Files
libakgl/tests/tilemap.c

783 lines
27 KiB
C
Raw Normal View History

#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <jansson.h>
#include <akerror.h>
#include <akgl/util.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/tilemap.h>
#include <akgl/actor.h>
#include <akgl/game.h>
Report the failures libakstdlib's wrappers were already catching Updates deps/libakstdlib to 669b2b3. That commit is a TODO entry rather than new code, so the interesting part is what libakgl was not yet calling: it links libakstdlib and uses ten of its wrappers while calling the raw libc function at a good many more sites. Four of those were carrying a real defect. akgl_game_save checked every write and threw away the close. Every write goes through aksl_fwrite, and for a record this size all of them land in stdio's buffer -- nothing reaches the device until the close flushes it, so a full disk, an exceeded quota or an NFS server going away is reported only there. The function returned success over a savegame that was never written. aksl_fclose surfaces it. tests/game.c reaches the path through /dev/full, which accepts writes and fails at the flush; against the unfixed code the test reports "expected a failure, got success" with ENOSPC. The close has to drop the FILE * before the status is examined, because fclose(3) disassociates the stream either way and CLEANUP would close it again. Written the other way round it aborted in glibc with "double free detected in tcache" the first time a close actually failed, which is how that ordering was found. akgl_game_load's end-of-file check used fgetc(3), which spells "end of file" and "the read failed" with the same EOF -- a disk error there read as a clean end and passed the check it was meant to fail. aksl_fgetc tells them apart. Extracted to require_at_eof, because inverting the sense of a call inline needs a nested ATTEMPT whose break binds to the wrong switch. Two snprintf sites were truncating under a silenced -Wformat-truncation. The compiler was right about both. The tileset one handed the shortened path to IMG_LoadTexture, so a length error was reported as a missing file, with SDL naming a path the caller never wrote. Both use aksl_snprintf now and the suppression is gone; nothing in the tree uses those macros any more. tests/tilemap.c covers the join, and against the unfixed code it gets AKGL_ERR_SDL where it wants AKERR_OUTOFBOUNDS. The two src/game.c strncpy sites the fixed-width copy sweep missed -- the savegame name field and the libversion stamp -- use aksl_strncpy and sizeof rather than a repeated 32. Also makes tests/physics_sim.c deterministic. It placed gravity_time at "now - dt" and let the real clock supply the step, so a machine busy enough to deschedule the process between that store and the SDL_GetTicksNS() inside simulate got a longer step. It went red once, under a parallel ctest. It now sets max_timestep to the step it wants and gravity_time to zero, so the bound supplies the step and the scheduler cannot reach it. TODO.md records what is deliberately not adopted: the pure-arithmetic wrappers, which can only fail on NULL and which the tree already spells two ways, and the collections, which the registries do not want because SDL owns the property-set lifetime. AGENTS.md has the rule and the fclose ordering trap. 26/26 ctest, memcheck clean, warning-clean at -Wall -Werror. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01B8T5FAYXE8HEJqFLCYwNNc
2026-08-01 12:36:36 -04:00
#include <akstdlib.h>
#include <akgl/json_helpers.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 "testutil.h"
Stop returning past CLEANUP, and validate the arguments every sibling validates Closes internal-consistency items 16 and 17. Ten *_RETURN macros sat inside ATTEMPT blocks, which return past CLEANUP and skip every release in it. The one that mattered was the success path of akgl_get_json_tilemap_property: it leaked two of the string pool's 256 entries on every lookup that *found* what it was asked for, and a map load does that several times per layer. tests/tilemap.c now runs each of its three paths -- found, absent, wrong type -- twice the pool size and asserts the pool is where it started. Against the old code that test does not merely fail, it segfaults, which is Defects item 30 seen from the outside: pool exhaustion arriving as a NULL strncpy rather than as AKGL_ERR_HEAP. Two of the conversions needed more than swapping the macro. In akgl_get_json_tilemap_property a plain break would have fallen through to the "property not found" FAIL_RETURN after FINISH, reporting a miss for something found, so the success path sets a flag. In akgl_collide_rectangles the eight early exits are followed by `*collide = false;`, which would have overwritten the hit that broke out; each corner test writes the flag itself, so that line is gone rather than moved. The same function also released its scratch string once per loop iteration while continuing to use it, so the slot was free while still live -- one claim now covers the whole scan. akgl_controller_default is the other behavioural one: its SUCCEED_RETURN was the last statement in the ATTEMPT block, so the path that falls out of FINISH reached the closing brace of a non-void function. scripts/check_error_protocol.py keeps both rules enforced -- a *_RETURN inside ATTEMPT, and a return out of a HANDLE block -- as the error_protocol test. Neither produces a compiler diagnostic and neither fails a test run until the pool it drains is empty, which is why both have already shipped once. For item 17: the eight typed JSON accessors that validated their container and then wrote through dest unconditionally now check key and dest as the two string accessors always did; the null physics backend checks its actors like the arcade one; and akgl_render_2d_frame_start, _frame_end and _shutdown check self, which the first two read straight through. tests/renderer.c calls all three with NULL, which segfaulted before. 25/25 pass, memcheck clean, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:56:10 -04:00
/**
* @brief akgl_get_json_tilemap_property must give back its scratch strings on every path.
*
* It claims two pool strings per call -- one for the property name it is
* comparing, one for the declared type -- and used to leave the block through a
* `SUCCEED_RETURN` from inside `ATTEMPT` on the path where it *found* what it
* was asked for. That returns past `CLEANUP`, so the ordinary, successful
* lookup was the leaking one, at two of the pool's 256 entries a time. A map
* load does this several times per layer.
*
* Three paths, run more times than the pool has entries: found, absent, and
* present-but-wrong-type. Against the old code the found loop exhausts the pool
* and comes back AKGL_ERR_HEAP long before it finishes.
