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libakgl/tests/util.c

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#include <SDL3/SDL.h>
Check memory with the suites that already exist `cmake --build build --target memcheck` runs every registered CTest suite under valgrind. There are no new test programs, and there should not be any: tests/benchutil.h notices valgrind in LD_PRELOAD and drops the benchmark scale to 0.0005, which turns the perf suites into the broadest path coverage in the tree at a cost valgrind can survive. A benchmark walks one path a hundred thousand times; a leak check wants every path walked once. Same binaries, one flag apart, and the whole run is about thirty seconds. scripts/memcheck.sh wraps `ctest -T memcheck` because that command records defects and still exits 0, which cannot gate anything. It also forces the headless drivers, so the vendor GPU stack is never loaded -- that removes thousands of unfixable findings inside amdgpu_dri.so without suppressing anything, and it is what the suites are written for anyway. Only definite losses, invalid accesses and uninitialised reads count; "still reachable" is what SDL and FreeType keep for the process lifetime and says nothing about this library. The three suppressions in scripts/valgrind.supp are each a decision that a finding belongs to somebody else. Six defects, all filed in TODO.md under "Memory checking", the first of which is the one that matters: not one of the four json_load_file calls in src/ is ever matched by a json_decref, so every asset load abandons its parsed document -- 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on the order of a megabyte for a real one. A game that reloads a level on death leaks a level's worth of JSON every time. akgl_get_property also reads up to 4 KiB past the end of every property value it copies, and the savegame name tables read past the end of every registry key and write what they find into the file. tests/util.c zeroes three fixtures it used to leave as stack garbage. The library was never at fault there -- the tests handed it uninitialised floats and then made one real call with them -- but sixteen findings of noise in a new gate is how a gate gets ignored. The unit suites' TIMEOUT goes from 30 to 300 because CTest applies the same property to the checked run, where everything is twenty times slower. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:59:57 -04:00
#include <string.h>
#include <akerror.h>
#include <akgl/error.h>
#include <akgl/heap.h>
#include <akgl/staticstring.h>
#include <akgl/util.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"
/**
* @brief How many entries of AKERR_ARRAY_ERROR are currently held by somebody.
*
* The error contexts are a fixed pool exactly like the object pools: a context
* is in use while its reference count is non-zero, and a function that finishes
* without releasing one has leaked a slot out of AKERR_MAX_ARRAY_ERROR.
*/
static int live_error_contexts(void)
{
int live = 0;
int i = 0;
for ( i = 0; i < AKERR_MAX_ARRAY_ERROR; i++ ) {
if ( AKERR_ARRAY_ERROR[i].refcount != 0 ) {
live += 1;
}
}
return live;
}
akerr_ErrorContext *test_akgl_rectangle_points_nullpointers(void)
{
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_RectanglePoints points;
Check memory with the suites that already exist `cmake --build build --target memcheck` runs every registered CTest suite under valgrind. There are no new test programs, and there should not be any: tests/benchutil.h notices valgrind in LD_PRELOAD and drops the benchmark scale to 0.0005, which turns the perf suites into the broadest path coverage in the tree at a cost valgrind can survive. A benchmark walks one path a hundred thousand times; a leak check wants every path walked once. Same binaries, one flag apart, and the whole run is about thirty seconds. scripts/memcheck.sh wraps `ctest -T memcheck` because that command records defects and still exits 0, which cannot gate anything. It also forces the headless drivers, so the vendor GPU stack is never loaded -- that removes thousands of unfixable findings inside amdgpu_dri.so without suppressing anything, and it is what the suites are written for anyway. Only definite losses, invalid accesses and uninitialised reads count; "still reachable" is what SDL and FreeType keep for the process lifetime and says nothing about this library. The three suppressions in scripts/valgrind.supp are each a decision that a finding belongs to somebody else. Six defects, all filed in TODO.md under "Memory checking", the first of which is the one that matters: not one of the four json_load_file calls in src/ is ever matched by a json_decref, so every asset load abandons its parsed document -- 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on the order of a megabyte for a real one. A game that reloads a level on death leaks a level's worth of JSON every time. akgl_get_property also reads up to 4 KiB past the end of every property value it copies, and the savegame name tables read past the end of every registry key and write what they find into the file. tests/util.c zeroes three fixtures it used to leave as stack garbage. The library was never at fault there -- the tests handed it uninitialised floats and then made one real call with them -- but sixteen findings of noise in a new gate is how a gate gets ignored. The unit suites' TIMEOUT goes from 30 to 300 because CTest applies the same property to the checked run, where everything is twenty times slower. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:59:57 -04:00
// Zeroed for the same reason as the fixtures in
// test_akgl_collide_point_rectangle_nullpointers: the last case here is a
// real call, and feeding it stack garbage is noise under `memcheck`.
