_SPRITE
#endif
#ifndef AKGL_MAX_HEAP_CHARACTER
#define AKGL_MAX_HEAP_CHARACTER 256
#endif
#ifndef AKGL_MAX_HEAP_STRING
#define AKGL_MAX_HEAP_STRING 256
#endif
Pool collision proxies, and tie one to the life of its actor A proxy is what the broad phase will index: an actor's shape, where it is, and the bounds that follow from those. It is a sixth heap layer, two per actor -- one for the actor itself and headroom for static geometry a game registers that is not tile-aligned. Solid *tiles* deliberately get none: the broad phase will read those out of the tilemap's own array, because one proxy per tile is tens of megabytes to index data that is already a grid. The pool follows the existing convention rather than improving on it. akgl_heap_next_collision_proxy finds a free slot and does not claim it; akgl_collision_proxy_initialize claims it. That is TODO.md item 8's asymmetry, and it is kept on purpose: an acquire abandoned before initialization leaks nothing, because the slot still reads as free, and a sixth pool with its own rule would be worse than one defect with five instances. Fixing item 8 means fixing all five together with every call site audited, and that is its own change. The proxy holds a *copy* of the shape rather than a pointer. An actor's own logic may rewrite its shape mid-step -- a character crouching, a projectile arming -- and a broad phase whose bounds came from a shape that has since changed is a bug that only appears when two things happen in the same frame. akgl_heap_release_actor now releases the actor's proxy. Without it the proxy holds a borrowed `owner` into a slot that has just been zeroed, so the broad phase keeps a registration whose owner reads as a free actor, and the next contact against it is a collision with nothing. Verified by removing the release and watching test_proxy_dies_with_its_actor go red. The tests pin the convention as well as the behaviour: that two acquires with no initialize between them return the same slot is asserted, not merely tolerated, so that changing the convention has to change a test that says why it exists. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 23:56:21 -04:00
/**
* @brief The collision proxy pool.
*
* Two per actor. One is the actor's own; the spare headroom is for static
* geometry a game registers that is not tile-aligned -- a slope, a Tiled object
* rectangle, a moving platform. Solid *tiles* need none of these: the broad
* phase reads them out of the tilemap's own array, because one proxy per tile
* would be tens of megabytes on a large map to index data that is already a grid.
*/
#ifndef AKGL_MAX_HEAP_COLLISION_PROXY
#define AKGL_MAX_HEAP_COLLISION_PROXY (AKGL_MAX_HEAP_ACTOR * 2)
#endif
Add a pluggable broad phase, and the incremental uniform grid behind it akgl_Partitioner is a record of function pointers and an initializer, the same shape as the render and physics backends. `move` is its own slot rather than remove-then-insert, and that is the whole design: a uniform grid's move is a comparison and a return when the proxy has not left the cells it was in, which is the steady state for a walking actor and the permanent state for a static one. Spelling it as remove-and-insert would turn the incremental grid into the rebuild-every-frame tree that PERFORMANCE.md already measured and rejected. The grid is a dense 128x128 array of cell heads over the world, cells keyed on tile size, with two intrusive chains per entry -- one through the cell so a query can walk it, one through the proxy so removal unlinks a whole span without searching. Everything is an int16_t index rather than a pointer, so the structure is relocatable and clearing it is a memset. A proxy covering more cells than AKGL_COLLISION_GRID_MAX_SPAN spills onto one chain every query walks, which is what makes the cell pool's ceiling provable rather than hopeful. tests/partition.c compares every query against a linear scan over the same proxies and asserts containment in one direction, not equality. That asymmetry is the contract: over-reporting costs a narrowphase call, under-reporting is a wall an actor walks through. The suite is a table over partitioners so the same assertions run against every implementation, which is what the second one landing later will be held to. Three deliberate breaks, and two of them were not caught the first time: - Removing the min-cell rule so a shared-cell pair reports repeatedly: caught. - Dropping the unlink in `move`: **not caught**, initially. Stale entries do not produce wrong query answers, because the bounds re-check filters them out -- they leak the cell pool until the grid stops working, on a timescale no unit test reaches by accident. Counting live pool entries across 200 moves is the only thing that sees it, and now does: 505 entries against an expected 5. - Swapping floorf for a truncating cast: **not caught, and correctly so.** Everything below zero is clamped to cell 0 either way, so today the two are indistinguishable. The comment claiming truncation is a defect was overstating it and now says what is actually true: the clamp is the only thing hiding it, and a negative world origin or a relaxed clamp would make it real with no test standing in front of it. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 06:29:02 -04:00
/**
* @brief The grid cell-entry pool.