*/
akerr_ErrorContext *test_tilemap_property_lookup_releases_strings(void)
{
PREPARE_ERROR(errctx);
json_t *jsondoc = NULL;
json_error_t jsonerr;
akgl_String *pathstr = NULL;
int baseline = 0;
int propnum = 0;
int i = 0;
ATTEMPT {
CATCH(errctx, akgl_heap_next_string(&pathstr));
snprintf(
(char *)&pathstr->data,
AKGL_MAX_STRING_LENGTH,
"%s%s",
SDL_GetBasePath(),
"assets/snippets/test_tilemap_get_json_tilemap_property.json"
);
jsondoc = json_load_file((char *)&pathstr->data, 0, (json_error_t *)&jsonerr);
FAIL_ZERO_BREAK(errctx, jsondoc, AKERR_NULLPOINTER, "Failure loading json fixture: %s", (char *)jsonerr.text);
baseline = test_string_pool_used();
// The success path. Twice the pool size, so a leak of even one entry
// per call cannot finish.
for ( i = 0; i < (AKGL_MAX_HEAP_STRING * 2); i++ ) {
CATCH(errctx, akgl_get_json_properties_integer(jsondoc, "state", &propnum));
}
TEST_ASSERT(
errctx,
test_string_pool_used() == baseline,
"%d successful property lookups left %d pool strings claimed, expected %d",
(AKGL_MAX_HEAP_STRING * 2),
test_string_pool_used(),
baseline);
// The absent path, which reports AKERR_KEY from after FINISH.
for ( i = 0; i < (AKGL_MAX_HEAP_STRING * 2); i++ ) {
TEST_EXPECT_STATUS(
errctx,
AKERR_KEY,
akgl_get_json_properties_integer(jsondoc, "no_such_property", &propnum),
"looking up a property the object does not have");
}
TEST_ASSERT(
errctx,
test_string_pool_used() == baseline,
"absent-property lookups left %d pool strings claimed, expected %d",
test_string_pool_used(),
baseline);
// The wrong-type path, which fails from inside the ATTEMPT block with
// both scratch strings already claimed.
for ( i = 0; i < (AKGL_MAX_HEAP_STRING * 2); i++ ) {
TEST_EXPECT_STATUS(
errctx,
AKERR_TYPE,
akgl_get_json_properties_integer(jsondoc, "character", &propnum),
"reading a string property as an int");
}
TEST_ASSERT(
errctx,
test_string_pool_used() == baseline,
"wrong-type lookups left %d pool strings claimed, expected %d",
test_string_pool_used(),
baseline);
} CLEANUP {
if ( jsondoc != NULL ) {
json_decref(jsondoc);
jsondoc = NULL;
}
if ( pathstr != NULL ) {
IGNORE(akgl_heap_release_string(pathstr));
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_tilemap_akgl_get_json_tilemap_property(void)
{
PREPARE_ERROR(errctx);
json_t *jsondoc = NULL;
json_error_t jsonerr;
akgl_String *tmpstr = NULL;
int propnum;
ATTEMPT {
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
akgl_gamemap = &akgl_default_gamemap;
akgl_renderer = &akgl_default_renderer;
CATCH(errctx, akgl_heap_next_string(&tmpstr));
snprintf(
(char *)&tmpstr->data,
AKGL_MAX_STRING_LENGTH,
"%s%s",
SDL_GetBasePath(),
"assets/snippets/test_tilemap_get_json_tilemap_property.json"
);
jsondoc = json_load_file((char *)&tmpstr->data, 0, (json_error_t *)&jsonerr);
FAIL_ZERO_BREAK(errctx, jsondoc, AKERR_NULLPOINTER, "Failure loading json fixture: %s", (char *)jsonerr.text);
CATCH(
errctx,
akgl_get_json_properties_string(
jsondoc,
"character",
&tmpstr
)
);
FAIL_NONZERO_BREAK(
errctx,
strcmp((char *)&tmpstr->data, "testcharacter"),
AKERR_VALUE,
"Incorrect value loaded from property `character` (`testcharacter` vs `%s`)",
(char *)&tmpstr->data
);
CATCH(
errctx,
akgl_get_json_properties_integer(
jsondoc,
"state",
&propnum
)
);
FAIL_NONZERO_BREAK(
errctx,
(propnum != 6),
AKERR_VALUE,
"Incorrect value loaded from property `state` (6 vs %d)",
propnum
);
} CLEANUP {
if ( tmpstr != NULL ) {
IGNORE(akgl_heap_release_string(tmpstr));
}
if ( jsondoc != NULL ) {
json_decref(jsondoc);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_tilemap_compute_tileset_offsets(void)
{
int comparison_values[8] = {
0, // Tile 0 X
0, // Tile 0 Y
10, // Tile 1 X
0, // Tile 1 Y
0, // Tile 2 X
10, // Tile 2 Y
10, // Tile 2 X
10 // Tile 2 Y
};
int *comparison_ptrs[8] = {
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
&akgl_gamemap->tilesets[0].tile_offsets[0][0], // Tile 0 X
&akgl_gamemap->tilesets[0].tile_offsets[0][1], // Tile 0 Y
&akgl_gamemap->tilesets[0].tile_offsets[1][0], // Tile 1 X
&akgl_gamemap->tilesets[0].tile_offsets[1][1], // Tile 0 Y
&akgl_gamemap->tilesets[0].tile_offsets[2][0], // Tile 2 X
&akgl_gamemap->tilesets[0].tile_offsets[2][1], // Tile 2 Y
&akgl_gamemap->tilesets[0].tile_offsets[3][0], // Tile 3 X
&akgl_gamemap->tilesets[0].tile_offsets[3][1], // Tile 3 Y
};
int i = 0;
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
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
akgl_gamemap->tilesets[0].tilecount = 4;
akgl_gamemap->tilesets[0].columns = 2;
akgl_gamemap->tilesets[0].firstgid = 1;
akgl_gamemap->tilesets[0].imageheight = 20;
akgl_gamemap->tilesets[0].imagewidth = 20;
akgl_gamemap->tilesets[0].tilecount = 4;
akgl_gamemap->tilesets[0].tileheight = 10;
akgl_gamemap->tilesets[0].tilewidth = 10;
akgl_gamemap->tilesets[0].spacing = 0;
akgl_gamemap->tilesets[0].margin = 0;
PREPARE_ERROR(errctx);
ATTEMPT {
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
akgl_gamemap = &akgl_default_gamemap;
akgl_renderer = &akgl_default_renderer;
CATCH(errctx, akgl_tilemap_compute_tileset_offsets(akgl_gamemap, 0));
// Tile 0 X offset
for ( i = 0; i < 8; i++ ) {
FAIL_NONZERO_BREAK(
errctx,
(*comparison_ptrs[i] != comparison_values[i]),
AKERR_VALUE,
"Tile offset incorrectly calculated for index %d (%d vs %d)",
i,
*comparison_ptrs[i],
comparison_values[i]
);
}
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
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
/**
* @brief The loader must refuse a map that would overrun its fixed tables.
