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libakgl/src/staticstring.c

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/**
* @file staticstring.c
* @brief Implements the staticstring subsystem.
*/
#include <akerror.h>
Build clean under -Wall, with -Werror in CI only TODO.md item 37 said the cast sweep buys nothing until the build turns on the warnings those casts suppress. This is that precondition, and the argument turned out to be right with evidence: -Wall found three genuine signedness mismatches in sprite.c, where uint32_t width, height and speed were passed straight to akgl_get_json_integer_value(..., int *). A cast would have silenced all three. Fixing them properly also turned up that speed is scaled by a million into a 32-bit field, so anything past 4294 ms overflowed rather than being held. The other real finding was ten -Wstringop-truncation warnings, every one a fixed-width strncpy. Those leave a name field unterminated when the input fills it -- and those fields are registry keys, handed to strcmp and SDL property calls that do not stop at the field. Same overread class fixed twice already this release. All ten now use aksl_strncpy from akstdlib, which always terminates and never NUL-pads, bounded to size - 1 so an over-long name still truncates rather than being refused. staticstring.h documented the old strncpy semantics explicitly and has been rewritten to match. Two sites in game.c are deliberately left on strncpy: both stage into a pre-zeroed buffer for the savegame's fixed-width fields, where the NUL padding is part of the format. Neither is flagged. sprite.c also had a memcpy of a full 128-byte field from a NUL-terminated string, which reads past the end of any shorter name. Not flagged by anything; found while converting its neighbours. -Werror is an option, default OFF, on only in the cmake_build and performance CI jobs. libakgl is consumed with add_subdirectory -- akbasic does exactly that -- so a target-level -Werror turns every diagnostic a newer compiler invents into a broken build for somebody else. The warning set is not even stable across build types here: an -O2 build reports ten warnings that -O0 and -fsyntax-only do not, because they need the middle end. The two jobs that set it are one of each. -Wextra is deliberately not adopted. It adds 22 findings, 17 inherent to the design: 13 -Wunused-parameter from backend vtables and SDL callbacks that must match a signature, and 4 -Wimplicit-fallthrough from libakerror's own PROCESS/HANDLE/HANDLE_GROUP, which fall through by design. Filed upstream as deps/libakerror TODO item 8; the submodule bump carries it. deps/semver/semver.c is listed directly in add_library, so the target's PRIVATE options reach it. Exempted with -w so a future semver update cannot fail this build -- verified by forcing -Wextra -Werror and watching our files fail while semver compiled clean. Verified: RelWithDebInfo, Debug and coverage builds all clean under -Werror; -Werror actually fails on a planted unused variable; an embedded consumer with AKGL_WERROR unset still configures and builds. 25/25 pass, memcheck clean, reindent --check, check_api_surface and check_error_protocol clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 09:18:52 -04:00
#include <akstdlib.h>
#include <akgl/staticstring.h>
akerr_ErrorContext *akgl_string_initialize(akgl_String *obj, char *init)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Attempted to initialize NULL string reference");
if ( init != NULL ) {
Build clean under -Wall, with -Werror in CI only TODO.md item 37 said the cast sweep buys nothing until the build turns on the warnings those casts suppress. This is that precondition, and the argument turned out to be right with evidence: -Wall found three genuine signedness mismatches in sprite.c, where uint32_t width, height and speed were passed straight to akgl_get_json_integer_value(..., int *). A cast would have silenced all three. Fixing them properly also turned up that speed is scaled by a million into a 32-bit field, so anything past 4294 ms overflowed rather than being held. The other real finding was ten -Wstringop-truncation warnings, every one a fixed-width strncpy. Those leave a name field unterminated when the input fills it -- and those fields are registry keys, handed to strcmp and SDL property calls that do not stop at the field. Same overread class fixed