*
* One entry per proxy per cell it overlaps. The ceiling is provable rather than
* hopeful: the grid spills anything covering more than
* `AKGL_COLLISION_GRID_MAX_SPAN` cells onto a single chain instead of celling
* it, so no proxy can ever hold more than that many entries.
*/
Add a second partitioner, so the vtable is a seam and not a decoration A binary space partition on libakstdlib's tree links and lists, registered in the factory as "bsp". It runs the same assertions the grid does, because tests/partition.c is a table over partitioners and adding a row is all it takes to be held to the contract. **Use the grid.** This is here to prove the vtable works and to have something to measure the grid against, and the file says so at the top. It rebuilds whenever the proxy set changes, which is the shape PERFORMANCE.md records Phaser using and capping out around five thousand bodies. It would earn its place in a world with wildly non-uniform object sizes, or one larger than the grid's fixed cell array covers. The difference is visible in the code rather than buried in a benchmark: the grid's `move` compares four integers and returns when a proxy has not left its cells, and this one marks the whole partition stale. The incremental-move assertion in the suite is therefore grid-only, and says why. aksl_tree_iterate is not used, and the file carries the three reasons so the next reader does not rediscover them: it is a complete traversal whose only control signal stops the entire walk, so there is no way to prune a subtree -- which is the only operation a spatial query is made of; it carries no per-node context, and a pruning descent needs each node's bounds and plane; and its breadth-first modes allocate, while only the depth-first ones are malloc-free and those are the ones without pruning. aksl_tree_insert is unusable for a different reason again: it is a comparator-ordered BST, and a spatial insert has to compare a leaf against a plane, which aksl_TreeCompareFunc cannot express. What is used is the link structure and the lists, neither of which allocates, which is why they fit here at all. The descent is an explicit stack rather than recursion, so the depth bound is an array bound the compiler can see -- this library already has one documented way to blow the C stack and does not need a second. Split planes are the median of the item centres on the longer axis, not the spatial midpoint: actors in a tile game cluster on the floor, and a midpoint split gives one empty child and one full one for several levels running. A split that separates nothing degrades the node to a leaf rather than recursing forever on the same set. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 07:08:54 -04:00
/** @brief The BSP node pool. A median-split tree over N proxies at 8 per leaf needs about N/2 nodes. */
#ifndef AKGL_MAX_HEAP_BSPNODE
#define AKGL_MAX_HEAP_BSPNODE (AKGL_MAX_HEAP_COLLISION_PROXY)
#endif
Add a pluggable broad phase, and the incremental uniform grid behind it akgl_Partitioner is a record of function pointers and an initializer, the same shape as the render and physics backends. `move` is its own slot rather than remove-then-insert, and that is the whole design: a uniform grid's move is a comparison and a return when the proxy has not left the cells it was in, which is the steady state for a walking actor and the permanent state for a static one. Spelling it as remove-and-insert would turn the incremental grid into the rebuild-every-frame tree that PERFORMANCE.md already measured and rejected. The grid is a dense 128x128 array of cell heads over the world, cells keyed on tile size, with two intrusive chains per entry -- one through the cell so a query can walk it, one through the proxy so removal unlinks a whole span without searching. Everything is an int16_t index rather than a pointer, so the structure is relocatable and clearing it is a memset. A proxy covering more cells than AKGL_COLLISION_GRID_MAX_SPAN spills onto one chain every query walks, which is what makes the cell pool's ceiling provable rather than hopeful. tests/partition.c compares every query against a linear scan over the same proxies and asserts containment in one direction, not equality. That asymmetry is the contract: over-reporting costs a narrowphase call, under-reporting is a wall an actor walks through. The suite is a table over partitioners so the same assertions run against every implementation, which is what the second one landing later will be held to. Three deliberate breaks, and two of them were not caught the first time: - Removing the min-cell rule so a shared-cell pair reports repeatedly: caught. - Dropping the unlink in `move`: **not caught**, initially. Stale entries do not produce wrong query answers, because the bounds re-check filters them out -- they leak the cell pool until the grid stops working, on a timescale no unit test reaches by accident. Counting live pool entries across 200 moves is the only thing that sees it, and now does: 505 entries against an expected 5. - Swapping floorf for a truncating cast: **not caught, and correctly so.** Everything below zero is clamped to cell 0 either way, so today the two are indistinguishable. The comment claiming truncation is a defect was overstating it and now says what is actually true: the clamp is the only thing hiding it, and a negative world origin or a relaxed clamp would make it real with no test standing in front of it. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 06:29:02 -04:00
