2026-07-30 01:10:31 -04:00
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/**
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* @file registry.c
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* @brief Implements the registry subsystem.
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*/
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2025-08-03 10:07:35 -04:00
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#include <SDL3/SDL.h>
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Fix every memory defect the checker found, and bump to 0.4.0
Six findings, all of them libakgl's, all closed. The memcheck run is clean.
Not one of the four json_load_file calls in src/ was ever matched by a
json_decref, so every asset load abandoned its parsed document: 1.5 KB per
sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on
the order of a megabyte for a real one. Each loader now releases it in the
CLEANUP block it already had, on the success path as well as the failure
one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT
block first: props is a borrowed reference into the document and is read
after the block ends, so every exit from that loop leaked the whole tree.
akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what
SDL handed back, which is SDL's strdup of the value -- four bytes for
"0.0". That read up to 4 KiB past the end of somebody else's allocation on
every property read, returned whatever was there past the terminator, and
would have faulted on a value that landed at the end of a page. It copies
the value and its terminator now, and refuses a value too long for an
akgl_String rather than truncating it into an unterminated buffer. The
header note that described the overread as a quirk describes correct
behaviour instead.
The four savegame name tables wrote a fixed-width field starting at the
registry key, and SDL sizes that allocation to the name. They read past it
on every entry and put what they found into the save file: up to half a
kilobyte of this process's heap per registered object, in a file a player
might send to somebody. They stage through a zeroed buffer now, and a
negative-array-size typedef fails the build if a table's width ever outgrows
it.
akgl_controller_list_keyboards never freed the array SDL_GetKeyboards
allocated for it.
A font could be opened and published and never handed back -- there was no
way to close one, so a game that changed fonts between scenes leaked ten
kilobytes each time, and loading over a live name leaked the font it
displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont
calls it when it replaces a name, after the new font has opened so a failed
reload leaves the caller with the font they had. A new public symbol takes
the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be
handed this library and told it is the same ABI.
tests/registry.c fills a destination with a sentinel and asserts the bytes
past the terminator survive a read, which fails against the old copy.
tests/text.c covers unload, double unload, unloading a name that was never
registered, and replacement closing the displaced font. The JSON releases
have no test of their own and cannot sensibly have one -- nothing in the
public API can observe a jansson refcount -- so the memcheck run is their
test, which is an argument for gating it rather than against.
The two remaining findings are in deps/semver's own unit test, which is
vendored. They are suppressed by function name, so a rewrite of those cases
comes back as a finding.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 15:49:11 -04:00
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#include <string.h>
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2026-01-05 08:58:06 -05:00
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#include <akerror.h>
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2026-05-08 22:01:56 -04:00
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#include <jansson.h>
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2025-08-03 10:07:35 -04:00
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2026-05-13 04:55:19 -04:00
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#include <akstdlib.h>
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2026-05-08 22:01:56 -04:00
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#include <akgl/heap.h>
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2026-05-07 22:20:10 -04:00
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#include <akgl/sprite.h>
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#include <akgl/registry.h>
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#include <akgl/iterator.h>
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#include <akgl/actor.h>
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2026-05-08 22:01:56 -04:00
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#include <akgl/json_helpers.h>
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2025-08-03 10:07:35 -04:00
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2026-05-26 10:36:31 -04:00
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SDL_PropertiesID AKGL_REGISTRY_ACTOR = 0;
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SDL_PropertiesID AKGL_REGISTRY_ACTOR_STATE_STRINGS = 0;
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SDL_PropertiesID AKGL_REGISTRY_SPRITE = 0;
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SDL_PropertiesID AKGL_REGISTRY_SPRITESHEET = 0;
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SDL_PropertiesID AKGL_REGISTRY_CHARACTER = 0;
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SDL_PropertiesID AKGL_REGISTRY_MUSIC = 0;
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SDL_PropertiesID AKGL_REGISTRY_FONT = 0;
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SDL_PropertiesID AKGL_REGISTRY_PROPERTIES = 0;
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2025-08-03 10:07:35 -04:00
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2026-05-06 23:18:42 -04:00
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akerr_ErrorContext *akgl_registry_init()
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2025-08-03 10:07:35 -04:00
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{
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PREPARE_ERROR(errctx);
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ATTEMPT {
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2026-05-06 23:18:42 -04:00
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CATCH(errctx, akgl_registry_init_spritesheet());
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CATCH(errctx, akgl_registry_init_sprite());
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CATCH(errctx, akgl_registry_init_character());