twice already this release. All ten now use aksl_strncpy from akstdlib, which always terminates and never NUL-pads, bounded to size - 1 so an over-long name still truncates rather than being refused. staticstring.h documented the old strncpy semantics explicitly and has been rewritten to match. Two sites in game.c are deliberately left on strncpy: both stage into a pre-zeroed buffer for the savegame's fixed-width fields, where the NUL padding is part of the format. Neither is flagged. sprite.c also had a memcpy of a full 128-byte field from a NUL-terminated string, which reads past the end of any shorter name. Not flagged by anything; found while converting its neighbours. -Werror is an option, default OFF, on only in the cmake_build and performance CI jobs. libakgl is consumed with add_subdirectory -- akbasic does exactly that -- so a target-level -Werror turns every diagnostic a newer compiler invents into a broken build for somebody else. The warning set is not even stable across build types here: an -O2 build reports ten warnings that -O0 and -fsyntax-only do not, because they need the middle end. The two jobs that set it are one of each. -Wextra is deliberately not adopted. It adds 22 findings, 17 inherent to the design: 13 -Wunused-parameter from backend vtables and SDL callbacks that must match a signature, and 4 -Wimplicit-fallthrough from libakerror's own PROCESS/HANDLE/HANDLE_GROUP, which fall through by design. Filed upstream as deps/libakerror TODO item 8; the submodule bump carries it. deps/semver/semver.c is listed directly in add_library, so the target's PRIVATE options reach it. Exempted with -w so a future semver update cannot fail this build -- verified by forcing -Wextra -Werror and watching our files fail while semver compiled clean. Verified: RelWithDebInfo, Debug and coverage builds all clean under -Werror; -Werror actually fails on a planted unused variable; an embedded consumer with AKGL_WERROR unset still configures and builds. 25/25 pass, memcheck clean, reindent --check, check_api_surface and check_error_protocol clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 09:18:52 -04:00
PASS(errctx, aksl_strncpy((char *)&obj->data, sizeof(obj->data), init, sizeof(obj->data) - 1));
} else {
Bound every array a data file can index Closes Defects items 16 and 17 and Known-and-still-open item 6. All three let an asset file, or a caller's argument, write past a fixed array. akgl_sprite_load_json took its frame count straight from the document and wrote that many entries into a 16-byte frameids -- through a uint32_t * cast of a uint8_t *, so each write touched four bytes and the overrun reached four bytes past the array, into the rest of akgl_Sprite and then the next pool slot. The count is checked first now, each id is read into an int and narrowed deliberately, and a frame number too large for a uint8_t is refused rather than truncated into an index for a different tile. The tilemap loader had the same shape twice: objects[j] with no check against AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER and tilesets[i] with none against AKGL_TILEMAP_MAX_TILESETS. akgl_tilemap_load_layers already bounded its own loop, so the pattern was in the same file. The object one is the reachable half -- 128 objects is not a large object layer. akgl_string_initialize zeroed sizeof(akgl_String) starting at `data`, which begins after the refcount in front of it, so it ran four bytes past the end of the object and onto the *next* slot's refcount -- the field the allocator reads to decide whether a slot is free. Same file, same class, fixed with it: akgl_string_copy accepted a count larger than the buffers, reading past one pool slot and writing past another, which the header documented as behaviour. Every case has a test that fails against the old code, with five new fixtures. Exactly-the-maximum is asserted alongside one-past in each, so the bound cannot be fixed by making the limit off by one. 25/25 pass, memcheck clean, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 00:24:35 -04:00
// sizeof(obj->data), not sizeof(akgl_String). `data` starts after the
// `refcount` in front of it, so zeroing the size of the whole struct
// from the start of the buffer ran four bytes past the end of the
// object -- into the next pool slot's refcount, which is what makes a
// free slot look claimed or a claimed one look free.