#ifndef AKGL_MAX_HEAP_COLLISION_CELL
#define AKGL_MAX_HEAP_COLLISION_CELL (AKGL_MAX_HEAP_COLLISION_PROXY * 16)
#endif
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
/** @brief The actor pool. Public so the render and physics sweeps can walk it directly instead of going through the registry. */
Namespace every exported symbol, and bump to 0.5.0 Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
extern akgl_Actor akgl_heap_actors[AKGL_MAX_HEAP_ACTOR];
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
/** @brief The sprite pool. 16 per actor, on the assumption of one sprite per state combination. */
Namespace every exported symbol, and bump to 0.5.0 Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
extern akgl_Sprite akgl_heap_sprites[AKGL_MAX_HEAP_SPRITE];
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
/** @brief The spritesheet pool. Sized like the sprite pool, though sharing means far fewer are used in practice. */
Namespace every exported symbol, and bump to 0.5.0 Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
extern akgl_SpriteSheet akgl_heap_spritesheets[AKGL_MAX_HEAP_SPRITESHEET];
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
/** @brief The character pool. */
Namespace every exported symbol, and bump to 0.5.0 Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
extern akgl_Character akgl_heap_characters[AKGL_MAX_HEAP_CHARACTER];
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
/** @brief The string pool. Every entry is PATH_MAX bytes, so this is the largest of the five by a wide margin. */
Namespace every exported symbol, and bump to 0.5.0 Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
extern akgl_String akgl_heap_strings[AKGL_MAX_HEAP_STRING];
Pool collision proxies, and tie one to the life of its actor A proxy is what the broad phase will index: an actor's shape, where it is, and the bounds that follow from those. It is a sixth heap layer, two per actor -- one for the actor itself and headroom for static geometry a game registers that is not tile-aligned. Solid *tiles* deliberately get none: the broad phase will read those out of the tilemap's own array, because one proxy per tile is tens of megabytes to index data that is already a grid. The pool follows the existing convention rather than improving on it. akgl_heap_next_collision_proxy finds a free slot and does not claim it; akgl_collision_proxy_initialize claims it. That is TODO.md item 8's asymmetry, and it is kept on purpose: an acquire abandoned before initialization leaks nothing, because the slot still reads as free, and a sixth pool with its own rule would be worse than one defect with five instances. Fixing item 8 means fixing all five together with every call site audited, and that is its own change. The proxy holds a *copy* of the shape rather than a pointer. An actor's own logic may rewrite its shape mid-step -- a character crouching, a projectile arming -- and a broad phase whose bounds came from a shape that has since changed is a bug that only appears when two things happen in the same frame. akgl_heap_release_actor now releases the actor's proxy. Without it the proxy holds a borrowed `owner` into a slot that has just been zeroed, so the broad phase keeps a registration whose owner reads as a free actor, and the next contact against it is a collision with nothing. Verified by removing the release and watching test_proxy_dies_with_its_actor go red. The tests pin the convention as well as the behaviour: that two acquires with no initialize between them return the same slot is asserted, not merely tolerated, so that changing the convention has to change a test that says why it exists. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 23:56:21 -04:00
/** @brief The collision proxy pool. Only the library allocates from it. */
extern akgl_CollisionProxy akgl_heap_collision_proxies[AKGL_MAX_HEAP_COLLISION_PROXY];