*
* Two loops indexed straight from the document. `curlayer->objects[j]` had no
* check against AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER, and `dest->tilesets[i]`
* none against AKGL_TILEMAP_MAX_TILESETS. The object one is the reachable one:
* 128 objects is not a large object layer, and akgl_TilemapObject is big, so
* the 129th wrote well past the end of the layer.
*
* akgl_tilemap_load_layers already bounded its own loop and raised
* AKERR_OUTOFBOUNDS, so the shape to copy was in the same file.
*/
Report the failures that used to be crashes Closes Defects items 30 and 31 and Known-and-still-open items 1, 2, 5, 9 and 11. Both string accessors in json_helpers.c ended their ATTEMPT block with FINISH(errctx, false), which swallows the failure, and then strncpy'd through the pointer akgl_heap_next_string never set. So the one condition the pool exists to report -- it is full, which in practice means something is not releasing -- arrived as a segfault somewhere else entirely. It is FINISH(errctx, true) now, and tests/json_helpers.c claims every slot and asserts AKGL_ERR_HEAP comes back out of both. That test segfaults against the old code, which is also how the tilemap leak test in the previous commit confirmed this one. akgl_tilemap_release tested layers[i].texture and destroyed tilesets[i].texture, so every tileset texture was freed twice on one release and no image layer's texture was freed at all. Pointers are cleared as they go, so a second release is safe instead of a use-after-free. akgl_game_update_fps called game.lowfpsfunc() unguarded, on a path taken on frame one because fps is 0 for the first second. Only akgl_game_init installs it, and renderer.h documents the other path deliberately -- a host that owns its window binds a backend instead. It installs the default when it finds NULL. akgl_controller_pushmap and akgl_controller_default checked only the upper bound, so a negative id indexed before akgl_controlmaps. The two test-harness helpers were quietly worthless. akgl_render_and_compare drew t1 on both passes, so it always reported a match and every image assertion built on it asserted nothing; and akgl_compare_sdl_surfaces memcmp'd s1->pitch * s1->h bytes out of both surfaces without checking that the second was the same size, so a smaller one was read past its end. Both fixed, both tested. tests/util.c also now calls the collide-point test it has defined and never run. 25/25 pass, memcheck clean, reindent --check and check_error_protocol clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 00:32:11 -04:00
/**
* @brief Releasing a map twice must not free a texture twice.
*
* The layers loop tested `dest->layers[i].texture` and then destroyed
* `dest->tilesets[i].texture` -- already destroyed by the loop above it. So
* every tileset texture was freed twice on a single release, and no image
* layer's texture was freed at all. Neither pointer was cleared either, so a
* second release was a use-after-free on top of that.
*/
Give back every pooled string and sprite reference the loaders take Closes Defects items 20, 22, 23 and 29, and the residual of item 38. The tilemap load leak was five pooled strings per load; the property-lookup fix in an earlier commit took it to two, and the last two were each a claim with no matching release -- the string every layer's `type` was read into, and the dirname the map's relative paths resolve against. tests/tilemap.c asserts the pool is exactly where it started after one load/release cycle and after 64. Finding those two was a matter of dumping the contents of every still-claimed slot after a cycle rather than reading the code again; 'tilelayer' and an assets directory named themselves immediately. Same file, same class, fixed with it: akgl_tilemap_load_layer_objects released its scratch string after reading each object's name and then kept using the slot, because akgl_get_json_string_value reuses a non-NULL destination without taking another reference. The slot was free while still live, so any other claim could have been handed it. akgl_character_sprite_add wrote over an existing binding without releasing the sprite it displaced, so a character that rebinds a state while alive leaked a sprite slot per rebind -- teardown only gives back what the map holds at the end. The new reference is taken before the write and given back if the write fails, so there is no window where a sprite is bound with nothing behind it. The write was unchecked too. Three failure-path leaks moved into CLEANUP blocks: akgl_render_2d_init's two pooled strings, akgl_controller_open_gamepads' enumeration array, and akgl_text_rendertextat's surface and texture -- the last being a leak per frame on a HUD line. akgl_text_unloadallfonts() closes every font in the registry and destroys it, which is what item 38 left open. Deliberately not a whole akgl_game_shutdown: tearing down the mixer, SDL_ttf and SDL in the right order is a design question, and this is the part that was simply missing. It is a new public symbol, which 0.5.0 already covers -- this release has not shipped. Every fix has a test that fails against the old code. 25/25 pass, memcheck clean, reindent --check, check_api_surface and check_error_protocol all clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 00:44:50 -04:00
/**
* @brief A load/release cycle must give back every pooled string it took.
*
* Measured before the fix by counting non-zero HEAP_STRING refcounts across
* cycles: five per cycle, exactly, and akgl_tilemap_release gave none of them
* back. The pool is 256 entries, so the 52nd map load in a process found it
* empty -- and until the accessors were fixed, "empty" arrived as a segfault
* rather than as AKGL_ERR_HEAP.
*
* Blast radius is every level transition, and a game that reloads a level on
* death hits it sooner.