memset(&obj->data, 0x00, sizeof(obj->data));
}
obj->refcount = 1;
SUCCEED_RETURN(errctx);
}
Fix the type, macro and state-table defects, and the leftover debris Closes internal-consistency items 19 through 36, 38 and 41. Item 37, the ~180 redundant casts, is deliberately left open with its reasoning in TODO.md: the benefit only arrives once the build turns on the warnings those casts suppress, and doing it before that is churn across the two files with the most outstanding functional defects. The two that were real bugs are in the actor state table. AKGL_ACTOR_STATE_STRING_NAMES was declared [AKGL_ACTOR_MAX_STATES+1] and defined [32], so a consumer trusting the declared bound read past the object; and indices 11 and 12 were named UNDEFINED_11 and UNDEFINED_12 where actor.h has MOVING_IN and MOVING_OUT, so no character JSON could bind a sprite to either state. tests/registry.c now walks the whole table -- every entry non-NULL, every entry resolving to its own bit, no two entries sharing a name. The bitmask macros are parenthesized and AKGL_BITMASK_CLEAR has lost the semicolon inside its body. Writing tests/bitmasks.c for that turned up something worth knowing: the obvious test does not catch it. For a bit that is set, the misparse `!(mask & bit) == bit` gives the same answer as the correct one. It only diverges for an unset bit whose value is not 1, and that is the shape the suite uses now. akgl_draw_background was the last public function outside the error protocol. It takes a backend like everything else in draw.h, restores the draw colour it found, and is tested -- TODO.md had it filed under "needs the offscreen renderer harness", which was never true; what it needed was to stop reading the global. All eight registry initializers go through one helper, so the seven that leaked an SDL_PropertiesID on every call after the first no longer do. Fixed in the same place because it is the same function: akgl_registry_init never called akgl_registry_init_properties, which made akgl_set_property a silent no-op for anyone not going through akgl_game_init -- Defects, Known and still open item 3. Also: AKGL_COLLIDE_RECTANGLES (three open parens, two closes) and akgl_Frame deleted, float32_t/float64_t used consistently, the developer-specific debug logging removed from the controller inner loop, the abandoned SDL_GetBasePath comments removed, nine unused locals removed, and dst renamed to dest. akgl_game_update's default flags no longer OR the same bit twice. That changes nothing today, and the reason is Performance item 32: the loop never reads either bit, which is why every actor is updated sixteen times a frame. Still open. 25/25 pass, memcheck clean, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 00:15:36 -04:00
akerr_ErrorContext *akgl_string_copy(akgl_String *src, akgl_String *dest, int count)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, src, AKERR_NULLPOINTER, "NULL argument");
Fix the type, macro and state-table defects, and the leftover debris Closes internal-consistency items 19 through 36, 38 and 41. Item 37, the ~180 redundant casts, is deliberately left open with its reasoning in TODO.md: the benefit only arrives once the build turns on the warnings those casts suppress, and doing it before that is churn across the two files with the most outstanding functional defects. The two that were real bugs are in the actor state table. AKGL_ACTOR_STATE_STRING_NAMES was declared [AKGL_ACTOR_MAX_STATES+1] and defined [32], so a consumer trusting the declared bound read past the object; and indices 11 and 12 were named UNDEFINED_11 and UNDEFINED_12 where actor.h has MOVING_IN and MOVING_OUT, so no character JSON could bind a sprite to either state. tests/registry.c now walks the whole table -- every entry non-NULL, every entry resolving to its own bit, no two entries sharing a name. The bitmask macros are parenthesized and AKGL_BITMASK_CLEAR has lost the semicolon inside its body. Writing tests/bitmasks.c for that turned up something worth knowing: the obvious test does not catch it. For a bit that is set, the misparse `!(mask & bit) == bit` gives the same answer as the correct one. It only diverges for an unset bit whose value is not 1, and that is the shape the suite uses now. akgl_draw_background was the last public function outside the error protocol. It takes a backend like everything else in draw.h, restores the draw colour it found, and is tested -- TODO.md had it filed under "needs the offscreen renderer harness", which was never true; what it needed was to stop reading the global. All eight registry initializers go through one helper, so the seven that leaked an SDL_PropertiesID on every call after the first no longer do. Fixed in the same place because it is the same function: akgl_registry_init never called akgl_registry_init_properties, which made akgl_set_property a silent no-op for anyone not going through akgl_game_init -- Defects, Known and still open item 3. Also: AKGL_COLLIDE_RECTANGLES (three open parens, two closes) and akgl_Frame deleted, float32_t/float64_t used consistently, the developer-specific debug logging removed from the controller inner loop, the abandoned SDL_GetBasePath comments removed, nine unused locals removed, and dst renamed to dest. akgl_game_update's default flags no longer OR the same bit twice. That changes nothing today, and the reason is Performance item 32: the loop never reads either bit, which is why every actor is updated sixteen times a frame. Still open. 25/25 pass, memcheck clean, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 00:15:36 -04:00
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL argument");
if ( count == 0 ) {
count = AKGL_MAX_STRING_LENGTH;
}
Bound every array a data file can index Closes Defects items 16 and 17 and Known-and-still-open item 6. All three let an asset file, or a caller's argument, write past a fixed array. akgl_sprite_load_json took its frame count straight from the document and wrote that many entries into a 16-byte frameids -- through a uint32_t * cast of a uint8_t *, so each write touched four bytes and the overrun reached four bytes past the array, into the rest of akgl_Sprite and then the next pool slot. The count is checked first now, each id is read into an int and narrowed deliberately, and a frame number too large for a uint8_t is refused rather than truncated into an index for a different tile. The tilemap loader had the same shape twice: objects[j] with no check against AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER and tilesets[i] with none against AKGL_TILEMAP_MAX_TILESETS. akgl_tilemap_load_layers already bounded its own loop, so the pattern was in the same file. The object one is the reachable half -- 128 objects is not a large object layer. akgl_string_initialize zeroed sizeof(akgl_String) starting at `data`, which begins after the refcount in front of it, so it ran four bytes past the end of the object and onto the *next* slot's refcount -- the field the allocator reads to decide whether a slot is free. Same file, same class, fixed with it: akgl_string_copy accepted a count larger than the buffers, reading past one pool slot and writing past another, which the header documented as behaviour. Every case has a test that fails against the old code, with five new fixtures. Exactly-the-maximum is asserted alongside one-past in each, so the bound cannot be fixed by making the limit off by one. 25/25 pass, memcheck clean, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 00:24:35 -04:00
// Both buffers are exactly AKGL_MAX_STRING_LENGTH bytes, so a larger count
// walks off the end of two pool slots at once. Refused rather than
// documented, which is what it used to be.
