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libakgl/tests/registry.c

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#include <SDL3/SDL.h>
#include <stdlib.h>
Fix every memory defect the checker found, and bump to 0.4.0 Six findings, all of them libakgl's, all closed. The memcheck run is clean. Not one of the four json_load_file calls in src/ was ever matched by a json_decref, so every asset load abandoned its parsed document: 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on the order of a megabyte for a real one. Each loader now releases it in the CLEANUP block it already had, on the success path as well as the failure one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT block first: props is a borrowed reference into the document and is read after the block ends, so every exit from that loop leaked the whole tree. akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what SDL handed back, which is SDL's strdup of the value -- four bytes for "0.0". That read up to 4 KiB past the end of somebody else's allocation on every property read, returned whatever was there past the terminator, and would have faulted on a value that landed at the end of a page. It copies the value and its terminator now, and refuses a value too long for an akgl_String rather than truncating it into an unterminated buffer. The header note that described the overread as a quirk describes correct behaviour instead. The four savegame name tables wrote a fixed-width field starting at the registry key, and SDL sizes that allocation to the name. They read past it on every entry and put what they found into the save file: up to half a kilobyte of this process's heap per registered object, in a file a player might send to somebody. They stage through a zeroed buffer now, and a negative-array-size typedef fails the build if a table's width ever outgrows it. akgl_controller_list_keyboards never freed the array SDL_GetKeyboards allocated for it. A font could be opened and published and never handed back -- there was no way to close one, so a game that changed fonts between scenes leaked ten kilobytes each time, and loading over a live name leaked the font it displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont calls it when it replaces a name, after the new font has opened so a failed reload leaves the caller with the font they had. A new public symbol takes the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be handed this library and told it is the same ABI. tests/registry.c fills a destination with a sentinel and asserts the bytes past the terminator survive a read, which fails against the old copy. tests/text.c covers unload, double unload, unloading a name that was never registered, and replacement closing the displaced font. The JSON releases have no test of their own and cannot sensibly have one -- nothing in the public API can observe a jansson refcount -- so the memcheck run is their test, which is an argument for gating it rather than against. The two remaining findings are in deps/semver's own unit test, which is vendored. They are suppressed by function name, so a rewrite of those cases comes back as a finding. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 15:49:11 -04:00
#include <string.h>
#include <akerror.h>
Fix every memory defect the checker found, and bump to 0.4.0 Six findings, all of them libakgl's, all closed. The memcheck run is clean. Not one of the four json_load_file calls in src/ was ever matched by a json_decref, so every asset load abandoned its parsed document: 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on the order of a megabyte for a real one. Each loader now releases it in the CLEANUP block it already had, on the success path as well as the failure one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT block first: props is a borrowed reference into the document and is read after the block ends, so every exit from that loop leaked the whole tree. akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what SDL handed back, which is SDL's strdup of the value -- four bytes for "0.0". That read up to 4 KiB past the end of somebody else's allocation on every property read, returned whatever was there past the terminator, and would have faulted on a value that landed at the end of a page. It copies the value and its terminator now, and refuses a value too long for an akgl_String rather than truncating it into an unterminated buffer. The header note that described the overread as a quirk describes correct behaviour instead. The four savegame name tables wrote a fixed-width field starting at the registry key, and SDL sizes that allocation to the name. They read past it on every entry and put what they found into the save file: up to half a kilobyte of this process's heap per registered object, in a file a player might send to somebody. They stage through a zeroed buffer now, and a negative-array-size typedef fails the build if a table's width ever outgrows it. akgl_controller_list_keyboards never freed the array SDL_GetKeyboards allocated for it. A font could be opened and published and never handed back -- there was no way to close one, so a game that changed fonts between scenes leaked ten kilobytes each time, and loading over a live name leaked the font it displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont calls it when it replaces a name, after the new font has opened so a failed reload leaves the caller with the font they had. A new public symbol takes the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be handed this library and told it is the same ABI. tests/registry.c fills a destination with a sentinel and asserts the bytes past the terminator survive a read, which fails against the old copy. tests/text.c covers unload, double unload, unloading a name that was never registered, and replacement closing the displaced font. The JSON releases have no test of their own and cannot sensibly have one -- nothing in the public API can observe a jansson refcount -- so the memcheck run is their test, which is an argument for gating it rather than against. The two remaining findings are in deps/semver's own unit test, which is vendored. They are suppressed by function name, so a rewrite of those cases comes back as a finding. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 15:49:11 -04:00