Add a pluggable broad phase, and the incremental uniform grid behind it akgl_Partitioner is a record of function pointers and an initializer, the same shape as the render and physics backends. `move` is its own slot rather than remove-then-insert, and that is the whole design: a uniform grid's move is a comparison and a return when the proxy has not left the cells it was in, which is the steady state for a walking actor and the permanent state for a static one. Spelling it as remove-and-insert would turn the incremental grid into the rebuild-every-frame tree that PERFORMANCE.md already measured and rejected. The grid is a dense 128x128 array of cell heads over the world, cells keyed on tile size, with two intrusive chains per entry -- one through the cell so a query can walk it, one through the proxy so removal unlinks a whole span without searching. Everything is an int16_t index rather than a pointer, so the structure is relocatable and clearing it is a memset. A proxy covering more cells than AKGL_COLLISION_GRID_MAX_SPAN spills onto one chain every query walks, which is what makes the cell pool's ceiling provable rather than hopeful. tests/partition.c compares every query against a linear scan over the same proxies and asserts containment in one direction, not equality. That asymmetry is the contract: over-reporting costs a narrowphase call, under-reporting is a wall an actor walks through. The suite is a table over partitioners so the same assertions run against every implementation, which is what the second one landing later will be held to. Three deliberate breaks, and two of them were not caught the first time: - Removing the min-cell rule so a shared-cell pair reports repeatedly: caught. - Dropping the unlink in `move`: **not caught**, initially. Stale entries do not produce wrong query answers, because the bounds re-check filters them out -- they leak the cell pool until the grid stops working, on a timescale no unit test reaches by accident. Counting live pool entries across 200 moves is the only thing that sees it, and now does: 505 entries against an expected 5. - Swapping floorf for a truncating cast: **not caught, and correctly so.** Everything below zero is clamped to cell 0 either way, so today the two are indistinguishable. The comment claiming truncation is a defect was overstating it and now says what is actually true: the clamp is the only thing hiding it, and a negative world origin or a relaxed clamp would make it real with no test standing in front of it. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 06:29:02 -04:00
/** @brief The grid cell-entry pool. Only the uniform grid allocates from it. */
extern akgl_CollisionCell akgl_heap_collision_cells[AKGL_MAX_HEAP_COLLISION_CELL];
Add a second partitioner, so the vtable is a seam and not a decoration A binary space partition on libakstdlib's tree links and lists, registered in the factory as "bsp". It runs the same assertions the grid does, because tests/partition.c is a table over partitioners and adding a row is all it takes to be held to the contract. **Use the grid.** This is here to prove the vtable works and to have something to measure the grid against, and the file says so at the top. It rebuilds whenever the proxy set changes, which is the shape PERFORMANCE.md records Phaser using and capping out around five thousand bodies. It would earn its place in a world with wildly non-uniform object sizes, or one larger than the grid's fixed cell array covers. The difference is visible in the code rather than buried in a benchmark: the grid's `move` compares four integers and returns when a proxy has not left its cells, and this one marks the whole partition stale. The incremental-move assertion in the suite is therefore grid-only, and says why. aksl_tree_iterate is not used, and the file carries the three reasons so the next reader does not rediscover them: it is a complete traversal whose only control signal stops the entire walk, so there is no way to prune a subtree -- which is the only operation a spatial query is made of; it carries no per-node context, and a pruning descent needs each node's bounds and plane; and its breadth-first modes allocate, while only the depth-first ones are malloc-free and those are the ones without pruning. aksl_tree_insert is unusable for a different reason again: it is a comparator-ordered BST, and a spatial insert has to compare a leaf against a plane, which aksl_TreeCompareFunc cannot express. What is used is the link structure and the lists, neither of which allocates, which is why they fit here at all. The descent is an explicit stack rather than recursion, so the depth bound is an array bound the compiler can see -- this library already has one documented way to blow the C stack and does not need a second. Split planes are the median of the item centres on the longer axis, not the spatial midpoint: actors in a tile game cluster on the floor, and a midpoint split gives one empty child and one full one for several levels running. A split that separates nothing degrades the node to a leaf rather than recursing forever on the same set. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 07:08:54 -04:00
/** @brief The BSP node pool. Only the BSP partitioner allocates from it. */
extern akgl_BspNode akgl_heap_bspnodes[AKGL_MAX_HEAP_BSPNODE];
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Zero every pool, marking every slot free.
*
* Call once at startup, before anything allocates. Calling it again is a reset,
* not a refresh: it does not release textures, clear registries, or consult
* reference counts, so every live object becomes a dangling pointer and every
* registry entry points at a zeroed slot. akgl_game_init calls it for you.