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CATCH(errctx, akgl_registry_init_actor());
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CATCH(errctx, akgl_registry_init_actor_state_strings());
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CATCH(errctx, akgl_registry_init_font());
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CATCH(errctx, akgl_registry_init_music());
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2025-08-03 10:07:35 -04:00
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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2026-05-06 23:18:42 -04:00
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akerr_ErrorContext *akgl_registry_init_actor()
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2025-08-03 10:07:35 -04:00
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{
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PREPARE_ERROR(errctx);
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2026-05-26 10:36:31 -04:00
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if ( AKGL_REGISTRY_ACTOR != 0 ) {
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2026-05-25 21:29:18 -04:00
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SDL_DestroyProperties(AKGL_REGISTRY_ACTOR);
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}
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2026-05-06 23:18:42 -04:00
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AKGL_REGISTRY_ACTOR = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_ACTOR, AKERR_NULLPOINTER, "Error initializing actor registry");
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2025-08-03 10:07:35 -04:00
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SUCCEED_RETURN(errctx);
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}
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2026-05-06 23:18:42 -04:00
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akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_font()
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2026-05-06 11:12:42 -04:00
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{
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PREPARE_ERROR(errctx);
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2026-05-06 23:18:42 -04:00
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AKGL_REGISTRY_FONT = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_FONT, AKERR_NULLPOINTER, "Error initializing font registry");
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2026-05-06 11:12:42 -04:00
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SUCCEED_RETURN(errctx);
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}
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2026-05-06 23:18:42 -04:00
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akerr_ErrorContext *akgl_registry_init_music()
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2026-05-06 11:12:42 -04:00
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{
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PREPARE_ERROR(errctx);
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2026-05-06 23:18:42 -04:00
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AKGL_REGISTRY_MUSIC = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_MUSIC, AKERR_NULLPOINTER, "Error initializing music registry");
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2026-05-06 11:12:42 -04:00
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SUCCEED_RETURN(errctx);
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}
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2026-05-08 10:16:33 -04:00
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akerr_ErrorContext *akgl_registry_init_properties()
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{
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PREPARE_ERROR(errctx);
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AKGL_REGISTRY_PROPERTIES = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_PROPERTIES, AKERR_NULLPOINTER, "Error initializing properties registry");
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SUCCEED_RETURN(errctx);
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}
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2026-05-06 23:18:42 -04:00
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akerr_ErrorContext *akgl_registry_init_actor_state_strings()
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2025-08-03 10:07:35 -04:00
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{
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int i = 0;
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int flag = 0;
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PREPARE_ERROR(errctx);
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2026-05-09 14:45:37 -04:00
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AKGL_REGISTRY_ACTOR_STATE_STRINGS = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_ACTOR_STATE_STRINGS, AKERR_NULLPOINTER, "Error initializing actor state strings registry");
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2026-05-06 23:18:42 -04:00
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for ( i = 0 ; i < AKGL_ACTOR_MAX_STATES; i++ ) {
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2025-08-03 10:07:35 -04:00
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flag = (1 << i);
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SDL_SetNumberProperty(
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2026-05-09 14:45:37 -04:00
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AKGL_REGISTRY_ACTOR_STATE_STRINGS,
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2026-05-06 23:18:42 -04:00
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AKGL_ACTOR_STATE_STRING_NAMES[i],
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2025-08-03 10:07:35 -04:00
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flag);
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}
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SUCCEED_RETURN(errctx);
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}
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2026-05-06 23:18:42 -04:00
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akerr_ErrorContext *akgl_registry_init_sprite()
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2025-08-03 10:07:35 -04:00
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{
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Reindent all C sources to the canonical stroustrup style
Mechanical whitespace-only change across src/, include/, tests/, and
util/, applied with scripts/reindent.sh. No behavioral change.