*/
akerr_ErrorContext *test_akgl_tilemap_load_releases_strings(void)
{
akgl_String *pathstr = NULL;
PREPARE_ERROR(errctx);
int baseline = 0;
int afterfirst = 0;
int i = 0;
ATTEMPT {
akgl_gamemap = &akgl_default_gamemap;
akgl_renderer = &akgl_default_renderer;
CATCH(errctx, akgl_heap_next_string(&pathstr));
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
SDL_GetBasePath(), "assets/testmap.tmj");
baseline = test_string_pool_used();
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
CATCH(errctx, akgl_tilemap_load((char *)&pathstr->data, akgl_gamemap));
CATCH(errctx, akgl_tilemap_release(akgl_gamemap));
afterfirst = test_string_pool_used();
TEST_ASSERT(errctx, afterfirst == baseline,
"one load/release cycle left %d pool strings claimed, expected %d",
afterfirst, baseline);
// Then enough cycles that a leak of even one string per load would run
// the pool dry, so this cannot pass by rounding.
for ( i = 0; i < 64; i++ ) {
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
CATCH(errctx, akgl_tilemap_load((char *)&pathstr->data, akgl_gamemap));
CATCH(errctx, akgl_tilemap_release(akgl_gamemap));
}
TEST_ASSERT(errctx, test_string_pool_used() == baseline,
"64 load/release cycles left %d pool strings claimed, expected %d",
test_string_pool_used(), baseline);
} CLEANUP {
if ( pathstr != NULL ) {
IGNORE(akgl_heap_release_string(pathstr));
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
Report the failures that used to be crashes Closes Defects items 30 and 31 and Known-and-still-open items 1, 2, 5, 9 and 11. Both string accessors in json_helpers.c ended their ATTEMPT block with FINISH(errctx, false), which swallows the failure, and then strncpy'd through the pointer akgl_heap_next_string never set. So the one condition the pool exists to report -- it is full, which in practice means something is not releasing -- arrived as a segfault somewhere else entirely. It is FINISH(errctx, true) now, and tests/json_helpers.c claims every slot and asserts AKGL_ERR_HEAP comes back out of both. That test segfaults against the old code, which is also how the tilemap leak test in the previous commit confirmed this one. akgl_tilemap_release tested layers[i].texture and destroyed tilesets[i].texture, so every tileset texture was freed twice on one release and no image layer's texture was freed at all. Pointers are cleared as they go, so a second release is safe instead of a use-after-free. akgl_game_update_fps called game.lowfpsfunc() unguarded, on a path taken on frame one because fps is 0 for the first second. Only akgl_game_init installs it, and renderer.h documents the other path deliberately -- a host that owns its window binds a backend instead. It installs the default when it finds NULL. akgl_controller_pushmap and akgl_controller_default checked only the upper bound, so a negative id indexed before akgl_controlmaps. The two test-harness helpers were quietly worthless. akgl_render_and_compare drew t1 on both passes, so it always reported a match and every image assertion built on it asserted nothing; and akgl_compare_sdl_surfaces memcmp'd s1->pitch * s1->h bytes out of both surfaces without checking that the second was the same size, so a smaller one was read past its end. Both fixed, both tested. tests/util.c also now calls the collide-point test it has defined and never run. 25/25 pass, memcheck clean, reindent --check and check_error_protocol clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 00:32:11 -04:00
akerr_ErrorContext *test_akgl_tilemap_release_is_idempotent(void)
{
akgl_String *pathstr = NULL;
PREPARE_ERROR(errctx);
int i = 0;
ATTEMPT {
akgl_gamemap = &akgl_default_gamemap;
akgl_renderer = &akgl_default_renderer;
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
CATCH(errctx, akgl_heap_next_string(&pathstr));
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
SDL_GetBasePath(), "assets/testmap.tmj");
CATCH(errctx, akgl_tilemap_load((char *)&pathstr->data, akgl_gamemap));
TEST_ASSERT(errctx, akgl_gamemap->numtilesets > 0,
"the fixture map loaded no tilesets, so this test proves nothing");
TEST_ASSERT(errctx, akgl_gamemap->tilesets[0].texture != NULL,
"the fixture map's first tileset has no texture");
TEST_EXPECT_OK(errctx, akgl_tilemap_release(akgl_gamemap), "releasing a loaded map");
for ( i = 0; i < AKGL_TILEMAP_MAX_TILESETS; i++ ) {
TEST_ASSERT(errctx, akgl_gamemap->tilesets[i].texture == NULL,
"tileset %d's texture pointer survived release", i);
}
for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
TEST_ASSERT(errctx, akgl_gamemap->layers[i].texture == NULL,
"layer %d's texture pointer survived release", i);
}
// The one that used to be a use-after-free.
TEST_EXPECT_OK(errctx, akgl_tilemap_release(akgl_gamemap), "releasing the same map again");
TEST_EXPECT_OK(errctx, akgl_tilemap_release(akgl_gamemap), "releasing it a third time");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_tilemap_release(NULL),
"releasing a NULL map");
} CLEANUP {
if ( pathstr != NULL ) {
IGNORE(akgl_heap_release_string(pathstr));
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
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
akerr_ErrorContext *test_akgl_tilemap_load_bounds_fixed_tables(void)
{
akgl_String *pathstr = NULL;
PREPARE_ERROR(errctx);
json_t *doc = NULL;
json_error_t errdata;
ATTEMPT {
akgl_gamemap = &akgl_default_gamemap;
akgl_renderer = &akgl_default_renderer;
CATCH(errctx, akgl_heap_next_string(&pathstr));
// Exactly the maximum must still load.
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
SDL_GetBasePath(), "assets/snippets/test_tilemap_max_objects.json");
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "max-objects fixture: %s", (char *)&errdata.text);
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
TEST_EXPECT_OK(errctx,
akgl_tilemap_load_layer_objects(akgl_gamemap, doc, 0, pathstr),
"loading an object layer with exactly the maximum objects");
json_decref(doc);
doc = NULL;
// One more must be refused rather than written.
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
SDL_GetBasePath(), "assets/snippets/test_tilemap_too_many_objects.json");
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "too-many-objects fixture: %s", (char *)&errdata.text);
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_tilemap_load_layer_objects(akgl_gamemap, doc, 0, pathstr),
"loading an object layer with one object too many");
json_decref(doc);
doc = NULL;
// And the tileset table.