*
* @return `NULL`. There is no failure path today -- it is a series of `memset`s
* -- but check it anyway; the signature exists so a layer that needs
* real setup has somewhere to report from.
*/
Give every exported function a declaration, and check that it stays that way Closes internal-consistency items 7 through 15. Nineteen non-static functions were in the ABI with no declaration anywhere, so no consumer could call them and any consumer could collide with them. The four gamepad_handle_* functions are the ones that mattered: controller.h declared akgl_controller_handle_button_down and three siblings that did not exist, so anything compiled against the header alone failed to link. The definitions carry the declared names now, which also closes Defects -> Known and still open item 10, and their documentation moved to the header. The rest are either declared under a "part of the internal API" block -- akgl_game_save_actors and akgl_game_load_versioncmp, which tests/game.c had to declare for itself, plus six tilemap loader helpers the untested-loader work wants to reach -- or static, which is what the four save iterators and load_objectnamemap should always have been. akgl_path_relative_from is deleted: declared nowhere, called from nowhere, never wrote its output, and leaked a pooled string on every call, so it closes Known and still open item 4 and item 40 by ceasing to exist. scripts/check_api_surface.sh keeps it closed. It reads the built library's dynamic symbol table and every public header with comments stripped, and fails on an exported akgl_* symbol that is declared nowhere. Stripping comments is the whole point -- four of these were mentioned in controller.h prose, which is how they went unnoticed. The pool-size ceilings are defined once, in heap.h, so the #ifndef override hook fires for the first time; actor.h, sprite.h and character.h were defining the same four unconditionally from headers heap.h includes above its own guard. tests/header_pool_override.c fails the compile if that regresses. Also here: (void) rather than () on the twelve no-argument entry points, AKERR_NOIGNORE only on declarations, static helpers with the akgl_ prefix dropped, and the six parameter-name mismatches. akgl_get_json_with_default had its two contexts swapped rather than merely misspelled -- the incoming one was `err` and its own was `e`, which is the name reserved for an incoming one. 24/24 pass, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:44:38 -04:00
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init(void);
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Zero the actor pool only.
*
* Split out from akgl_heap_init so a caller can reset the actors between levels
* while keeping the loaded sprites, sheets, and characters -- those are the
* expensive ones, since they own textures. Pair it with
* akgl_registry_init_actor, which clears the matching registry.
*
* @return `NULL`. No failure path today; see akgl_heap_init.
*/
Give every exported function a declaration, and check that it stays that way Closes internal-consistency items 7 through 15. Nineteen non-static functions were in the ABI with no declaration anywhere, so no consumer could call them and any consumer could collide with them. The four gamepad_handle_* functions are the ones that mattered: controller.h declared akgl_controller_handle_button_down and three siblings that did not exist, so anything compiled against the header alone failed to link. The definitions carry the declared names now, which also closes Defects -> Known and still open item 10, and their documentation moved to the header. The rest are either declared under a "part of the internal API" block -- akgl_game_save_actors and akgl_game_load_versioncmp, which tests/game.c had to declare for itself, plus six tilemap loader helpers the untested-loader work wants to reach -- or static, which is what the four save iterators and load_objectnamemap should always have been. akgl_path_relative_from is deleted: declared nowhere, called from nowhere, never wrote its output, and leaked a pooled string on every call, so it closes Known and still open item 4 and item 40 by ceasing to exist. scripts/check_api_surface.sh keeps it closed. It reads the built library's dynamic symbol table and every public header with comments stripped, and fails on an exported akgl_* symbol that is declared nowhere. Stripping comments is the whole point -- four of these were mentioned in controller.h prose, which is how they went unnoticed. The pool-size ceilings are defined once, in heap.h, so the #ifndef override hook fires for the first time; actor.h, sprite.h and character.h were defining the same four unconditionally from headers heap.h includes above its own guard. tests/header_pool_override.c fails the compile if that regresses. Also here: (void) rather than () on the twelve no-argument entry points, AKERR_NOIGNORE only on declarations, static helpers with the akgl_ prefix dropped, and the six parameter-name mismatches. akgl_get_json_with_default had its two contexts swapped rather than merely misspelled -- the incoming one was `err` and its own was `e`, which is the name reserved for an incoming one. 24/24 pass, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:44:38 -04:00
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init_actor(void);
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Claim a free actor slot.