Most files already conformed. The genuine outliers indented at 2 columns
(json_helpers.c, util.c from akgl_rectangle_points onward, assets.c,
staticstring.c, akgl_actor_add_child, util.h, staticstring.h) or used
spaces where the canonical form is a tab (draw.c). cc-mode also re-aligns
line-continuation backslashes in multi-line macros to its default
c-backslash-column, which is required for the tree to be a fixed point of
the indenter.
Verified whitespace-only: `git diff -w` over this change is empty apart
from three trailing blank lines removed at EOF in src/heap.c,
src/registry.c, and tests/tilemap.c. The build produces no new errors and
ctest is unchanged at 13/14, with `character` still the one intentional
failure.
The tree is now a fixed point of `scripts/reindent.sh --check`.
include/akgl/SDL_GameControllerDB.h is generated and excluded.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:17:37 -04:00
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PREPARE_ERROR(errctx);
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2026-05-06 23:18:42 -04:00
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AKGL_REGISTRY_SPRITE = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_SPRITE, AKERR_NULLPOINTER, "Error initializing sprite registry");
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2025-08-03 10:07:35 -04:00
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SUCCEED_RETURN(errctx);
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}
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2026-05-06 23:18:42 -04:00
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akerr_ErrorContext *akgl_registry_init_spritesheet()
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2025-08-03 10:07:35 -04:00
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{
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PREPARE_ERROR(errctx);
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2026-05-09 14:45:37 -04:00
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AKGL_REGISTRY_SPRITESHEET = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_SPRITESHEET, AKERR_NULLPOINTER, "Error initializing spritesheet registry");
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2025-08-03 10:07:35 -04:00
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SUCCEED_RETURN(errctx);
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}
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2026-05-06 23:18:42 -04:00
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akerr_ErrorContext *akgl_registry_init_character()
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2025-08-03 10:07:35 -04:00
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{
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PREPARE_ERROR(errctx);
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2026-05-06 23:18:42 -04:00
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AKGL_REGISTRY_CHARACTER = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_CHARACTER, AKERR_NULLPOINTER, "Error initializing character registry");
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2025-08-03 10:07:35 -04:00
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SUCCEED_RETURN(errctx);
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}
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2026-05-08 22:01:56 -04:00
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akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_load_properties(char *fname)
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{
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json_t *json = NULL;
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json_t *props = NULL;
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const char *pkey = NULL;
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json_t *pvalue = NULL;
|
Reindent all C sources to the canonical stroustrup style
Mechanical whitespace-only change across src/, include/, tests/, and
util/, applied with scripts/reindent.sh. No behavioral change.
Most files already conformed. The genuine outliers indented at 2 columns
(json_helpers.c, util.c from akgl_rectangle_points onward, assets.c,
staticstring.c, akgl_actor_add_child, util.h, staticstring.h) or used
spaces where the canonical form is a tab (draw.c). cc-mode also re-aligns
line-continuation backslashes in multi-line macros to its default
c-backslash-column, which is required for the tree to be a fixed point of
the indenter.
Verified whitespace-only: `git diff -w` over this change is empty apart
from three trailing blank lines removed at EOF in src/heap.c,
src/registry.c, and tests/tilemap.c. The build produces no new errors and
ctest is unchanged at 13/14, with `character` still the one intentional
failure.
The tree is now a fixed point of `scripts/reindent.sh --check`.
include/akgl/SDL_GameControllerDB.h is generated and excluded.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:17:37 -04:00
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2026-05-08 22:01:56 -04:00
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json_error_t error;
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akgl_String *tmpstr;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, fname, AKERR_NULLPOINTER, "null filename");
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Fix every memory defect the checker found, and bump to 0.4.0
Six findings, all of them libakgl's, all closed. The memcheck run is clean.
Not one of the four json_load_file calls in src/ was ever matched by a
json_decref, so every asset load abandoned its parsed document: 1.5 KB per
sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on
the order of a megabyte for a real one. Each loader now releases it in the
CLEANUP block it already had, on the success path as well as the failure
one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT
block first: props is a borrowed reference into the document and is read
after the block ends, so every exit from that loop leaked the whole tree.
akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what
SDL handed back, which is SDL's strdup of the value -- four bytes for
"0.0". That read up to 4 KiB past the end of somebody else's allocation on
every property read, returned whatever was there past the terminator, and
would have faulted on a value that landed at the end of a page. It copies
the value and its terminator now, and refuses a value too long for an
akgl_String rather than truncating it into an unterminated buffer. The
header note that described the overread as a quirk describes correct
behaviour instead.