#include <akgl/error.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
Fix every memory defect the checker found, and bump to 0.4.0 Six findings, all of them libakgl's, all closed. The memcheck run is clean. Not one of the four json_load_file calls in src/ was ever matched by a json_decref, so every asset load abandoned its parsed document: 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on the order of a megabyte for a real one. Each loader now releases it in the CLEANUP block it already had, on the success path as well as the failure one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT block first: props is a borrowed reference into the document and is read after the block ends, so every exit from that loop leaked the whole tree. akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what SDL handed back, which is SDL's strdup of the value -- four bytes for "0.0". That read up to 4 KiB past the end of somebody else's allocation on every property read, returned whatever was there past the terminator, and would have faulted on a value that landed at the end of a page. It copies the value and its terminator now, and refuses a value too long for an akgl_String rather than truncating it into an unterminated buffer. The header note that described the overread as a quirk describes correct behaviour instead. The four savegame name tables wrote a fixed-width field starting at the registry key, and SDL sizes that allocation to the name. They read past it on every entry and put what they found into the save file: up to half a kilobyte of this process's heap per registered object, in a file a player might send to somebody. They stage through a zeroed buffer now, and a negative-array-size typedef fails the build if a table's width ever outgrows it. akgl_controller_list_keyboards never freed the array SDL_GetKeyboards allocated for it. A font could be opened and published and never handed back -- there was no way to close one, so a game that changed fonts between scenes leaked ten kilobytes each time, and loading over a live name leaked the font it displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont calls it when it replaces a name, after the new font has opened so a failed reload leaves the caller with the font they had. A new public symbol takes the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be handed this library and told it is the same ABI. tests/registry.c fills a destination with a sentinel and asserts the bytes past the terminator survive a read, which fails against the old copy. tests/text.c covers unload, double unload, unloading a name that was never registered, and replacement closing the displaced font. The JSON releases have no test of their own and cannot sensibly have one -- nothing in the public API can observe a jansson refcount -- so the memcheck run is their test, which is an argument for gating it rather than against. The two remaining findings are in deps/semver's own unit test, which is vendored. They are suppressed by function name, so a rewrite of those cases comes back as a finding. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 15:49:11 -04:00
#include <akgl/staticstring.h>
#include "testutil.h"
typedef akerr_ErrorContext *(*RegistryFuncPtr)(void);
void *sdl_calloc_always_fails(size_t a, size_t b)
{
// This forces SDL to simulate an out of memory condition
return NULL;
}
akerr_ErrorContext *test_akgl_registry_init(RegistryFuncPtr funcptr)
{
SDL_malloc_func malloc_func;
SDL_calloc_func calloc_func;
SDL_realloc_func realloc_func;
SDL_free_func free_func;
SDL_GetMemoryFunctions(
&malloc_func,
&calloc_func,
&realloc_func,
&free_func
);
PREPARE_ERROR(errctx);
ATTEMPT {
SDL_SetMemoryFunctions(
malloc_func,
(SDL_calloc_func)&sdl_calloc_always_fails,
realloc_func,
free_func
);
CATCH(errctx, funcptr());
} CLEANUP {
SDL_SetMemoryFunctions(
malloc_func,
calloc_func,
realloc_func,
free_func
);
} PROCESS(errctx) {
} FINISH(errctx, true);
FAIL_RETURN(errctx, AKGL_ERR_BEHAVIOR, "SDL memory allocator fails but registry reports successful property creation");
}
akerr_ErrorContext *test_akgl_registry_init_creation_failures(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, test_akgl_registry_init(&akgl_registry_init_actor));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
printf("Sucess\n");
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, test_akgl_registry_init(&akgl_registry_init_sprite));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
printf("Sucess\n");
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, test_akgl_registry_init(&akgl_registry_init_spritesheet));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
printf("Sucess\n");