* @param dest Receives a pointer to the free slot. Required, and **not**
* checked -- a `NULL` here is a crash, not an error context. The
* slot is *not* zeroed and its `refcount` is not incremented; it
* stays free until akgl_actor_initialize takes the reference.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKGL_ERR_HEAP If every one of the #AKGL_MAX_HEAP_ACTOR slots is in use.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_actor(akgl_Actor **dest);
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Claim a free sprite slot.
* @param dest Receives a pointer to the free slot. Required and unchecked; not
* zeroed, and no reference taken. See akgl_heap_next_actor.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKGL_ERR_HEAP If every one of the #AKGL_MAX_HEAP_SPRITE slots is in use.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_sprite(akgl_Sprite **dest);
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Claim a free spritesheet slot.
* @param dest Receives a pointer to the free slot. Required and unchecked; not
* zeroed, and no reference taken. See akgl_heap_next_actor.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKGL_ERR_HEAP If every one of the #AKGL_MAX_HEAP_SPRITESHEET slots is
* in use.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_spritesheet(akgl_SpriteSheet **dest);
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Claim a free character slot.
* @param dest Receives a pointer to the free slot. Required and unchecked; not
* zeroed, and no reference taken. See akgl_heap_next_actor.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKGL_ERR_HEAP If every one of the #AKGL_MAX_HEAP_CHARACTER slots is in
* use.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_character(akgl_Character **dest);
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Claim a free string slot, and take the reference on it.
*
* The odd one out: this *does* increment `refcount`, so the slot is yours the
* moment it returns and stays yours until you call akgl_heap_release_string.
* That is what makes the scratch-buffer idiom -- claim, use, release in
* `CLEANUP` -- safe. The contents are whatever the last holder left; call
* akgl_string_initialize if you need it clean.
*
* @param dest Receives a pointer to the claimed slot. Required and **not**
* checked -- a `NULL` here is a crash, not an error context.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKGL_ERR_HEAP If every one of the #AKGL_MAX_HEAP_STRING slots is in
* use. In practice this means a missing release somewhere, not a pool
* that is genuinely too small.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_string(akgl_String **dest);
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Drop a reference to an actor, tearing it down when the last one goes.
*
* At zero it releases every child recursively, clears the actor's entry from
* #AKGL_REGISTRY_ACTOR, and zeroes the slot.
*
* @param ptr The actor to release. Required. A slot whose `refcount` is already
* 0 is re-torn-down rather than rejected, which is harmless on a
* zeroed slot and destructive on a live one that was never
* registered.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKERR_NULLPOINTER If @p ptr is `NULL`.
*
* @warning Children are released unconditionally, and the recursion has no cycle
* check: an actor reachable from its own child list recurses until the
* stack runs out.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_actor(akgl_Actor *ptr);
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Drop a reference to a sprite, tearing it down when the last one goes.
*
* At zero it clears the sprite's entry from #AKGL_REGISTRY_SPRITE and zeroes the
* slot. The spritesheet it pointed at is *not* released -- the sprite only
* borrowed it.
*
* @param ptr The sprite to release. Required.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKERR_NULLPOINTER If @p ptr is `NULL`.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_sprite(akgl_Sprite *ptr);
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Drop a reference to a spritesheet, destroying its texture when the last one goes.
*
* The only release that frees a resource outside the pool: at zero it clears the
* entry from #AKGL_REGISTRY_SPRITESHEET, destroys the `SDL_Texture`, and zeroes
* the slot. Any sprite still pointing at the sheet is left with a dangling
* pointer, since nothing takes a reference on a sheet on a sprite's behalf.
*
* @param ptr The spritesheet to release. Required.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKERR_NULLPOINTER If @p ptr is `NULL`.
*
* @note Destroying a texture is a main-thread operation in SDL, so this must be
* called from the thread that owns the renderer.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_spritesheet(akgl_SpriteSheet *ptr);
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Drop a reference to a character, tearing it down when the last one goes.
*
* At zero it clears the entry from #AKGL_REGISTRY_CHARACTER and zeroes the slot.
*
* @param ptr The character to release. Required.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKERR_NULLPOINTER If @p ptr is `NULL`.