The four savegame name tables wrote a fixed-width field starting at the
registry key, and SDL sizes that allocation to the name. They read past it
on every entry and put what they found into the save file: up to half a
kilobyte of this process's heap per registered object, in a file a player
might send to somebody. They stage through a zeroed buffer now, and a
negative-array-size typedef fails the build if a table's width ever outgrows
it.
akgl_controller_list_keyboards never freed the array SDL_GetKeyboards
allocated for it.
A font could be opened and published and never handed back -- there was no
way to close one, so a game that changed fonts between scenes leaked ten
kilobytes each time, and loading over a live name leaked the font it
displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont
calls it when it replaces a name, after the new font has opened so a failed
reload leaves the caller with the font they had. A new public symbol takes
the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be
handed this library and told it is the same ABI.
tests/registry.c fills a destination with a sentinel and asserts the bytes
past the terminator survive a read, which fails against the old copy.
tests/text.c covers unload, double unload, unloading a name that was never
registered, and replacement closing the displaced font. The JSON releases
have no test of their own and cannot sensibly have one -- nothing in the
public API can observe a jansson refcount -- so the memcheck run is their
test, which is an argument for gating it rather than against.
The two remaining findings are in deps/semver's own unit test, which is
vendored. They are suppressed by function name, so a rewrite of those cases
comes back as a finding.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 15:49:11 -04:00
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|
// One ATTEMPT around the whole function, rather than one for the parse and
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// a bare loop after it. `props` is a borrowed reference into `json` and is
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// read by the loop, so the document cannot be released until the loop is
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// done -- and with the loop outside the block, every path out of it leaked
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// the document. The per-property ATTEMPT stays nested inside the loop,
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// which is what AGENTS.md requires: a CATCH written directly in a loop
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// breaks the loop rather than leaving the function.
|
2026-05-08 22:01:56 -04:00
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ATTEMPT {
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SDL_Log("Loading from %s", fname);
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json = json_load_file(fname, 0, &error);
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FAIL_ZERO_BREAK(
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errctx,
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json,
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AKERR_NULLPOINTER,
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"Error while loading properties from %s on line %d: %s-",
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fname,
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error.line,
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error.text);
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CATCH(errctx, akgl_get_json_object_value(json, "properties", &props));
|
Fix every memory defect the checker found, and bump to 0.4.0
Six findings, all of them libakgl's, all closed. The memcheck run is clean.
Not one of the four json_load_file calls in src/ was ever matched by a
json_decref, so every asset load abandoned its parsed document: 1.5 KB per
sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on
the order of a megabyte for a real one. Each loader now releases it in the
CLEANUP block it already had, on the success path as well as the failure
one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT
block first: props is a borrowed reference into the document and is read
after the block ends, so every exit from that loop leaked the whole tree.
akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what
SDL handed back, which is SDL's strdup of the value -- four bytes for
"0.0". That read up to 4 KiB past the end of somebody else's allocation on
every property read, returned whatever was there past the terminator, and
would have faulted on a value that landed at the end of a page. It copies
the value and its terminator now, and refuses a value too long for an
akgl_String rather than truncating it into an unterminated buffer. The
header note that described the overread as a quirk describes correct
behaviour instead.
The four savegame name tables wrote a fixed-width field starting at the
registry key, and SDL sizes that allocation to the name. They read past it
on every entry and put what they found into the save file: up to half a
kilobyte of this process's heap per registered object, in a file a player
might send to somebody. They stage through a zeroed buffer now, and a
negative-array-size typedef fails the build if a table's width ever outgrows
it.
akgl_controller_list_keyboards never freed the array SDL_GetKeyboards
allocated for it.
A font could be opened and published and never handed back -- there was no
way to close one, so a game that changed fonts between scenes leaked ten
kilobytes each time, and loading over a live name leaked the font it
displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont
calls it when it replaces a name, after the new font has opened so a failed
reload leaves the caller with the font they had. A new public symbol takes
the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be
handed this library and told it is the same ABI.
tests/registry.c fills a destination with a sentinel and asserts the bytes
past the terminator survive a read, which fails against the old copy.
tests/text.c covers unload, double unload, unloading a name that was never
registered, and replacement closing the displaced font. The JSON releases
have no test of their own and cannot sensibly have one -- nothing in the
public API can observe a jansson refcount -- so the memcheck run is their
test, which is an argument for gating it rather than against.