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, test_akgl_registry_init(&akgl_registry_init_character));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
printf("Sucess\n");
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
Fix every memory defect the checker found, and bump to 0.4.0 Six findings, all of them libakgl's, all closed. The memcheck run is clean. Not one of the four json_load_file calls in src/ was ever matched by a json_decref, so every asset load abandoned its parsed document: 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on the order of a megabyte for a real one. Each loader now releases it in the CLEANUP block it already had, on the success path as well as the failure one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT block first: props is a borrowed reference into the document and is read after the block ends, so every exit from that loop leaked the whole tree. akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what SDL handed back, which is SDL's strdup of the value -- four bytes for "0.0". That read up to 4 KiB past the end of somebody else's allocation on every property read, returned whatever was there past the terminator, and would have faulted on a value that landed at the end of a page. It copies the value and its terminator now, and refuses a value too long for an akgl_String rather than truncating it into an unterminated buffer. The header note that described the overread as a quirk describes correct behaviour instead. The four savegame name tables wrote a fixed-width field starting at the registry key, and SDL sizes that allocation to the name. They read past it on every entry and put what they found into the save file: up to half a kilobyte of this process's heap per registered object, in a file a player might send to somebody. They stage through a zeroed buffer now, and a negative-array-size typedef fails the build if a table's width ever outgrows it. akgl_controller_list_keyboards never freed the array SDL_GetKeyboards allocated for it. A font could be opened and published and never handed back -- there was no way to close one, so a game that changed fonts between scenes leaked ten kilobytes each time, and loading over a live name leaked the font it displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont calls it when it replaces a name, after the new font has opened so a failed reload leaves the caller with the font they had. A new public symbol takes the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be handed this library and told it is the same ABI. tests/registry.c fills a destination with a sentinel and asserts the bytes past the terminator survive a read, which fails against the old copy. tests/text.c covers unload, double unload, unloading a name that was never registered, and replacement closing the displaced font. The JSON releases have no test of their own and cannot sensibly have one -- nothing in the public API can observe a jansson refcount -- so the memcheck run is their test, which is an argument for gating it rather than against. The two remaining findings are in deps/semver's own unit test, which is vendored. They are suppressed by function name, so a rewrite of those cases comes back as a finding. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 15:49:11 -04:00
/**
* @brief akgl_get_property must copy the value, and not a byte more.
*
* It used to copy a fixed AKGL_MAX_STRING_LENGTH bytes out of whatever SDL
* returned, and what SDL returns is its own strdup of the value -- four bytes
* for "0.0". That read up to 4 KiB past the end of somebody else's allocation on
* every call, which valgrind reported twelve times over in tests/physics.c
* alone.
*
* The destination is filled with a sentinel first, so the assertion is not
* "the value arrived" -- that would pass either way -- but "the bytes past the
* terminator were left alone", which is only true if the copy was bounded by
* the source.
*/
akerr_ErrorContext *test_akgl_get_property_copies_only_the_value(void)
{
PREPARE_ERROR(errctx);
akgl_String *value = NULL;
char oversized[AKGL_MAX_STRING_LENGTH + 8];
size_t valuelen = 0;
size_t i = 0;
bool untouched = true;
ATTEMPT {
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init_properties());
CATCH(errctx, akgl_heap_next_string(&value));
memset(&value->data, 0x5a, AKGL_MAX_STRING_LENGTH);
CATCH(errctx, akgl_set_property("registry.short", "0.0"));
CATCH(errctx, akgl_get_property("registry.short", &value, "unset"));
valuelen = strlen("0.0");
TEST_ASSERT(errctx, strcmp(value->data, "0.0") == 0,
"akgl_get_property returned \"%s\", expected \"0.0\"", value->data);
for ( i = (valuelen + 1); i < AKGL_MAX_STRING_LENGTH; i++ ) {
TEST_ASSERT_FLAG(untouched, (value->data[i] == 0x5a));
}
TEST_ASSERT(errctx, untouched,
"akgl_get_property wrote past the end of a %zu byte value", valuelen);
// The default takes the same path as a stored value.
CATCH(errctx, akgl_get_property("registry.absent", &value, "fallback"));
TEST_ASSERT(errctx, strcmp(value->data, "fallback") == 0,
"akgl_get_property returned \"%s\" for an unset property, expected the default",
value->data);
// A value too long for an akgl_String is refused rather than truncated
// into an unterminated buffer.
memset(&oversized, 'x', sizeof(oversized));
oversized[AKGL_MAX_STRING_LENGTH + 7] = '\0';
CATCH(errctx, akgl_set_property("registry.oversized", (char *)&oversized));
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_get_property("registry.oversized", &value, "unset"),
"reading a property longer than an akgl_String");
// And the documented refusal survives: unset, with no default.
