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libakgl/tests/testutil.h

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Add physics, heap, json_helpers, game, and actor test suites Raise line coverage from 39.6 to 61.8 percent with four new suites and an extension to the actor suite, and register every suite through a single CMake list so a new test file cannot be left out of the coverage fixture. Give the test targets a build-tree RPATH and prepend the build tree to LD_LIBRARY_PATH for CTest, so a developer with a previously installed libakgl.so exercises the library that was just compiled. Fix six defects the new tests exposed: - akgl_physics_simulate read self->gravity_time before its NULL check, so a NULL backend crashed instead of reporting AKERR_NULLPOINTER. - akgl_game_save transposed CLEANUP and PROCESS, which placed the fclose inside the PROCESS switch. An ordinary save never flushed or closed its stream and produced an empty file. - akgl_game_save_actors wrote each name table terminator from the address of a single char, emitting stack contents into the save file and a sentinel the loader could not recognize. - akgl_game_load_objectnamemap used CATCH directly inside while(1), where the break leaves the loop rather than propagating, so a truncated name table loaded as a successful game. - akgl_Actor_cmhf_up_on and _down_on dereferenced actor->basechar with no NULL check, unlike their left and right counterparts. - akgl_actor_logic_movement checked actor twice instead of checking actor->basechar before dereferencing it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 02:03:21 -04:00
/**
* @file testutil.h
* @brief Shared assertion helpers and headless bootstrap for the libakgl test suites.
*
* The akerror ATTEMPT/CATCH/PROCESS/FINISH macros are verbose when what a test
* wants to say is "this call must fail with exactly this status". These helpers
* wrap that pattern.
*
* All of the TEST_* assertion macros expand to a `break` on failure, so they
* must be used directly inside an ATTEMPT block. Inside a `for` or `while`
* nested in an ATTEMPT they would break the inner loop instead; use
* TEST_ASSERT_FLAG in that case and check the flag after the loop.
*/
#ifndef _AKGL_TESTUTIL_H_
#define _AKGL_TESTUTIL_H_
#include <math.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 <stdlib.h>
Add physics, heap, json_helpers, game, and actor test suites Raise line coverage from 39.6 to 61.8 percent with four new suites and an extension to the actor suite, and register every suite through a single CMake list so a new test file cannot be left out of the coverage fixture. Give the test targets a build-tree RPATH and prepend the build tree to LD_LIBRARY_PATH for CTest, so a developer with a previously installed libakgl.so exercises the library that was just compiled. Fix six defects the new tests exposed: - akgl_physics_simulate read self->gravity_time before its NULL check, so a NULL backend crashed instead of reporting AKERR_NULLPOINTER. - akgl_game_save transposed CLEANUP and PROCESS, which placed the fclose inside the PROCESS switch. An ordinary save never flushed or closed its stream and produced an empty file. - akgl_game_save_actors wrote each name table terminator from the address of a single char, emitting stack contents into the save file and a sentinel the loader could not recognize. - akgl_game_load_objectnamemap used CATCH directly inside while(1), where the break leaves the loop rather than propagating, so a truncated name table loaded as a successful game. - akgl_Actor_cmhf_up_on and _down_on dereferenced actor->basechar with no NULL check, unlike their left and right counterparts. - akgl_actor_logic_movement checked actor twice instead of checking actor->basechar before dereferencing it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 02:03:21 -04:00
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akgl/error.h>
Stop returning past CLEANUP, and validate the arguments every sibling validates Closes internal-consistency items 16 and 17. Ten *_RETURN macros sat inside ATTEMPT blocks, which return past CLEANUP and skip every release in it. The one that mattered was the success path of akgl_get_json_tilemap_property: it leaked two of the string pool's 256 entries on every lookup that *found* what it was asked for, and a map load does that several times per layer. tests/tilemap.c now runs each of its three paths -- found, absent, wrong type -- twice the pool size and asserts the pool is where it started. Against the old code that test does not merely fail, it segfaults, which is Defects item 30 seen from the outside: pool exhaustion arriving as a NULL strncpy rather than as AKGL_ERR_HEAP. Two of the conversions needed more than swapping the macro. In akgl_get_json_tilemap_property a plain break would have fallen through to the "property not found" FAIL_RETURN after FINISH, reporting a miss for something found, so the success path sets a flag. In akgl_collide_rectangles the eight early exits are followed by `*collide = false;`, which would have overwritten the hit that broke out; each corner test writes the flag itself, so that line is gone rather than moved. The same function also released its scratch string once per loop iteration while continuing to use it, so the slot was free while still live -- one claim now covers the whole scan. akgl_controller_default is the other behavioural one: its SUCCEED_RETURN was the last statement in the ATTEMPT block, so the path that falls out of FINISH reached the closing brace of a non-void function. scripts/check_error_protocol.py keeps both rules enforced -- a *_RETURN inside ATTEMPT, and a return out of a HANDLE block -- as the error_protocol test. Neither produces a compiler diagnostic and neither fails a test run until the pool it drains is empty, which is why both have already shipped once. For item 17: the eight typed JSON accessors that validated their container and then wrote through dest unconditionally now check key and dest as the two string accessors always did; the null physics backend checks its actors like the arcade one; and akgl_render_2d_frame_start, _frame_end and _shutdown check self, which the first two read straight through. tests/renderer.c calls all three with NULL, which segfaulted before. 25/25 pass, memcheck clean, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:56:10 -04:00
#include <akgl/heap.h>
/**
* @brief How many pool string slots are currently claimed.