SDL_FRect testrect = {.x = 0, .y = 0, .w = 0, .h = 0};
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 *)&points, 0x00, sizeof(akgl_RectanglePoints));
Check memory with the suites that already exist `cmake --build build --target memcheck` runs every registered CTest suite under valgrind. There are no new test programs, and there should not be any: tests/benchutil.h notices valgrind in LD_PRELOAD and drops the benchmark scale to 0.0005, which turns the perf suites into the broadest path coverage in the tree at a cost valgrind can survive. A benchmark walks one path a hundred thousand times; a leak check wants every path walked once. Same binaries, one flag apart, and the whole run is about thirty seconds. scripts/memcheck.sh wraps `ctest -T memcheck` because that command records defects and still exits 0, which cannot gate anything. It also forces the headless drivers, so the vendor GPU stack is never loaded -- that removes thousands of unfixable findings inside amdgpu_dri.so without suppressing anything, and it is what the suites are written for anyway. Only definite losses, invalid accesses and uninitialised reads count; "still reachable" is what SDL and FreeType keep for the process lifetime and says nothing about this library. The three suppressions in scripts/valgrind.supp are each a decision that a finding belongs to somebody else. Six defects, all filed in TODO.md under "Memory checking", the first of which is the one that matters: not one of the four json_load_file calls in src/ is ever matched by a json_decref, so every asset load abandons its parsed document -- 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on the order of a megabyte for a real one. A game that reloads a level on death leaks a level's worth of JSON every time. akgl_get_property also reads up to 4 KiB past the end of every property value it copies, and the savegame name tables read past the end of every registry key and write what they find into the file. tests/util.c zeroes three fixtures it used to leave as stack garbage. The library was never at fault there -- the tests handed it uninitialised floats and then made one real call with them -- but sixteen findings of noise in a new gate is how a gate gets ignored. The unit suites' TIMEOUT goes from 30 to 300 because CTest applies the same property to the checked run, where everything is twenty times slower. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:59:57 -04:00
ATTEMPT {
CATCH(errctx, akgl_rectangle_points(NULL, NULL));
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "akgl_rectangle_points fails to FAIL with all NULL pointers");
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
// noop
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, akgl_rectangle_points(NULL, &testrect));
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "akgl_rectangle_points fails to FAIL with NULL SDL_FRect pointer");
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
// noop
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, akgl_rectangle_points(&points, 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
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "akgl_rectangle_points fails to FAIL with NULL akgl_RectanglePoints pointer");
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
// noop
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, akgl_rectangle_points(&points, &testrect));
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_rectangle_points_math(void)
{
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_RectanglePoints points;
SDL_FRect testrect = {.x = 0, .y = 0, .w = 32, .h = 32};
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 *)&points, 0x00, sizeof(akgl_RectanglePoints));
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_rectangle_points(&points, &testrect));
if ( points.topleft.x != 0 ||
points.topleft.y != 0 ||
points.topright.x != 32 ||
points.topright.y != 0 ||
points.bottomleft.x != 0 ||
points.bottomleft.y != 32 ||
points.bottomright.x != 32 ||
points.bottomright.y != 32 ) {
FAIL_BREAK(
errctx,
AKGL_ERR_BEHAVIOR,
"akgl_rectangle_points incorrectly calculated points for {x=0, y=0, w=32, h=32} to {topleft={%d, %d}, topright={%d, %d}, bottomleft={%d, %d}, bottomright={%d, %d}}",
points.topleft.x, points.topleft.y,
points.topright.x, points.topright.y,
points.bottomleft.x, points.bottomleft.y,
points.bottomright.x, points.bottomright.y
);
}
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_collide_point_rectangle_nullpointers(void)
{