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_get_property("registry.absent", &value, NULL),
"reading an unset property with no default");
} CLEANUP {
if ( value != NULL ) {
IGNORE(akgl_heap_release_string(value));
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
int main(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
Migrate to the libakerror 1.0.0 status registry libakerror 1.0.0 replaced the consumer-sized status-name array with a private registry and made status-code ownership explicit and enforced. AKERR_MAX_ERR_VALUE and __AKERR_ERROR_NAMES are gone, and the registry entry points raise akerr_ErrorContext * instead of returning int. See deps/libakerror/UPGRADING.md. The break was not only source-level. libakgl's codes sat at AKERR_LAST_ERRNO_VALUE + 18 through + 22, and 1.0.0 claimed exactly those five offsets for its own AKERR_STATUS_* registry codes, so every AKGL_ERR_* was aliasing a libakerror status. HANDLE(e, AKGL_ERR_LOGICINTERRUPT) at physics.c:222 would have swallowed a foreign-name refusal. - Move the band to AKERR_FIRST_CONSUMER_STATUS (256) as fixed offsets, so a libc that grows an errno cannot move the codes, and add AKGL_ERR_OWNER, AKGL_ERR_LIMIT and AKGL_ERR_COUNT to describe it. - Reserve the range and register the names through the owned entry points, PASS-ing each: these are AKERR_NOIGNORE, and the old akerr_name_for_status calls discarded failure silently. - Drop the AKERR_MAX_ERR_VALUE=256 compile definition. - Guard on AKERR_FIRST_CONSUMER_STATUS in include/akgl/error.h, which now includes <akerror.h> so the guard is reliable. The embedded build is fine, but the find_package path can pick up a stale installed header, and 1.0.0 has an soname, so that pairing is an ABI mismatch rather than a compile problem. Same guard libakstdlib already carries. Registration also moves out of akgl_heap_init into a new akgl_error_init in src/error.c. It was in the heap pool's initializer only because that was the first thing akgl_game_init called, and the upgrade turned five fire-and-forget name calls into a library-wide ownership claim that can fail. That placement was hiding a defect: game.c raises AKGL_ERR_SDL when SDL_CreateMutex fails, five lines before akgl_heap_init ran, so the earliest error path in the library was guaranteed to print "Unknown Error". akgl_error_init is now the first statement in akgl_game_init. Callers that drive subsystems directly must call akgl_error_init first; it is idempotent, so ordering it precisely is not required. The eleven test suites that relied on akgl_heap_init to name their statuses now call it explicitly, or their failure messages would have degraded to "Unknown Error". Add tests/error.c: assert every code reads back its registered name, that the name table and AKGL_ERR_COUNT agree, that a foreign owner is refused with AKERR_STATUS_NAME_FOREIGN and AKERR_STATUS_RANGE_OVERLAP, and that repeating the init is a no-op. That last one is a live constraint, not a triviality -- libakerror treats only an identical reservation as a repeat, so a subset or superset raises. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 22:20:28 -04:00
CATCH(errctx, akgl_error_init());
CATCH(errctx, test_akgl_registry_init_creation_failures());
Fix every memory defect the checker found, and bump to 0.4.0 Six findings, all of them libakgl's, all closed. The memcheck run is clean. Not one of the four json_load_file calls in src/ was ever matched by a json_decref, so every asset load abandoned its parsed document: 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on the order of a megabyte for a real one. Each loader now releases it in the CLEANUP block it already had, on the success path as well as the failure one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT block first: props is a borrowed reference into the document and is read after the block ends, so every exit from that loop leaked the whole tree. akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what SDL handed back, which is SDL's strdup of the value -- four bytes for "0.0". That read up to 4 KiB past the end of somebody else's allocation on every property read, returned whatever was there past the terminator, and would have faulted on a value that landed at the end of a page. It copies the value and its terminator now, and refuses a value too long for an akgl_String rather than truncating it into an unterminated buffer. The header note that described the overread as a quirk describes correct behaviour instead. The four savegame name tables wrote a fixed-width field starting at the registry key, and SDL sizes that allocation to the name. They read past it on every entry and put what they found into the save file: up to half a kilobyte of this process's heap per registered object, in a file a player might send to somebody. They stage through a zeroed buffer now, and a negative-array-size typedef fails the build if a table's width ever outgrows it. akgl_controller_list_keyboards never freed the array SDL_GetKeyboards allocated for it. A font could be opened and published and never handed back -- there was no way to close one, so a game that changed fonts between scenes leaked ten kilobytes each time, and loading over a live name leaked the font it displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont calls it when it replaces a name, after the new font has opened so a failed reload leaves the caller with the font they had. A new public symbol takes the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be handed this library and told it is the same ABI. tests/registry.c fills a destination with a sentinel and asserts the bytes past the terminator survive a read, which fails against the old copy. tests/text.c covers unload, double unload, unloading a name that was never registered, and replacement closing the displaced font. The JSON releases have no test of their own and cannot sensibly have one -- nothing in the public API can observe a jansson refcount -- so the memcheck run is their test, which is an argument for gating it rather than against. The two remaining findings are in deps/semver's own unit test, which is vendored. They are suppressed by function name, so a rewrite of those cases comes back as a finding. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 15:49:11 -04:00
CATCH(errctx, test_akgl_get_property_copies_only_the_value());
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}