Files
libakgl/tests/character.c

236 lines
8.9 KiB
C
Raw Normal View History

#include <SDL3/SDL.h>
#include <akerror.h>
#include <akgl/character.h>
#include <akgl/actor.h>
#include <akgl/error.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/iterator.h>
Namespace every exported symbol, and bump to 0.5.0 Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
#include <akgl/game.h>
#include <akgl/renderer.h>
#include "testutil.h"
/*
* This suite used to declare its own file-scope `window` and `renderer`, back
* when the library's globals carried those bare names too. Both definitions had
* external linkage and the same spelling, so the executable's preempted the
* shared library's: akgl_sprite_load_json read the test's `SDL_Renderer *`
* through an `akgl_RenderBackend *` and happened not to crash. That is the
* collision the akgl_ prefix on exported globals exists to prevent, and it was
* invisible until they were renamed. The suite now binds a real backend, the
* way tests/sprite.c and tests/text.c do.
*/
akerr_ErrorContext *test_akgl_character_initialize()
{
PREPARE_ERROR(errctx);
akgl_Character *testchar = NULL;
ATTEMPT {
CATCH(errctx, akgl_heap_next_character(&testchar));
CATCH(errctx, akgl_character_initialize(testchar, "testchar"));
FAIL_ZERO_BREAK(
errctx,
SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "testchar", NULL),
AKERR_KEY,
"Character was not placed in the registry");
FAIL_NONZERO_BREAK(
errctx,
strcmp((char *)&testchar->name, "testchar"),
AKERR_VALUE,
"Character was not named properly ('testchar' vs '%s')",
(char *)&testchar->name);
FAIL_ZERO_BREAK(
errctx,
testchar->state_sprites,
AKERR_NULLPOINTER,
"Character state sprites map was not initialized");
} CLEANUP {
IGNORE(akgl_heap_release_character(testchar));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_character_sprite_mgmt()
{
akgl_Character *testchar = NULL;
akgl_Sprite *testsprite = NULL;
akgl_Sprite *testsprite2 = NULL;
akgl_Sprite *comparesprite = NULL;
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_heap_next_character(&testchar));
CATCH(errctx, akgl_character_initialize(testchar, "testchar"));
CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
testsprite = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite,
AKERR_KEY,
"Sprite loaded from json but not in registry");
CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
testsprite2 = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite2,
AKERR_KEY,
"Sprite 2 loaded from json but not in registry");
CATCH(errctx, testchar->sprite_add(testchar, testsprite, AKGL_ACTOR_STATE_ALIVE));
CATCH(errctx, testchar->sprite_add(testchar, testsprite2, AKGL_ACTOR_STATE_DEAD));
CATCH(errctx, testchar->sprite_get(testchar, (AKGL_ACTOR_STATE_ALIVE), &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT");
CATCH(errctx, testchar->sprite_get(testchar, AKGL_ACTOR_STATE_DEAD, &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite2), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_DEAD");
} CLEANUP {
IGNORE(akgl_heap_release_sprite(testsprite));
IGNORE(akgl_heap_release_sprite(testsprite2));
IGNORE(akgl_heap_release_character(testchar));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_character_iterate_state_sprites()
{
akgl_Character *testchar = NULL;
akgl_Sprite *testsprite = NULL;
akgl_Sprite *testsprite2 = NULL;
akgl_Iterator opflags = {.flags = AKGL_ITERATOR_OP_RELEASE, .layerid = 0};
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_heap_next_character(&testchar));
CATCH(errctx, akgl_character_initialize(testchar, "testchar"));
CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
testsprite = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite,
AKERR_KEY,
"Sprite loaded from json but not in registry");
CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
testsprite2 = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite2,
AKERR_KEY,
"Sprite 2 loaded from json but not in registry");
CATCH(errctx, testchar->sprite_add(testchar, testsprite, AKGL_ACTOR_STATE_ALIVE));
CATCH(errctx, testchar->sprite_add(testchar, testsprite2, AKGL_ACTOR_STATE_DEAD));
SDL_EnumerateProperties(testchar->state_sprites, &akgl_character_state_sprites_iterate, &opflags);
// This is called by akgl_heap_release_character so we should assume that our property map is being
// deleted soon after this. So we don't care if the sprites have been deleted from the sprite_states.
// We just want to know they've been released.
FAIL_NONZERO_BREAK(
errctx,
(testsprite->refcount > 1),
AKERR_VALUE,
"akgl_heap_release_sprite not called for testsprite from iterator");
FAIL_NONZERO_BREAK(
errctx,
(testsprite2->refcount > 1),
AKERR_VALUE,
"akgl_heap_release_sprite not called for testsprite from iterator");
} CLEANUP {
IGNORE(akgl_heap_release_sprite(testsprite));
IGNORE(akgl_heap_release_sprite(testsprite2));
IGNORE(akgl_heap_release_character(testchar));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_character_load_json()
{
akgl_Character *testcharacter = NULL;
akgl_Sprite *testsprite = NULL;
akgl_Sprite *testsprite2 = NULL;
akgl_Sprite *comparesprite = NULL;
int tsrc = 0;
int tsrc2 = 0;
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_heap_next_character(&testcharacter));
CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
testsprite = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite,
AKERR_KEY,
"Sprite loaded from json but not in registry");
CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
testsprite2 = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite2,
AKERR_KEY,
"Sprite 2 loaded from json but not in registry");
CATCH(errctx, akgl_character_load_json("assets/testcharacter.json"));
testcharacter = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "testcharacter", NULL);
FAIL_ZERO_BREAK(
errctx,
testcharacter,
AKERR_KEY,
"Character loaded from json but not in registry");
CATCH(errctx, testcharacter->sprite_get(testcharacter, (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT), &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_ALIVE");
CATCH(errctx, testcharacter->sprite_get(testcharacter, AKGL_ACTOR_STATE_DEAD, &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite2), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_DEAD");
FAIL_ZERO_BREAK(errctx, (testcharacter->ax != 0.200000003), AKERR_VALUE, "Wrong X acceleration for test character");
FAIL_ZERO_BREAK(errctx, (testcharacter->ay != 0.200000003), AKERR_VALUE, "Wrong Y acceleration for test character");
// Release our handles on the sprites so the character's heap_release can reduce them to 0
CATCH(errctx, akgl_heap_release_sprite(testsprite));
CATCH(errctx, akgl_heap_release_sprite(testsprite2));
tsrc = testsprite->refcount;
tsrc2 = testsprite2->refcount;
CATCH(errctx, akgl_heap_release_character(testcharacter));
FAIL_ZERO_BREAK(
errctx,
((testsprite->refcount < tsrc) || (testsprite2->refcount < tsrc2)),
AKERR_VALUE,
"character did not reduce reference count of its child sprites when released");
} 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
TEST_TRAP_UNHANDLED_ERRORS();
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_character", 640, 480, SDL_WINDOW_HIDDEN, &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
CATCH(errctx, akgl_render_2d_bind(akgl_renderer));
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init());
CATCH(errctx, test_akgl_character_initialize());
CATCH(errctx, test_character_sprite_mgmt());
CATCH(errctx, test_character_iterate_state_sprites());
CATCH(errctx, test_akgl_character_load_json());
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
return 0;
}