Check memory with the suites that already exist `cmake --build build --target memcheck` runs every registered CTest suite under valgrind. There are no new test programs, and there should not be any: tests/benchutil.h notices valgrind in LD_PRELOAD and drops the benchmark scale to 0.0005, which turns the perf suites into the broadest path coverage in the tree at a cost valgrind can survive. A benchmark walks one path a hundred thousand times; a leak check wants every path walked once. Same binaries, one flag apart, and the whole run is about thirty seconds. scripts/memcheck.sh wraps `ctest -T memcheck` because that command records defects and still exits 0, which cannot gate anything. It also forces the headless drivers, so the vendor GPU stack is never loaded -- that removes thousands of unfixable findings inside amdgpu_dri.so without suppressing anything, and it is what the suites are written for anyway. Only definite losses, invalid accesses and uninitialised reads count; "still reachable" is what SDL and FreeType keep for the process lifetime and says nothing about this library. The three suppressions in scripts/valgrind.supp are each a decision that a finding belongs to somebody else. Six defects, all filed in TODO.md under "Memory checking", the first of which is the one that matters: not one of the four json_load_file calls in src/ is ever matched by a json_decref, so every asset load abandons its parsed document -- 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on the order of a megabyte for a real one. A game that reloads a level on death leaks a level's worth of JSON every time. akgl_get_property also reads up to 4 KiB past the end of every property value it copies, and the savegame name tables read past the end of every registry key and write what they find into the file. tests/util.c zeroes three fixtures it used to leave as stack garbage. The library was never at fault there -- the tests handed it uninitialised floats and then made one real call with them -- but sixteen findings of noise in a new gate is how a gate gets ignored. The unit suites' TIMEOUT goes from 30 to 300 because CTest applies the same property to the checked run, where everything is twenty times slower. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:59:57 -04:00
// Zeroed rather than left as whatever the stack held. The last case in this
// function is a real call with real arguments, and reading uninitialised
// floats out of it is sixteen findings under `memcheck` for a test that is
// not about coordinates at all.
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_Point testpoint = { .x = 0, .y = 0 };
akgl_RectanglePoints testrectpoints;
Check memory with the suites that already exist `cmake --build build --target memcheck` runs every registered CTest suite under valgrind. There are no new test programs, and there should not be any: tests/benchutil.h notices valgrind in LD_PRELOAD and drops the benchmark scale to 0.0005, which turns the perf suites into the broadest path coverage in the tree at a cost valgrind can survive. A benchmark walks one path a hundred thousand times; a leak check wants every path walked once. Same binaries, one flag apart, and the whole run is about thirty seconds. scripts/memcheck.sh wraps `ctest -T memcheck` because that command records defects and still exits 0, which cannot gate anything. It also forces the headless drivers, so the vendor GPU stack is never loaded -- that removes thousands of unfixable findings inside amdgpu_dri.so without suppressing anything, and it is what the suites are written for anyway. Only definite losses, invalid accesses and uninitialised reads count; "still reachable" is what SDL and FreeType keep for the process lifetime and says nothing about this library. The three suppressions in scripts/valgrind.supp are each a decision that a finding belongs to somebody else. Six defects, all filed in TODO.md under "Memory checking", the first of which is the one that matters: not one of the four json_load_file calls in src/ is ever matched by a json_decref, so every asset load abandons its parsed document -- 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on the order of a megabyte for a real one. A game that reloads a level on death leaks a level's worth of JSON every time. akgl_get_property also reads up to 4 KiB past the end of every property value it copies, and the savegame name tables read past the end of every registry key and write what they find into the file. tests/util.c zeroes three fixtures it used to leave as stack garbage. The library was never at fault there -- the tests handed it uninitialised floats and then made one real call with them -- but sixteen findings of noise in a new gate is how a gate gets ignored. The unit suites' TIMEOUT goes from 30 to 300 because CTest applies the same property to the checked run, where everything is twenty times slower. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:59:57 -04:00
bool testcollide = false;
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(&testrectpoints, 0x00, sizeof(akgl_RectanglePoints));