*
* The string pool is 256 entries and every loader borrows scratch strings from
* it, so "does this function give back what it took" is a question a test can
* answer directly by counting either side of a call. A leak that would take
* fifty map loads to show up in production shows up here on the first one.
*/
static inline int test_string_pool_used(void)
{
int used = 0;
int i = 0;
for ( i = 0; i < AKGL_MAX_HEAP_STRING; i++ ) {
if ( akgl_heap_strings[i].refcount != 0 ) {
used += 1;
}
}
return used;
}
Add physics, heap, json_helpers, game, and actor test suites Raise line coverage from 39.6 to 61.8 percent with four new suites and an extension to the actor suite, and register every suite through a single CMake list so a new test file cannot be left out of the coverage fixture. Give the test targets a build-tree RPATH and prepend the build tree to LD_LIBRARY_PATH for CTest, so a developer with a previously installed libakgl.so exercises the library that was just compiled. Fix six defects the new tests exposed: - akgl_physics_simulate read self->gravity_time before its NULL check, so a NULL backend crashed instead of reporting AKERR_NULLPOINTER. - akgl_game_save transposed CLEANUP and PROCESS, which placed the fclose inside the PROCESS switch. An ordinary save never flushed or closed its stream and produced an empty file. - akgl_game_save_actors wrote each name table terminator from the address of a single char, emitting stack contents into the save file and a sentinel the loader could not recognize. - akgl_game_load_objectnamemap used CATCH directly inside while(1), where the break leaves the loop rather than propagating, so a truncated name table loaded as a successful game. - akgl_Actor_cmhf_up_on and _down_on dereferenced actor->basechar with no NULL check, unlike their left and right counterparts. - akgl_actor_logic_movement checked actor twice instead of checking actor->basechar before dereferencing it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 02:03:21 -04:00
/** @brief Fail the enclosing ATTEMPT block unless @p cond holds. */
#define TEST_ASSERT(e, cond, ...) \
if ( ! (cond) ) { \
FAIL_BREAK(e, AKGL_ERR_BEHAVIOR, __VA_ARGS__); \
Add physics, heap, json_helpers, game, and actor test suites Raise line coverage from 39.6 to 61.8 percent with four new suites and an extension to the actor suite, and register every suite through a single CMake list so a new test file cannot be left out of the coverage fixture. Give the test targets a build-tree RPATH and prepend the build tree to LD_LIBRARY_PATH for CTest, so a developer with a previously installed libakgl.so exercises the library that was just compiled. Fix six defects the new tests exposed: - akgl_physics_simulate read self->gravity_time before its NULL check, so a NULL backend crashed instead of reporting AKERR_NULLPOINTER. - akgl_game_save transposed CLEANUP and PROCESS, which placed the fclose inside the PROCESS switch. An ordinary save never flushed or closed its stream and produced an empty file. - akgl_game_save_actors wrote each name table terminator from the address of a single char, emitting stack contents into the save file and a sentinel the loader could not recognize. - akgl_game_load_objectnamemap used CATCH directly inside while(1), where the break leaves the loop rather than propagating, so a truncated name table loaded as a successful game. - akgl_Actor_cmhf_up_on and _down_on dereferenced actor->basechar with no NULL check, unlike their left and right counterparts. - akgl_actor_logic_movement checked actor twice instead of checking actor->basechar before dereferencing it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 02:03:21 -04:00
}
/**
* @brief Run @p stmt and require that it reports exactly @p expected.