The two remaining findings are in deps/semver's own unit test, which is
vendored. They are suppressed by function name, so a rewrite of those cases
comes back as a finding.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 15:49:11 -04:00
|
|
|
|
|
|
|
|
json_object_foreach(props, pkey, pvalue) {
|
|
|
|
|
ATTEMPT {
|
|
|
|
|
CATCH(errctx, akgl_heap_next_string(&tmpstr));
|
|
|
|
|
CATCH(errctx, akgl_get_json_string_value(props, (char *)pkey, &tmpstr));
|
|
|
|
|
SDL_SetStringProperty(AKGL_REGISTRY_PROPERTIES, pkey, tmpstr->data);
|
|
|
|
|
SDL_Log("Set property %s = %s", pkey, tmpstr->data);
|
|
|
|
|
CATCH(errctx, akgl_heap_release_string(tmpstr));
|
|
|
|
|
} CLEANUP {
|
|
|
|
|
} PROCESS(errctx) {
|
|
|
|
|
} FINISH(errctx, true);
|
|
|
|
|
}
|
2026-05-08 22:01:56 -04:00
|
|
|
} CLEANUP {
|
Fix every memory defect the checker found, and bump to 0.4.0
Six findings, all of them libakgl's, all closed. The memcheck run is clean.
Not one of the four json_load_file calls in src/ was ever matched by a
json_decref, so every asset load abandoned its parsed document: 1.5 KB per
sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on
the order of a megabyte for a real one. Each loader now releases it in the
CLEANUP block it already had, on the success path as well as the failure
one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT
block first: props is a borrowed reference into the document and is read
after the block ends, so every exit from that loop leaked the whole tree.
akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what
SDL handed back, which is SDL's strdup of the value -- four bytes for
"0.0". That read up to 4 KiB past the end of somebody else's allocation on
every property read, returned whatever was there past the terminator, and
would have faulted on a value that landed at the end of a page. It copies
the value and its terminator now, and refuses a value too long for an
akgl_String rather than truncating it into an unterminated buffer. The
header note that described the overread as a quirk describes correct
behaviour instead.
The four savegame name tables wrote a fixed-width field starting at the
registry key, and SDL sizes that allocation to the name. They read past it
on every entry and put what they found into the save file: up to half a
kilobyte of this process's heap per registered object, in a file a player
might send to somebody. They stage through a zeroed buffer now, and a
negative-array-size typedef fails the build if a table's width ever outgrows
it.
akgl_controller_list_keyboards never freed the array SDL_GetKeyboards
allocated for it.
A font could be opened and published and never handed back -- there was no
way to close one, so a game that changed fonts between scenes leaked ten
kilobytes each time, and loading over a live name leaked the font it
displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont
calls it when it replaces a name, after the new font has opened so a failed
reload leaves the caller with the font they had. A new public symbol takes
the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be
handed this library and told it is the same ABI.
tests/registry.c fills a destination with a sentinel and asserts the bytes
past the terminator survive a read, which fails against the old copy.
tests/text.c covers unload, double unload, unloading a name that was never
registered, and replacement closing the displaced font. The JSON releases
have no test of their own and cannot sensibly have one -- nothing in the
public API can observe a jansson refcount -- so the memcheck run is their
test, which is an argument for gating it rather than against.
The two remaining findings are in deps/semver's own unit test, which is
vendored. They are suppressed by function name, so a rewrite of those cases
comes back as a finding.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 15:49:11 -04:00
|
|
|
// Every value was copied into the property store on the way past, so
|
|
|
|
|
// nothing outlives the document.