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
SDL_GetBasePath(), "assets/snippets/test_tilemap_too_many_tilesets.json");
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "too-many-tilesets fixture: %s", (char *)&errdata.text);
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_tilemap_load_tilesets(akgl_gamemap, doc, pathstr),
"loading a map with one tileset too many");
TEST_ASSERT(errctx, akgl_gamemap->numtilesets <= AKGL_TILEMAP_MAX_TILESETS,
"numtilesets reached %d, past the %d the table holds",
akgl_gamemap->numtilesets, AKGL_TILEMAP_MAX_TILESETS);
} CLEANUP {
if ( doc != NULL ) {
json_decref(doc);
}
if ( pathstr != NULL ) {
IGNORE(akgl_heap_release_string(pathstr));
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_tilemap_load_layer_objects(void)
{
akgl_String *pathstr;
PREPARE_ERROR(errctx);
json_t *doc = NULL;
json_t *layers = NULL;
json_t *objectlayer = NULL;
json_error_t errdata;
akgl_Actor *testactor;
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
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
ATTEMPT {
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
akgl_gamemap = &akgl_default_gamemap;
akgl_renderer = &akgl_default_renderer;
CATCH(errctx, akgl_heap_next_string(&pathstr));
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/testmap.tmj");
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "Failed to load testmap: %s", (char *)&errdata.text);
CATCH(errctx, akgl_get_json_array_value(doc, "layers", &layers));
CATCH(errctx, akgl_get_json_array_index_object(layers, 1, &objectlayer));
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
CATCH(errctx, akgl_tilemap_load_layer_objects(akgl_gamemap, objectlayer, 1, pathstr));
testactor = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "testactor", NULL);
FAIL_ZERO_BREAK(
errctx,
testactor,
AKERR_NULLPOINTER,
"Test Actor was not loaded from the test map"
);
if ( (testactor->basechar != SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "testcharacter", NULL)) ||
(testactor->layer != 1) ||
(testactor->state != 6) ||
(testactor->visible != true) ||
(testactor->x != 16) ||
(testactor->y != 16) ) {
FAIL_BREAK(errctx, AKERR_VALUE, "Test actor was loaded with incorrect values (check gdb)");
}
} CLEANUP {
if ( pathstr != NULL ) {
IGNORE(akgl_heap_release_string(pathstr));
}
if ( doc != NULL ) {
json_decref(doc);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_tilemap_load_layer_tile(void)
{
akgl_String *pathstr;
PREPARE_ERROR(errctx);
json_t *doc = NULL;
json_t *layers = NULL;
json_t *tilelayer = NULL;
json_t *tiledata = NULL;
json_error_t errdata;
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
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
ATTEMPT {
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
akgl_gamemap = &akgl_default_gamemap;
akgl_renderer = &akgl_default_renderer;
CATCH(errctx, akgl_heap_next_string(&pathstr));
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/testmap.tmj");
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "Failed to load testmap: %s", (char *)&errdata.text);
CATCH(errctx, akgl_get_json_array_value(doc, "layers", &layers));
CATCH(errctx, akgl_get_json_array_index_object(layers, 0, &tilelayer));
CATCH(errctx, akgl_get_json_array_value(tilelayer, "data", &tiledata));
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
CATCH(errctx, akgl_tilemap_load_layer_tile(akgl_gamemap, tilelayer, 0, pathstr));
if ( (akgl_gamemap->layers[0].data[0] != 1) ||
(akgl_gamemap->layers[0].data[1] != 2) ||
(akgl_gamemap->layers[0].data[2] != 3) ||
(akgl_gamemap->layers[0].data[3] != 4) ) {
FAIL_BREAK(errctx, AKERR_VALUE, "Test tilemap layer 0 tiles loaded with incorrect values (check gdb)");
}
} CLEANUP {
if ( pathstr != NULL ) {
IGNORE(akgl_heap_release_string(pathstr));
}
if ( doc != NULL ) {
json_decref(doc);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
Report the failures libakstdlib's wrappers were already catching Updates deps/libakstdlib to 669b2b3. That commit is a TODO entry rather than new code, so the interesting part is what libakgl was not yet calling: it links libakstdlib and uses ten of its wrappers while calling the raw libc function at a good many more sites. Four of those were carrying a real defect. akgl_game_save checked every write and threw away the close. Every write goes through aksl_fwrite, and for a record this size all of them land in stdio's buffer -- nothing reaches the device until the close flushes it, so a full disk, an exceeded quota or an NFS server going away is reported only there. The function returned success over a savegame that was never written. aksl_fclose surfaces it. tests/game.c reaches the path through /dev/full, which accepts writes and fails at the flush; against the unfixed code the test reports "expected a failure, got success" with ENOSPC. The close has to drop the FILE * before the status is examined, because fclose(3) disassociates the stream either way and CLEANUP would close it again. Written the other way round it aborted in glibc with "double free detected in tcache" the first time a close actually failed, which is how that ordering was found. akgl_game_load's end-of-file check used fgetc(3), which spells "end of file" and "the read failed" with the same EOF -- a disk error there read as a clean end and passed the check it was meant to fail. aksl_fgetc tells them apart. Extracted to require_at_eof, because inverting the sense of a call inline needs a nested ATTEMPT whose break binds to the wrong switch. Two snprintf sites were truncating under a silenced -Wformat-truncation. The compiler was right about both. The tileset one handed the shortened path to IMG_LoadTexture, so a length error was reported as a missing file, with SDL naming a path the caller never wrote. Both use aksl_snprintf now and the suppression is gone; nothing in the tree uses those macros any more. tests/tilemap.c covers the join, and against the unfixed code it gets AKGL_ERR_SDL where it wants AKERR_OUTOFBOUNDS. The two src/game.c strncpy sites the fixed-width copy sweep missed -- the savegame name field and the libversion stamp -- use aksl_strncpy and sizeof rather than a repeated 32. Also makes tests/physics_sim.c deterministic. It placed gravity_time at "now - dt" and let the real clock supply the step, so a machine busy enough to deschedule the process between that store and the SDL_GetTicksNS() inside simulate got a longer step. It went red once, under a parallel ctest. It now sets max_timestep to the step it wants and gravity_time to zero, so the bound supplies the step and the scheduler cannot reach it. TODO.md records what is deliberately not adopted: the pure-arithmetic wrappers, which can only fail on NULL and which the tree already spells two ways, and the collections, which the registries do not want because SDL owns the property-set lifetime. AGENTS.md has the rule and the fclose ordering trap. 26/26 ctest, memcheck clean, warning-clean at -Wall -Werror. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01B8T5FAYXE8HEJqFLCYwNNc
2026-08-01 12:36:36 -04:00
/**
* @brief A layer image path too long for the field must say so, not load the wrong file.