*
Namespace every exported symbol, and bump to 0.5.0 Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
* @note At zero it also walks the state-to-sprite map with
* akgl_character_state_sprites_iterate and #AKGL_ITERATOR_OP_RELEASE,
* giving back every reference akgl_character_sprite_add took, and then
* destroys the `SDL_PropertiesID` holding the map. Before 0.5.0 it did
* neither, so loading and releasing characters level by level exhausted
* the sprite pool and leaked a property set per character.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_character(akgl_Character *ptr);
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Drop a reference to a pooled string, zeroing it when the last one goes.
*
* Strings are not registered anywhere, so this is just the reference count and a
* wipe. It is safe to call on a string a function may or may not have claimed,
* which is why the `CLEANUP` blocks in this library call it unconditionally.
*
* @param ptr The string to release. Required -- unlike the pattern elsewhere, a
* `NULL` here is an error rather than a no-op, so `CLEANUP` blocks
* wrap it in `IGNORE()`.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKERR_NULLPOINTER If @p ptr is `NULL`.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_string(akgl_String *ptr);
Pool collision proxies, and tie one to the life of its actor A proxy is what the broad phase will index: an actor's shape, where it is, and the bounds that follow from those. It is a sixth heap layer, two per actor -- one for the actor itself and headroom for static geometry a game registers that is not tile-aligned. Solid *tiles* deliberately get none: the broad phase will read those out of the tilemap's own array, because one proxy per tile is tens of megabytes to index data that is already a grid. The pool follows the existing convention rather than improving on it. akgl_heap_next_collision_proxy finds a free slot and does not claim it; akgl_collision_proxy_initialize claims it. That is TODO.md item 8's asymmetry, and it is kept on purpose: an acquire abandoned before initialization leaks nothing, because the slot still reads as free, and a sixth pool with its own rule would be worse than one defect with five instances. Fixing item 8 means fixing all five together with every call site audited, and that is its own change. The proxy holds a *copy* of the shape rather than a pointer. An actor's own logic may rewrite its shape mid-step -- a character crouching, a projectile arming -- and a broad phase whose bounds came from a shape that has since changed is a bug that only appears when two things happen in the same frame. akgl_heap_release_actor now releases the actor's proxy. Without it the proxy holds a borrowed `owner` into a slot that has just been zeroed, so the broad phase keeps a registration whose owner reads as a free actor, and the next contact against it is a collision with nothing. Verified by removing the release and watching test_proxy_dies_with_its_actor go red. The tests pin the convention as well as the behaviour: that two acquires with no initialize between them return the same slot is asserted, not merely tolerated, so that changing the convention has to change a test that says why it exists. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 23:56:21 -04:00
/**
* @brief Find a free collision proxy slot.
*
* Does **not** take the reference, matching four of the five pools above.
* akgl_collision_proxy_initialize takes it; write the two adjacent, because
* until it runs the slot still reads as free and the next acquire hands out the
* same pointer.
*
* @param dest Receives the proxy. Required.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_HEAP If every slot is in use. That normally means proxies are
* not being released rather than that the pool is too small.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_collision_proxy(akgl_CollisionProxy **dest);
/**
* @brief Give a collision proxy back.
*
* Decrements, and at zero clears the slot. A proxy holds no external resource
* and appears in no registry, so there is nothing else to unwind.