Check memory with the suites that already exist `cmake --build build --target memcheck` runs every registered CTest suite under valgrind. There are no new test programs, and there should not be any: tests/benchutil.h notices valgrind in LD_PRELOAD and drops the benchmark scale to 0.0005, which turns the perf suites into the broadest path coverage in the tree at a cost valgrind can survive. A benchmark walks one path a hundred thousand times; a leak check wants every path walked once. Same binaries, one flag apart, and the whole run is about thirty seconds. scripts/memcheck.sh wraps `ctest -T memcheck` because that command records defects and still exits 0, which cannot gate anything. It also forces the headless drivers, so the vendor GPU stack is never loaded -- that removes thousands of unfixable findings inside amdgpu_dri.so without suppressing anything, and it is what the suites are written for anyway. Only definite losses, invalid accesses and uninitialised reads count; "still reachable" is what SDL and FreeType keep for the process lifetime and says nothing about this library. The three suppressions in scripts/valgrind.supp are each a decision that a finding belongs to somebody else. Six defects, all filed in TODO.md under "Memory checking", the first of which is the one that matters: not one of the four json_load_file calls in src/ is ever matched by a json_decref, so every asset load abandons its parsed document -- 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on the order of a megabyte for a real one. A game that reloads a level on death leaks a level's worth of JSON every time. akgl_get_property also reads up to 4 KiB past the end of every property value it copies, and the savegame name tables read past the end of every registry key and write what they find into the file. tests/util.c zeroes three fixtures it used to leave as stack garbage. The library was never at fault there -- the tests handed it uninitialised floats and then made one real call with them -- but sixteen findings of noise in a new gate is how a gate gets ignored. The unit suites' TIMEOUT goes from 30 to 300 because CTest applies the same property to the checked run, where everything is twenty times slower. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:59:57 -04:00
ATTEMPT {
CATCH(errctx, akgl_collide_point_rectangle(&testpoint, &testrectpoints, NULL));
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "akgl_collide_point_rectangle(*, *, NULL) failed");
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
// noop
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, akgl_collide_point_rectangle(&testpoint, NULL, &testcollide));
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "akgl_collide_point_rectangle(*, NULL, *) failed");
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
// noop
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, akgl_collide_point_rectangle(NULL, &testrectpoints, &testcollide));
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "akgl_collide_point_rectangle(NULL, *, *) failed");
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
// noop
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, akgl_collide_point_rectangle(NULL, NULL, NULL));
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "akgl_collide_point_rectangle(NULL, NULL, NULL) failed");
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
// noop
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, akgl_collide_point_rectangle(&testpoint, &testrectpoints, &testcollide));
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_collide_point_rectangle_logic(void)
{
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_Point testpoint = {.x = 16, .y = 16};
SDL_FRect testrect = { .x = 0, .y = 0, .w = 32, .h = 32};
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_RectanglePoints testrectpoints;
bool testcollide = false;
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_rectangle_points(&testrectpoints, &testrect));
CATCH(errctx, akgl_collide_point_rectangle(&testpoint, &testrectpoints, &testcollide));
if ( testcollide == false ) {
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "Valid collision missed");
}
testpoint.x = 48;
testpoint.y = 48;
CATCH(errctx, akgl_collide_point_rectangle(&testpoint, &testrectpoints, &testcollide));
if ( testcollide == true ) {
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "Invalid collision reported");
}
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_collide_rectangles_nullpointers(void)
{
Check memory with the suites that already exist `cmake --build build --target memcheck` runs every registered CTest suite under valgrind. There are no new test programs, and there should not be any: tests/benchutil.h notices valgrind in LD_PRELOAD and drops the benchmark scale to 0.0005, which turns the perf suites into the broadest path coverage in the tree at a cost valgrind can survive. A benchmark walks one path a hundred thousand times; a leak check wants every path walked once. Same binaries, one flag apart, and the whole run is about thirty seconds. scripts/memcheck.sh wraps `ctest -T memcheck` because that command records defects and still exits 0, which cannot gate anything. It also forces the headless drivers, so the vendor GPU stack is never loaded -- that removes thousands of unfixable findings inside amdgpu_dri.so without suppressing anything, and it is what the suites are written for anyway. Only definite losses, invalid accesses and uninitialised reads count; "still reachable" is what SDL and FreeType keep for the process lifetime and says nothing about this library. The three suppressions in scripts/valgrind.supp are each a decision that a finding belongs to somebody else. Six defects, all filed in TODO.md under "Memory checking", the first of which is the one that matters: not one of the four json_load_file calls in src/ is