*
* The join is `"%s/%s"` of a directory and an image name into a
* #AKGL_TILEMAP_MAX_TILESET_FILENAME_SIZE buffer, and both inputs are
* #AKGL_MAX_STRING_LENGTH wide, so it can overflow. It used to be a raw
* `snprintf` under a silenced `-Wformat-truncation`: the path was quietly cut
* short and handed to `IMG_LoadTexture`, which failed with SDL's "couldn't
* open" against a filename the caller never wrote -- the length problem
* reported as a missing-file problem, pointing at the wrong thing.
*
* `aksl_snprintf` treats truncation as the error it is. The directory here is
* filled to capacity so the join cannot fit whatever the image name is.
*/
akerr_ErrorContext *test_akgl_tilemap_layer_image_path_too_long(void)
{
PREPARE_ERROR(errctx);
akgl_String *dirname = NULL;
json_t *layer = NULL;
json_error_t errdata;
ATTEMPT {
CATCH(errctx, akgl_heap_next_string(&dirname));
CATCH(errctx, aksl_memset((void *)&dirname->data, 'd', sizeof(dirname->data)));
dirname->data[sizeof(dirname->data) - 1] = '\0';
layer = json_loads("{\"image\": \"tiles.png\"}", 0, &errdata);
FAIL_ZERO_BREAK(errctx, layer, AKERR_VALUE, "Failed to build the test layer: %s", errdata.text);
TEST_EXPECT_STATUS(
errctx,
AKERR_OUTOFBOUNDS,
akgl_tilemap_load_layer_image(akgl_gamemap, layer, 0, dirname),
"joining an image name onto a directory that fills the field");
} CLEANUP {
if ( dirname != NULL ) {
IGNORE(akgl_heap_release_string(dirname));
}
if ( layer != NULL ) {
json_decref(layer);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_tilemap_load_layers(void)
{
akgl_String *pathstr;
PREPARE_ERROR(errctx);
json_t *doc = NULL;
json_error_t errdata;
int i = 0;
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
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
ATTEMPT {
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
akgl_gamemap = &akgl_default_gamemap;
akgl_renderer = &akgl_default_renderer;
CATCH(errctx, akgl_heap_next_string(&pathstr));
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/testmap.tmj");
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "Failed to load testmap: %s", (char *)&errdata.text);
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
CATCH(errctx, akgl_tilemap_load_layers(akgl_gamemap, doc, pathstr));
FAIL_NONZERO_BREAK(
errctx,
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
(akgl_gamemap->numlayers != 3),
AKERR_VALUE,
"Map layer count incorrect"
);
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
for ( i = 0; i < akgl_gamemap->numlayers; i++ ) {
if ( (akgl_gamemap->layers[i].opacity != 1) ||
(akgl_gamemap->layers[i].visible != true) ||
(akgl_gamemap->layers[i].id != (i + 1)) ||
(akgl_gamemap->layers[i].x != 0) ||
(akgl_gamemap->layers[i].y != 0) ) {
FAIL(errctx, AKERR_VALUE, "Map layer data loaded incorrectly (see gdb)");
goto _test_akgl_tilemap_load_layers_cleanup;
}
}
// Layer 2 should have 1 object loaded
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
if ( (akgl_gamemap->layers[1].objects[0].actorptr != SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "testactor", NULL)) ||
(akgl_gamemap->layers[1].objects[1].name[0] != '\0' ) ||
(akgl_gamemap->layers[1].objects[1].id != 0) ) {
FAIL_BREAK(errctx, AKERR_VALUE, "Map layer 2 should have 1 loaded object (testactor) and nothing else (see gdb)");
}
// Layer 1 and 3 should have no objects
for ( i = 0; i < AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER ; i++ ) {
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
if ( akgl_gamemap->layers[0].objects[i].id != 0 ) {
FAIL(errctx, AKERR_VALUE, "Map layers 1 and 3 should have no objects loaded but found objects");
goto _test_akgl_tilemap_load_layers_cleanup;
}
}
for ( i = 0; i < AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER ; i++ ) {
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
if ( akgl_gamemap->layers[2].objects[i].id != 0 ) {
FAIL(errctx, AKERR_VALUE, "Map layers 1 and 3 should have no objects loaded but found objects");
goto _test_akgl_tilemap_load_layers_cleanup;
}
}
// Layers 1 and 3 should have tile data
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
if ( (akgl_gamemap->layers[0].data[0] != 1) ||
(akgl_gamemap->layers[0].data[1] != 2) ||
(akgl_gamemap->layers[0].data[2] != 3) ||
(akgl_gamemap->layers[0].data[3] != 4) ||
(akgl_gamemap->layers[2].data[0] != 0) ||
(akgl_gamemap->layers[2].data[1] != 5) ||
(akgl_gamemap->layers[2].data[2] != 0) ||
(akgl_gamemap->layers[2].data[3] != 6)
) {
FAIL_BREAK(errctx, AKERR_VALUE, "Map layers 1 and 3 should have tile data but it is incorrect");
}
_test_akgl_tilemap_load_layers_cleanup:
} CLEANUP {
if ( pathstr != NULL ) {
IGNORE(akgl_heap_release_string(pathstr));
}
if ( doc != NULL ) {
json_decref(doc);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_tilemap_load_tilesets(void)
{
akgl_String *pathstr = NULL;
PREPARE_ERROR(errctx);
json_t *doc = NULL;
json_error_t errdata;
SDL_Texture *image = 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
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
ATTEMPT {
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
akgl_gamemap = &akgl_default_gamemap;
akgl_renderer = &akgl_default_renderer;
CATCH(errctx, akgl_heap_next_string(&pathstr));
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/testmap.tmj");
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "Failed to load testmap: %s", (char *)&errdata.text);
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
CATCH(errctx, akgl_tilemap_load_tilesets(akgl_gamemap, doc, pathstr));
FAIL_NONZERO_BREAK(errctx, (akgl_gamemap->numtilesets != 1), AKERR_VALUE, "Incorrect number of tilesets loaded for map");
if ( (akgl_gamemap->tilesets[0].columns != 48 ) ||
(akgl_gamemap->tilesets[0].firstgid != 1) ||
(akgl_gamemap->tilesets[0].imageheight != 576) ||
(akgl_gamemap->tilesets[0].imagewidth != 768) ||
(akgl_gamemap->tilesets[0].margin != 0) ||
(akgl_gamemap->tilesets[0].spacing != 0) ||
(akgl_gamemap->tilesets[0].tilecount != 1728) ||
(akgl_gamemap->tilesets[0].tileheight != 16) ||
(akgl_gamemap->tilesets[0].tilewidth != 16) ) {
FAIL_BREAK(errctx, AKERR_VALUE, "Tileset loaded with incorrect values");
}
FAIL_NONZERO_BREAK(
errctx,
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
strcmp((char *)&akgl_gamemap->tilesets[0].name, "World_A1"),
AKERR_VALUE,
"Tileset loaded with incorrect name");
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/World_A1.png");
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
image = IMG_LoadTexture(akgl_renderer->sdl_renderer, (char *)&pathstr->data);