|
|
|
|
|
if ( json != NULL ) {
|
|
|
|
|
json_decref(json);
|
|
|
|
|
json = NULL;
|
|
|
|
|
}
|
2026-05-08 22:01:56 -04:00
|
|
|
} PROCESS(errctx) {
|
|
|
|
|
} FINISH(errctx, true);
|
|
|
|
|
|
|
|
|
|
SDL_Log("Properties loaded");
|
2026-05-21 21:43:51 -04:00
|
|
|
SUCCEED_RETURN(errctx);
|
2026-05-08 22:01:56 -04:00
|
|
|
}
|
2026-05-13 04:55:19 -04:00
|
|
|
|
|
|
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_set_property(char *name, char *src)
|
|
|
|
|
{
|
|
|
|
|
PREPARE_ERROR(e);
|
|
|
|
|
FAIL_ZERO_RETURN(e, name, AKERR_NULLPOINTER, "NULL char *");
|
|
|
|
|
FAIL_ZERO_RETURN(e, src, AKERR_NULLPOINTER, "NULL char *");
|
|
|
|
|
SDL_SetStringProperty(AKGL_REGISTRY_PROPERTIES, name, src);
|
|
|
|
|
SUCCEED_RETURN(e);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_property(char *name, akgl_String **dest, char *def)
|
|
|
|
|
{
|
Fix every memory defect the checker found, and bump to 0.4.0
Six findings, all of them libakgl's, all closed. The memcheck run is clean.
Not one of the four json_load_file calls in src/ was ever matched by a
json_decref, so every asset load abandoned its parsed document: 1.5 KB per
sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on
the order of a megabyte for a real one. Each loader now releases it in the
CLEANUP block it already had, on the success path as well as the failure
one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT
block first: props is a borrowed reference into the document and is read
after the block ends, so every exit from that loop leaked the whole tree.
akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what
SDL handed back, which is SDL's strdup of the value -- four bytes for
"0.0". That read up to 4 KiB past the end of somebody else's allocation on
every property read, returned whatever was there past the terminator, and
would have faulted on a value that landed at the end of a page. It copies
the value and its terminator now, and refuses a value too long for an
akgl_String rather than truncating it into an unterminated buffer. The
header note that described the overread as a quirk describes correct
behaviour instead.
The four savegame name tables wrote a fixed-width field starting at the
registry key, and SDL sizes that allocation to the name. They read past it
on every entry and put what they found into the save file: up to half a
kilobyte of this process's heap per registered object, in a file a player
might send to somebody. They stage through a zeroed buffer now, and a
negative-array-size typedef fails the build if a table's width ever outgrows
it.
akgl_controller_list_keyboards never freed the array SDL_GetKeyboards
allocated for it.
A font could be opened and published and never handed back -- there was no
way to close one, so a game that changed fonts between scenes leaked ten
kilobytes each time, and loading over a live name leaked the font it
displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont
calls it when it replaces a name, after the new font has opened so a failed
reload leaves the caller with the font they had. A new public symbol takes
the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be
handed this library and told it is the same ABI.
tests/registry.c fills a destination with a sentinel and asserts the bytes
past the terminator survive a read, which fails against the old copy.
tests/text.c covers unload, double unload, unloading a name that was never
registered, and replacement closing the displaced font. The JSON releases
have no test of their own and cannot sensibly have one -- nothing in the
public API can observe a jansson refcount -- so the memcheck run is their
test, which is an argument for gating it rather than against.
The two remaining findings are in deps/semver's own unit test, which is
vendored. They are suppressed by function name, so a rewrite of those cases
comes back as a finding.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 15:49:11 -04:00
|
|
|
const char *value = NULL;
|
|
|
|
|
size_t valuelen = 0;
|
|
|
|
|
|
2026-05-13 04:55:19 -04:00
|
|
|
PREPARE_ERROR(e);
|
|
|
|
|
FAIL_ZERO_RETURN(e, name, AKERR_NULLPOINTER, "NULL char *");
|
|
|
|
|
FAIL_ZERO_RETURN(e, dest, AKERR_NULLPOINTER, "NULL akgl_String *");
|
|
|
|
|
ATTEMPT {
|
|
|
|
|
if ( *dest == NULL ) {
|
|
|
|
|
CATCH(e, akgl_heap_next_string(dest));
|
|
|
|
|
}
|
Fix every memory defect the checker found, and bump to 0.4.0
Six findings, all of them libakgl's, all closed. The memcheck run is clean.