ever matched by a json_decref, so every asset load abandons its parsed document -- 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on the order of a megabyte for a real one. A game that reloads a level on death leaks a level's worth of JSON every time. akgl_get_property also reads up to 4 KiB past the end of every property value it copies, and the savegame name tables read past the end of every registry key and write what they find into the file. tests/util.c zeroes three fixtures it used to leave as stack garbage. The library was never at fault there -- the tests handed it uninitialised floats and then made one real call with them -- but sixteen findings of noise in a new gate is how a gate gets ignored. The unit suites' TIMEOUT goes from 30 to 300 because CTest applies the same property to the checked run, where everything is twenty times slower. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:59:57 -04:00
SDL_FRect testrect1 = {.x = 0, .y = 0, .w = 0, .h = 0};
SDL_FRect testrect2 = {.x = 0, .y = 0, .w = 0, .h = 0};
bool testcollide = false;
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_collide_rectangles(&testrect1, &testrect2, NULL));
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "akgl_collide_rectangles(*, *, NULL) failed");
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
// noop
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, akgl_collide_rectangles(&testrect1, NULL, &testcollide));
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "akgl_collide_rectangles(*, NULL, *) failed");
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
// noop
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, akgl_collide_rectangles(NULL, &testrect2, &testcollide));
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "akgl_collide_rectangles(NULL, *, *) failed");
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
// noop
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, akgl_collide_rectangles(NULL, NULL, NULL));
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "akgl_collide_rectangles(NULL, NULL, NULL) failed");
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_NULLPOINTER) {
// noop
} FINISH(errctx, true);
ATTEMPT {
CATCH(errctx, akgl_collide_rectangles(&testrect1, &testrect2, &testcollide));
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_collide_rectangles_logic(void)
{
SDL_FRect testrect1 = { .x = 0, .y = 0, .w = 32, .h = 32};
SDL_FRect testrect2 = { .x = 30, .y = 30, .w = 40, .h = 40};
bool testcollide = false;
PREPARE_ERROR(errctx);
ATTEMPT {
// Collision overlapping on the top left
CATCH(errctx, akgl_collide_rectangles(&testrect1, &testrect2, &testcollide));
if ( testcollide == false ) {
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "Valid collision missed");
}
// Collision overlapping on the top right
testrect1.x = 64;
CATCH(errctx, akgl_collide_rectangles(&testrect1, &testrect2, &testcollide));
if ( testcollide == false ) {
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "Valid collision missed");
}
// Collision overlapping on the bottom left
testrect1.x = 0;
testrect1.y = 32;
CATCH(errctx, akgl_collide_rectangles(&testrect1, &testrect2, &testcollide));
if ( testcollide == false ) {
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "Valid collision missed");
}
// Collision overlapping on the bottom right
testrect1.x = 32;
testrect1.y = 32;
CATCH(errctx, akgl_collide_rectangles(&testrect1, &testrect2, &testcollide));
if ( testcollide == false ) {
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "Valid collision missed");
}
// Collision overlapping the top edge
testrect1.x = 0;
testrect1.y = 0;
testrect1.w = 60;
testrect1.h = 32;
CATCH(errctx, akgl_collide_rectangles(&testrect1, &testrect2, &testcollide));
if ( testcollide == false ) {
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "Valid collision missed");
}
// Collision overlapping the left edge
testrect1.x = 0;
testrect1.y = 0;
testrect1.w = 35;
testrect1.h = 80;
CATCH(errctx, akgl_collide_rectangles(&testrect1, &testrect2, &testcollide));
if ( testcollide == false ) {
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "Valid collision missed");
}
// Collision overlapping the right edge
testrect1.x = 65;
testrect1.y = 0;
testrect1.w = 60;
testrect1.h = 80;
CATCH(errctx, akgl_collide_rectangles(&testrect1, &testrect2, &testcollide));
if ( testcollide == false ) {
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "Valid collision missed");
}
// Collision overlapping the bottom edge
testrect1.x = 0;
testrect1.y = 65;
testrect1.w = 80;
testrect1.h = 32;
CATCH(errctx, akgl_collide_rectangles(&testrect1, &testrect2, &testcollide));
if ( testcollide == false ) {
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "Valid collision missed");
}
// Not colliding
testrect1.x = 0;
testrect1.y = 0;
testrect1.w = 16;
testrect1.h = 16;
CATCH(errctx, akgl_collide_rectangles(&testrect1, &testrect2, &testcollide));
if ( testcollide == true ) {
FAIL_BREAK(errctx, AKGL_ERR_BEHAVIOR, "Invalid collision reported");
}
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
/**
* @brief Resolving a path through the root fallback must give its context back.