FAIL_ZERO_BREAK(errctx, image, AKGL_ERR_SDL, "Failed to load comparison image");
CATCH(
errctx,
akgl_render_and_compare(
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
akgl_gamemap->tilesets[0].texture,
image,
0, 0, 768, 576,
"test_akgl_tilemap_loaded_tileset.png")
);
} CLEANUP {
if ( pathstr != NULL ) {
IGNORE(akgl_heap_release_string(pathstr));
}
if ( doc != NULL ) {
json_decref(doc);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_tilemap_load(void)
{
PREPARE_ERROR(errctx);
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
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
ATTEMPT {
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
akgl_gamemap = &akgl_default_gamemap;
akgl_renderer = &akgl_default_renderer;
CATCH(errctx, akgl_tilemap_load("assets/testmap.tmj", akgl_gamemap));
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_tilemap_draw(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
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
akgl_gamemap = &akgl_default_gamemap;
akgl_renderer = &akgl_default_renderer;
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_tilemap_draw_tileset(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
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
akgl_gamemap = &akgl_default_gamemap;
akgl_renderer = &akgl_default_renderer;
} CLEANUP {
} 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());
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
akgl_gamemap = &akgl_default_gamemap;
akgl_renderer = &akgl_default_renderer;
SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO )) {
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't initialize SDL: %s", SDL_GetError());
}
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
if (!SDL_CreateWindowAndRenderer("net/aklabs/libakgl/test_sprite", 768, 576, 0, &akgl_window, &akgl_renderer->sdl_renderer)) {
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
}
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
akgl_renderer->draw_texture = &akgl_render_2d_draw_texture;
CATCH(errctx, akgl_registry_init());
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
CATCH(errctx, akgl_character_load_json("assets/testcharacter.json"));
CATCH(errctx, test_tilemap_akgl_get_json_tilemap_property());
Stop returning past CLEANUP, and validate the arguments every sibling validates Closes internal-consistency items 16 and 17. Ten *_RETURN macros sat inside ATTEMPT blocks, which return past CLEANUP and skip every release in it. The one that mattered was the success path of akgl_get_json_tilemap_property: it leaked two of the string pool's 256 entries on every lookup that *found* what it was asked for, and a map load does that several times per layer. tests/tilemap.c now runs each of its three paths -- found, absent, wrong type -- twice the pool size and asserts the pool is where it started. Against the old code that test does not merely fail, it segfaults, which is Defects item 30 seen from the outside: pool exhaustion arriving as a NULL strncpy rather than as AKGL_ERR_HEAP. Two of the conversions needed more than swapping the macro. In akgl_get_json_tilemap_property a plain break would have fallen through to the "property not found" FAIL_RETURN after FINISH, reporting a miss for something found, so the success path sets a flag. In akgl_collide_rectangles the eight early exits are followed by `*collide = false;`, which would have overwritten the hit that broke out; each corner test writes the flag itself, so that line is gone rather than moved. The same function also released its scratch string once per loop iteration while continuing to use it, so the slot was free while still live -- one claim now covers the whole scan. akgl_controller_default is the other behavioural one: its SUCCEED_RETURN was the last statement in the ATTEMPT block, so the path that falls out of FINISH reached the closing brace of a non-void function. scripts/check_error_protocol.py keeps both rules enforced -- a *_RETURN inside ATTEMPT, and a return out of a HANDLE block -- as the error_protocol test. Neither produces a compiler diagnostic and neither fails a test run until the pool it drains is empty, which is why both have already shipped once. For item 17: the eight typed JSON accessors that validated their container and then wrote through dest unconditionally now check key and dest as the two string accessors always did; the null physics backend checks its actors like the arcade one; and akgl_render_2d_frame_start, _frame_end and _shutdown check self, which the first two read straight through. tests/renderer.c calls all three with NULL, which segfaulted before. 25/25 pass, memcheck clean, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:56:10 -04:00
CATCH(errctx, test_tilemap_property_lookup_releases_strings());
CATCH(errctx, test_akgl_tilemap_compute_tileset_offsets());
CATCH(errctx, test_akgl_tilemap_load_layer_objects());
CATCH(errctx, test_akgl_tilemap_load_layer_tile());
Report the failures libakstdlib's wrappers were already catching Updates deps/libakstdlib to 669b2b3. That commit is a TODO entry rather than new code, so the interesting part is what libakgl was not yet calling: it links libakstdlib and uses ten of its wrappers while calling the raw libc function at a good many more sites. Four of those were carrying a real defect. akgl_game_save checked every write and threw away the close. Every write goes through aksl_fwrite, and for a record this size all of them land in stdio's buffer -- nothing reaches the device until the close flushes it, so a full disk, an exceeded quota or an NFS server going away is reported only there. The function returned success over a savegame that was never written. aksl_fclose surfaces it. tests/game.c reaches the path through /dev/full, which accepts writes and fails at the flush; against the unfixed code the test reports "expected a failure, got success" with ENOSPC. The close has to drop the FILE * before the status is examined, because fclose(3) disassociates the stream either way and CLEANUP would close it again. Written the other way round it aborted in glibc with "double free detected in tcache" the first time a close actually failed, which is how that ordering was found. akgl_game_load's end-of-file check used fgetc(3), which spells "end of file" and "the read failed" with the same EOF -- a disk error there read as a clean end and passed the check it was meant to fail. aksl_fgetc tells them apart. Extracted to require_at_eof, because inverting the sense of a call inline needs a nested ATTEMPT whose break binds