*
* @param ptr The proxy. Required.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p ptr is `NULL`.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_collision_proxy(akgl_CollisionProxy *ptr);
Add a pluggable broad phase, and the incremental uniform grid behind it akgl_Partitioner is a record of function pointers and an initializer, the same shape as the render and physics backends. `move` is its own slot rather than remove-then-insert, and that is the whole design: a uniform grid's move is a comparison and a return when the proxy has not left the cells it was in, which is the steady state for a walking actor and the permanent state for a static one. Spelling it as remove-and-insert would turn the incremental grid into the rebuild-every-frame tree that PERFORMANCE.md already measured and rejected. The grid is a dense 128x128 array of cell heads over the world, cells keyed on tile size, with two intrusive chains per entry -- one through the cell so a query can walk it, one through the proxy so removal unlinks a whole span without searching. Everything is an int16_t index rather than a pointer, so the structure is relocatable and clearing it is a memset. A proxy covering more cells than AKGL_COLLISION_GRID_MAX_SPAN spills onto one chain every query walks, which is what makes the cell pool's ceiling provable rather than hopeful. tests/partition.c compares every query against a linear scan over the same proxies and asserts containment in one direction, not equality. That asymmetry is the contract: over-reporting costs a narrowphase call, under-reporting is a wall an actor walks through. The suite is a table over partitioners so the same assertions run against every implementation, which is what the second one landing later will be held to. Three deliberate breaks, and two of them were not caught the first time: - Removing the min-cell rule so a shared-cell pair reports repeatedly: caught. - Dropping the unlink in `move`: **not caught**, initially. Stale entries do not produce wrong query answers, because the bounds re-check filters them out -- they leak the cell pool until the grid stops working, on a timescale no unit test reaches by accident. Counting live pool entries across 200 moves is the only thing that sees it, and now does: 505 entries against an expected 5. - Swapping floorf for a truncating cast: **not caught, and correctly so.** Everything below zero is clamped to cell 0 either way, so today the two are indistinguishable. The comment claiming truncation is a defect was overstating it and now says what is actually true: the clamp is the only thing hiding it, and a negative world origin or a relaxed clamp would make it real with no test standing in front of it. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 06:29:02 -04:00
/**
* @brief Find a free grid cell entry. Does not claim it; the initialize does.
* @param dest Receives the entry. Required.
* @throws AKGL_ERR_HEAP If every slot is in use.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_collision_cell(akgl_CollisionCell **dest);
/**
* @brief Give a grid cell entry back.
* @param ptr The entry. Required.
* @throws AKERR_NULLPOINTER If @p ptr is `NULL`.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_collision_cell(akgl_CollisionCell *ptr);
/**
* @brief Drop every grid cell entry without touching any other pool.
*
* The partitioner's `reset` calls this. Sibling of akgl_heap_init_actor, for the
* same reason: a level change should not cost the sprite and character pools.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init_collision_cells(void);
Add a second partitioner, so the vtable is a seam and not a decoration A binary space partition on libakstdlib's tree links and lists, registered in the factory as "bsp". It runs the same assertions the grid does, because tests/partition.c is a table over partitioners and adding a row is all it takes to be held to the contract. **Use the grid.** This is here to prove the vtable works and to have something to measure the grid against, and the file says so at the top. It rebuilds whenever the proxy set changes, which is the shape PERFORMANCE.md records Phaser using and capping out around five thousand bodies. It would earn its place in a world with wildly non-uniform object sizes, or one larger than the grid's fixed cell array covers. The difference is visible in the code rather than buried in a benchmark: the grid's `move` compares four integers and returns when a proxy has not left its cells, and this one marks the whole partition stale. The incremental-move assertion in the suite is therefore grid-only, and says why. aksl_tree_iterate is not used, and the file carries the three reasons so the next reader does not rediscover them: it is a complete traversal whose only control signal stops the entire walk, so there is no way to prune a subtree -- which is the only operation a spatial query is made of; it carries no per-node context, and a pruning descent needs each node's bounds and plane; and its breadth-first modes allocate, while only the depth-first ones are malloc-free and those are the ones without pruning. aksl_tree_insert is unusable for a different reason again: it is a comparator-ordered BST, and a spatial insert has to compare a leaf against a plane, which aksl_TreeCompareFunc cannot express. What is used is the link structure and the lists, neither of which allocates, which is why they fit here at all. The descent is an explicit stack rather than recursion, so the depth bound is an array bound the compiler can see -- this library already has one documented way to blow the C stack and does not need a second. Split planes are the median of the item centres on the longer axis, not the spatial midpoint: actors in a tile game cluster on the floor, and a midpoint split gives one empty child and one full one for several levels running. A split that separates nothing degrades the node to a leaf rather than recursing forever on the same set. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 07:08:54 -04:00
/** @brief Find a free BSP node. Does not claim it. @throws AKGL_ERR_HEAP when full. */
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_bspnode(akgl_BspNode **dest);
/** @brief Give a BSP node back. @throws AKERR_NULLPOINTER If @p ptr is `NULL`. */
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_bspnode(akgl_BspNode *ptr);
/** @brief Drop every BSP node without touching any other pool. */
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init_bspnodes(void);
#endif //_AKGL_HEAP_H_