*
* akgl_path_relative tries the working directory first and falls back to
* resolving against @p root when that reports ENOENT. That fallback used to be
* taken by returning from inside the HANDLE block, which skips the
* RELEASE_ERROR that FINISH ends with -- so every call down that branch leaked
* one entry of AKERR_ARRAY_ERROR, and the 129th call aborted the whole process
* with "Unable to pull an error context from the array!". A single map load
* resolves several paths this way.
*
* The loop runs well past AKERR_MAX_ARRAY_ERROR on purpose: at the old
* behaviour this test does not fail, it terminates the suite.
*/
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 akgl_compare_sdl_surfaces must check geometry before it memcmps.
*
* It compared `s1->pitch * s1->h` bytes out of both surfaces without looking at
* the second one's dimensions, so a smaller s2 was read past its end rather
* than reported as a mismatch. Benign in practice and immediately fatal under a
* memory checker, which is the reason to fix it rather than leave it.
*/
akerr_ErrorContext *test_akgl_compare_sdl_surfaces_checks_geometry(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *big = NULL;
SDL_Surface *small = NULL;
SDL_Surface *twin = NULL;
ATTEMPT {
big = SDL_CreateSurface(32, 32, SDL_PIXELFORMAT_RGBA8888);
twin = SDL_CreateSurface(32, 32, SDL_PIXELFORMAT_RGBA8888);
small = SDL_CreateSurface(8, 8, SDL_PIXELFORMAT_RGBA8888);
FAIL_ZERO_BREAK(errctx, big, AKGL_ERR_SDL, "%s", SDL_GetError());
FAIL_ZERO_BREAK(errctx, twin, AKGL_ERR_SDL, "%s", SDL_GetError());
FAIL_ZERO_BREAK(errctx, small, AKGL_ERR_SDL, "%s", SDL_GetError());
FAIL_ZERO_BREAK(errctx, SDL_FillSurfaceRect(big, NULL, 0), AKGL_ERR_SDL, "%s", SDL_GetError());
FAIL_ZERO_BREAK(errctx, SDL_FillSurfaceRect(twin, NULL, 0), AKGL_ERR_SDL, "%s", SDL_GetError());
FAIL_ZERO_BREAK(errctx, SDL_FillSurfaceRect(small, NULL, 0), AKGL_ERR_SDL, "%s", SDL_GetError());
TEST_EXPECT_OK(errctx, akgl_compare_sdl_surfaces(big, twin),
"comparing two identical surfaces");
// The one that used to read 4 KiB past the end of an 8x8 surface.
TEST_EXPECT_STATUS(errctx, AKERR_VALUE, akgl_compare_sdl_surfaces(big, small),
"comparing a 32x32 surface against an 8x8 one");
TEST_EXPECT_STATUS(errctx, AKERR_VALUE, akgl_compare_sdl_surfaces(small, big),
"comparing an 8x8 surface against a 32x32 one");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_compare_sdl_surfaces(NULL, big),
"comparing a NULL first surface");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_compare_sdl_surfaces(big, NULL),
"comparing a NULL second surface");
// Same dimensions, different format: the pixels are not comparable even
// though the byte count might be.