Not one of the four json_load_file calls in src/ was ever matched by a
json_decref, so every asset load abandoned its parsed document: 1.5 KB per
sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on
the order of a megabyte for a real one. Each loader now releases it in the
CLEANUP block it already had, on the success path as well as the failure
one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT
block first: props is a borrowed reference into the document and is read
after the block ends, so every exit from that loop leaked the whole tree.
akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what
SDL handed back, which is SDL's strdup of the value -- four bytes for
"0.0". That read up to 4 KiB past the end of somebody else's allocation on
every property read, returned whatever was there past the terminator, and
would have faulted on a value that landed at the end of a page. It copies
the value and its terminator now, and refuses a value too long for an
akgl_String rather than truncating it into an unterminated buffer. The
header note that described the overread as a quirk describes correct
behaviour instead.
The four savegame name tables wrote a fixed-width field starting at the
registry key, and SDL sizes that allocation to the name. They read past it
on every entry and put what they found into the save file: up to half a
kilobyte of this process's heap per registered object, in a file a player
might send to somebody. They stage through a zeroed buffer now, and a
negative-array-size typedef fails the build if a table's width ever outgrows
it.
akgl_controller_list_keyboards never freed the array SDL_GetKeyboards
allocated for it.
A font could be opened and published and never handed back -- there was no
way to close one, so a game that changed fonts between scenes leaked ten
kilobytes each time, and loading over a live name leaked the font it
displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont
calls it when it replaces a name, after the new font has opened so a failed
reload leaves the caller with the font they had. A new public symbol takes
the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be
handed this library and told it is the same ABI.
tests/registry.c fills a destination with a sentinel and asserts the bytes
past the terminator survive a read, which fails against the old copy.
tests/text.c covers unload, double unload, unloading a name that was never
registered, and replacement closing the displaced font. The JSON releases
have no test of their own and cannot sensibly have one -- nothing in the
public API can observe a jansson refcount -- so the memcheck run is their
test, which is an argument for gating it rather than against.
The two remaining findings are in deps/semver's own unit test, which is
vendored. They are suppressed by function name, so a rewrite of those cases
comes back as a finding.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 15:49:11 -04:00
|
|
|
// Copy the value's own length, not the destination's capacity. What
|
|
|
|
|
// SDL hands back is its strdup of the value -- four bytes for "0.0" --
|
|
|
|
|
// so copying a fixed AKGL_MAX_STRING_LENGTH read up to 4 KiB past the
|
|
|
|
|
// end of somebody else's allocation on every call. It returned garbage
|
|
|
|
|
// past the terminator, and it would have faulted outright on a value
|
|
|
|
|
// that happened to sit at the end of a page.
|
|
|
|
|
value = SDL_GetStringProperty(AKGL_REGISTRY_PROPERTIES, (const char *)name, (const char *)def);
|
|
|
|
|
// An unset property with a NULL default still reports AKERR_NULLPOINTER,
|
|
|
|
|
// which is what the header has always promised. It used to arrive from
|
|
|
|
|
// inside aksl_memcpy; now it is raised here, before anything is measured.
|
|
|
|
|
FAIL_ZERO_BREAK(
|
|
|
|
|
e,
|
|
|
|
|
value,
|
|
|
|
|
AKERR_NULLPOINTER,
|
|
|
|
|
"Property %s is not set and no default was given",
|
|
|
|
|
name);
|
|
|
|
|
valuelen = strlen(value);
|
|
|
|
|
FAIL_NONZERO_BREAK(
|
|
|
|
|
e,
|
|
|
|
|
(valuelen >= AKGL_MAX_STRING_LENGTH),
|
|
|
|
|
AKERR_OUTOFBOUNDS,
|
|
|
|
|
"Property %s is %zu bytes, which does not fit an akgl_String (%d)",
|
|
|
|
|
name,
|
|
|
|
|
valuelen,
|
|
|
|
|
AKGL_MAX_STRING_LENGTH);
|
|
|
|
|
CATCH(e, aksl_memcpy((*dest)->data, (void *)value, (valuelen + 1)));
|
2026-05-13 04:55:19 -04:00
|
|
|
} CLEANUP {
|
|
|
|
|
} PROCESS(e) {
|
|
|
|
|
} FINISH(e, true);
|
|
|
|
|
SUCCEED_RETURN(e);
|
|
|
|
|
}
|