FAIL_NONZERO_RETURN(
errctx,
((count < 0) || (count > AKGL_MAX_STRING_LENGTH)),
AKERR_OUTOFBOUNDS,
"Copy count %d is outside 0..%d",
count,
AKGL_MAX_STRING_LENGTH);
Build clean under -Wall, with -Werror in CI only TODO.md item 37 said the cast sweep buys nothing until the build turns on the warnings those casts suppress. This is that precondition, and the argument turned out to be right with evidence: -Wall found three genuine signedness mismatches in sprite.c, where uint32_t width, height and speed were passed straight to akgl_get_json_integer_value(..., int *). A cast would have silenced all three. Fixing them properly also turned up that speed is scaled by a million into a 32-bit field, so anything past 4294 ms overflowed rather than being held. The other real finding was ten -Wstringop-truncation warnings, every one a fixed-width strncpy. Those leave a name field unterminated when the input fills it -- and those fields are registry keys, handed to strcmp and SDL property calls that do not stop at the field. Same overread class fixed twice already this release. All ten now use aksl_strncpy from akstdlib, which always terminates and never NUL-pads, bounded to size - 1 so an over-long name still truncates rather than being refused. staticstring.h documented the old strncpy semantics explicitly and has been rewritten to match. Two sites in game.c are deliberately left on strncpy: both stage into a pre-zeroed buffer for the savegame's fixed-width fields, where the NUL padding is part of the format. Neither is flagged. sprite.c also had a memcpy of a full 128-byte field from a NUL-terminated string, which reads past the end of any shorter name. Not flagged by anything; found while converting its neighbours. -Werror is an option, default OFF, on only in the cmake_build and performance CI jobs. libakgl is consumed with add_subdirectory -- akbasic does exactly that -- so a target-level -Werror turns every diagnostic a newer compiler invents into a broken build for somebody else. The warning set is not even stable across build types here: an -O2 build reports ten warnings that -O0 and -fsyntax-only do not, because they need the middle end. The two jobs that set it are one of each. -Wextra is deliberately not adopted. It adds 22 findings, 17 inherent to the design: 13 -Wunused-parameter from backend vtables and SDL callbacks that must match a signature, and 4 -Wimplicit-fallthrough from libakerror's own PROCESS/HANDLE/HANDLE_GROUP, which fall through by design. Filed upstream as deps/libakerror TODO item 8; the submodule bump carries it. deps/semver/semver.c is listed directly in add_library, so the target's PRIVATE options reach it. Exempted with -w so a future semver update cannot fail this build -- verified by forcing -Wextra -Werror and watching our files fail while semver compiled clean. Verified: RelWithDebInfo, Debug and coverage builds all clean under -Werror; -Werror actually fails on a planted unused variable; an embedded consumer with AKGL_WERROR unset still configures and builds. 25/25 pass, memcheck clean, reindent --check, check_api_surface and check_error_protocol clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 09:18:52 -04:00
PASS(errctx, aksl_strncpy((char *)&dest->data, sizeof(dest->data), (char *)&src->data, count));
SUCCEED_RETURN(errctx);
}