SDL_DestroySurface(small);
small = SDL_CreateSurface(32, 32, SDL_PIXELFORMAT_RGB24);
FAIL_ZERO_BREAK(errctx, small, AKGL_ERR_SDL, "%s", SDL_GetError());
TEST_EXPECT_STATUS(errctx, AKERR_VALUE, akgl_compare_sdl_surfaces(big, small),
"comparing two surfaces of different pixel formats");
} CLEANUP {
if ( big != NULL ) {
SDL_DestroySurface(big);
}
if ( twin != NULL ) {
SDL_DestroySurface(twin);
}
if ( small != NULL ) {
SDL_DestroySurface(small);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_path_relative_releases_contexts(void)
{
PREPARE_ERROR(errctx);
akgl_String *dst = NULL;
int before = 0;
int after = 0;
int i = 0;
PASS(errctx, akgl_heap_init());
PASS(errctx, akgl_heap_next_string(&dst));
before = live_error_contexts();
for ( i = 0; i < (AKERR_MAX_ARRAY_ERROR * 2); i++ ) {
PASS(errctx, akgl_path_relative("assets", "testcharacter.json", dst));
}
after = live_error_contexts();
ATTEMPT {
if ( after != before ) {
FAIL_BREAK(
errctx,
AKGL_ERR_BEHAVIOR,
"akgl_path_relative leaked %d error context(s) over %d root-fallback resolutions",
(after - before),
(AKERR_MAX_ARRAY_ERROR * 2));
}
} CLEANUP {
IGNORE(akgl_heap_release_string(dst));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
int main(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
Migrate to the libakerror 1.0.0 status registry libakerror 1.0.0 replaced the consumer-sized status-name array with a private registry and made status-code ownership explicit and enforced. AKERR_MAX_ERR_VALUE and __AKERR_ERROR_NAMES are gone, and the registry entry points raise akerr_ErrorContext * instead of returning int. See deps/libakerror/UPGRADING.md. The break was not only source-level. libakgl's codes sat at AKERR_LAST_ERRNO_VALUE + 18 through + 22, and 1.0.0 claimed exactly those five offsets for its own AKERR_STATUS_* registry codes, so every AKGL_ERR_* was aliasing a libakerror status. HANDLE(e, AKGL_ERR_LOGICINTERRUPT) at physics.c:222 would have swallowed a foreign-name refusal. - Move the band to AKERR_FIRST_CONSUMER_STATUS (256) as fixed offsets, so a libc that grows an errno cannot move the codes, and add AKGL_ERR_OWNER, AKGL_ERR_LIMIT and AKGL_ERR_COUNT to describe it. - Reserve the range and register the names through the owned entry points, PASS-ing each: these are AKERR_NOIGNORE, and the old akerr_name_for_status calls discarded failure silently. - Drop the AKERR_MAX_ERR_VALUE=256 compile definition. - Guard on AKERR_FIRST_CONSUMER_STATUS in include/akgl/error.h, which now includes <akerror.h> so the guard is reliable. The embedded build is fine, but the find_package path can pick up a stale installed header, and 1.0.0 has an soname, so that pairing is an ABI mismatch rather than a compile problem. Same guard libakstdlib already carries. Registration also moves out of akgl_heap_init into a new akgl_error_init in src/error.c. It was in the heap pool's initializer only because that was the first thing akgl_game_init called, and the upgrade turned five fire-and-forget name calls into a library-wide ownership claim that can fail. That placement was hiding a defect: game.c raises AKGL_ERR_SDL when SDL_CreateMutex fails, five lines before akgl_heap_init ran, so the earliest error path in the library was guaranteed to print "Unknown Error". akgl_error_init is now the first statement in akgl_game_init. Callers that drive subsystems directly must call akgl_error_init first; it is idempotent, so ordering it precisely is not required. The eleven test suites that relied on akgl_heap_init to name their statuses now call it explicitly, or their failure messages would have degraded to "Unknown Error". Add tests/error.c: assert every code reads back its registered name, that the name table and AKGL_ERR_COUNT agree, that a foreign owner is refused with AKERR_STATUS_NAME_FOREIGN and AKERR_STATUS_RANGE_OVERLAP, and that repeating the init is a no-op. That last one is a live constraint, not a triviality -- libakerror treats only an identical reservation as a repeat, so a subset or superset raises. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 22:20:28 -04:00
CATCH(errctx, akgl_error_init());
CATCH(errctx, test_akgl_rectangle_points_nullpointers());
CATCH(errctx, test_akgl_rectangle_points_math());
CATCH(errctx, test_akgl_collide_point_rectangle_nullpointers());
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
// Defined since forever and never called until 0.5.0. TODO.md, "Known
// and still open" item 9.
CATCH(errctx, test_akgl_collide_point_rectangle_logic());
CATCH(errctx, test_akgl_collide_rectangles_nullpointers());
CATCH(errctx, test_akgl_collide_rectangles_logic());
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_compare_sdl_surfaces_checks_geometry());
CATCH(errctx, test_akgl_path_relative_releases_contexts());
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}