*
* Releases whatever context @p stmt returns, so a test can assert many failure
* paths in a row without draining AKERR_ARRAY_ERROR. Pass 0 for @p expected to
* require success.
*/
#define TEST_EXPECT_STATUS(e, expected, stmt, desc) \
{ \
akerr_ErrorContext *__tec = (stmt); \
int __tst = ( __tec == NULL ) ? 0 : __tec->status; \
if ( __tec != NULL ) { \
__tec->handled = true; \
__tec = akerr_release_error(__tec); \
} \
if ( __tst != (expected) ) { \
FAIL_BREAK( \
e, \
AKGL_ERR_BEHAVIOR, \
"%s: expected status %d (%s), got %d (%s)", \
desc, \
(int)(expected), \
akerr_name_for_status((int)(expected), NULL), \
__tst, \
akerr_name_for_status(__tst, NULL)); \
} \
Add physics, heap, json_helpers, game, and actor test suites Raise line coverage from 39.6 to 61.8 percent with four new suites and an extension to the actor suite, and register every suite through a single CMake list so a new test file cannot be left out of the coverage fixture. Give the test targets a build-tree RPATH and prepend the build tree to LD_LIBRARY_PATH for CTest, so a developer with a previously installed libakgl.so exercises the library that was just compiled. Fix six defects the new tests exposed: - akgl_physics_simulate read self->gravity_time before its NULL check, so a NULL backend crashed instead of reporting AKERR_NULLPOINTER. - akgl_game_save transposed CLEANUP and PROCESS, which placed the fclose inside the PROCESS switch. An ordinary save never flushed or closed its stream and produced an empty file. - akgl_game_save_actors wrote each name table terminator from the address of a single char, emitting stack contents into the save file and a sentinel the loader could not recognize. - akgl_game_load_objectnamemap used CATCH directly inside while(1), where the break leaves the loop rather than propagating, so a truncated name table loaded as a successful game. - akgl_Actor_cmhf_up_on and _down_on dereferenced actor->basechar with no NULL check, unlike their left and right counterparts. - akgl_actor_logic_movement checked actor twice instead of checking actor->basechar before dereferencing it. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 02:03:21 -04:00
}
/** @brief Require that @p stmt succeeds, reporting @p desc if it does not. */
#define TEST_EXPECT_OK(e, stmt, desc) \
TEST_EXPECT_STATUS(e, 0, stmt, desc)
/**
* @brief Require that @p stmt fails, without pinning which status it reports.
*
* For paths that are delegated to a dependency, where the exact status is that
* dependency's business and asserting it would make the test brittle.
*/
#define TEST_EXPECT_ANY_ERROR(e, stmt, desc) \
{ \
akerr_ErrorContext *__tec = (stmt); \
int __tst = ( __tec == NULL ) ? 0 : __tec->status; \
if ( __tec != NULL ) { \
__tec->handled = true; \
__tec = akerr_release_error(__tec); \
} \
if ( __tst == 0 ) { \
FAIL_BREAK(e, AKGL_ERR_BEHAVIOR, "%s: expected a failure, got success", desc); \
} \
}
/** @brief Require that two floats agree to within AKGL_TEST_EPSILON. */
#define AKGL_TEST_EPSILON 0.0001f
#define TEST_ASSERT_FEQ(e, actual, expected, ...) \
if ( fabsf((float)(actual) - (float)(expected)) > AKGL_TEST_EPSILON ) { \
FAIL_BREAK(e, AKGL_ERR_BEHAVIOR, __VA_ARGS__); \
}
/**
* @brief Record a failure into a flag instead of breaking.
*
* For assertions inside a loop nested in an ATTEMPT block, where `break` would
* only leave the loop.
*/
#define TEST_ASSERT_FLAG(flag, cond) \
if ( ! (cond) ) { \
(flag) = false; \
}
#endif // _AKGL_TESTUTIL_H_