to the wrong switch. Two snprintf sites were truncating under a silenced -Wformat-truncation. The compiler was right about both. The tileset one handed the shortened path to IMG_LoadTexture, so a length error was reported as a missing file, with SDL naming a path the caller never wrote. Both use aksl_snprintf now and the suppression is gone; nothing in the tree uses those macros any more. tests/tilemap.c covers the join, and against the unfixed code it gets AKGL_ERR_SDL where it wants AKERR_OUTOFBOUNDS. The two src/game.c strncpy sites the fixed-width copy sweep missed -- the savegame name field and the libversion stamp -- use aksl_strncpy and sizeof rather than a repeated 32. Also makes tests/physics_sim.c deterministic. It placed gravity_time at "now - dt" and let the real clock supply the step, so a machine busy enough to deschedule the process between that store and the SDL_GetTicksNS() inside simulate got a longer step. It went red once, under a parallel ctest. It now sets max_timestep to the step it wants and gravity_time to zero, so the bound supplies the step and the scheduler cannot reach it. TODO.md records what is deliberately not adopted: the pure-arithmetic wrappers, which can only fail on NULL and which the tree already spells two ways, and the collections, which the registries do not want because SDL owns the property-set lifetime. AGENTS.md has the rule and the fclose ordering trap. 26/26 ctest, memcheck clean, warning-clean at -Wall -Werror. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01B8T5FAYXE8HEJqFLCYwNNc
2026-08-01 12:36:36 -04:00
CATCH(errctx, test_akgl_tilemap_layer_image_path_too_long());
CATCH(errctx, test_akgl_tilemap_load_layers());
CATCH(errctx, test_akgl_tilemap_load_tilesets());
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
CATCH(errctx, test_akgl_tilemap_load_bounds_fixed_tables());
Report the failures that used to be crashes Closes Defects items 30 and 31 and Known-and-still-open items 1, 2, 5, 9 and 11. Both string accessors in json_helpers.c ended their ATTEMPT block with FINISH(errctx, false), which swallows the failure, and then strncpy'd through the pointer akgl_heap_next_string never set. So the one condition the pool exists to report -- it is full, which in practice means something is not releasing -- arrived as a segfault somewhere else entirely. It is FINISH(errctx, true) now, and tests/json_helpers.c claims every slot and asserts AKGL_ERR_HEAP comes back out of both. That test segfaults against the old code, which is also how the tilemap leak test in the previous commit confirmed this one. akgl_tilemap_release tested layers[i].texture and destroyed tilesets[i].texture, so every tileset texture was freed twice on one release and no image layer's texture was freed at all. Pointers are cleared as they go, so a second release is safe instead of a use-after-free. akgl_game_update_fps called game.lowfpsfunc() unguarded, on a path taken on frame one because fps is 0 for the first second. Only akgl_game_init installs it, and renderer.h documents the other path deliberately -- a host that owns its window binds a backend instead. It installs the default when it finds NULL. akgl_controller_pushmap and akgl_controller_default checked only the upper bound, so a negative id indexed before akgl_controlmaps. The two test-harness helpers were quietly worthless. akgl_render_and_compare drew t1 on both passes, so it always reported a match and every image assertion built on it asserted nothing; and akgl_compare_sdl_surfaces memcmp'd s1->pitch * s1->h bytes out of both surfaces without checking that the second was the same size, so a smaller one was read past its end. Both fixed, both tested. tests/util.c also now calls the collide-point test it has defined and never run. 25/25 pass, memcheck clean, reindent --check and check_error_protocol clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 00:32:11 -04:00
CATCH(errctx, test_akgl_tilemap_release_is_idempotent());
Give back every pooled string and sprite reference the loaders take Closes Defects items 20, 22, 23 and 29, and the residual of item 38. The tilemap load leak was five pooled strings per load; the property-lookup fix in an earlier commit took it to two, and the last two were each a claim with no matching release -- the string every layer's `type` was read into, and the dirname the map's relative paths resolve against. tests/tilemap.c asserts the pool is exactly where it started after one load/release cycle and after 64. Finding those two was a matter of dumping the contents of every still-claimed slot after a cycle rather than reading the code again; 'tilelayer' and an assets directory named themselves immediately. Same file, same class, fixed with it: akgl_tilemap_load_layer_objects released its scratch string after reading each object's name and then kept using the slot, because akgl_get_json_string_value reuses a non-NULL destination without taking another reference. The slot was free while still live, so any other claim could have been handed it. akgl_character_sprite_add wrote over an existing binding without releasing the sprite it displaced, so a character that rebinds a state while alive leaked a sprite slot per rebind -- teardown only gives back what the map holds at the end. The new reference is taken before the write and given back if the write fails, so there is no window where a sprite is bound with nothing behind it. The write was unchecked too. Three failure-path leaks moved into CLEANUP blocks: akgl_render_2d_init's two pooled strings, akgl_controller_open_gamepads' enumeration array, and akgl_text_rendertextat's surface and texture -- the last being a leak per frame on a HUD line. akgl_text_unloadallfonts() closes every font in the registry and destroys it, which is what item 38 left open. Deliberately not a whole akgl_game_shutdown: tearing down the mixer, SDL_ttf and SDL in the right order is a design question, and this is the part that was simply missing. It is a new public symbol, which 0.5.0 already covers -- this release has not shipped. Every fix has a test that fails against the old code. 25/25 pass, memcheck clean, reindent --check, check_api_surface and check_error_protocol all clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 00:44:50 -04:00
CATCH(errctx, test_akgl_tilemap_load_releases_strings());
//CATCH(errctx, test_akgl_tilemap_load());
//CATCH(errctx, test_akgl_tilemap_draw_tileset());
//CATCH(errctx, test_akgl_tilemap_draw());
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}