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# Repository Guidelines
## Project Structure & Module Organization
Codify the canonical C style and add reindent tooling AGENTS.md described style in one paragraph that said little more than "follow the surrounding code", which was not actionable once files had drifted apart. Replace it with an explicit specification. The canonical style is Emacs cc-mode "stroustrup" with tabs enabled: a 4-column offset with 8-column tabs, so depth 1 is four spaces, depth 2 is one tab, depth 3 is a tab plus four spaces. Most of src/ already followed this; what looked like randomly mixed tabs and spaces was simply cc-mode output. Document the byte ladder explicitly, since editors that expand tabs or assume a 4-column tab silently corrupt it. Rules beyond indentation are derived from counted majorities in the existing code rather than invented: errctx over e (92 to 45), padded control parens (140 to 7), pointer binding to the identifier (486 to 5), and always-brace (only four unbraced bodies exist). Brace and else placement are called out as house conventions that cc-mode does not enforce, so "run the indenter" and "follow the guide" cannot conflict. Also record the naming, error-handling, and API-surface rules that a consistency sweep showed were being broken silently -- in particular that a *_RETURN macro inside an ATTEMPT block skips CLEANUP. Add the tooling to apply it: .dir-locals.el applies the style to every c-mode buffer scripts/reindent.el batch reindent via Emacs scripts/reindent.sh reindent or --check the tree scripts/hooks/pre-commit reindents staged sources reindent.el deliberately avoids Emacs' tabify: its tabify-regexp is " [ \t]+", which is not anchored to the start of a line, so it rewrites runs of spaces anywhere and destroys the hand-aligned value columns in the bit-flag tables in actor.h and iterator.h. Only leading whitespace is ever rewritten, and lines starting inside a string literal are skipped. The hook checks staged content rather than the working tree, so what is committed is what was verified. It re-stages a fixed file only when the index and working tree agree, otherwise a partial `git add -p` would sweep unstaged work into the commit. Enable with: git config core.hooksPath scripts/hooks Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:17:26 -04:00
This is a C library intended to support the development of video games. Public C headers live in `include/akgl/`; keep declarations there aligned with their implementations in `src/`. Tests are standalone C programs under `tests/`, with JSON, image, and map fixtures in `tests/assets/`. The `util/` directory contains the `charviewer` utility and its sample assets. Third-party and companion libraries are vendored in `deps/`. Treat `build/` and generated `akgl.pc` files as build outputs rather than hand-maintained source; `include/akgl/SDL_GameControllerDB.h` is generated too, but is tracked on purpose — see below.
## Generated and Vendored Sources
### `include/akgl/SDL_GameControllerDB.h` is generated, and is tracked deliberately
`mkcontrollermappings.sh` regenerates this header by fetching the community
controller database from `raw.githubusercontent.com`. **It is committed to the
repository on purpose**: it is the offline fallback that keeps the library
buildable if upstream is renamed, rate-limited, taken down, or simply
unreachable from the build machine. Do not delete it, do not add it to
`.gitignore`, and do not "clean up" the fact that a generated file is tracked.
Working rules:
- **Never hand-edit it.** It is machine-written; changes belong in
`mkcontrollermappings.sh`.
- **Do not commit incidental regeneration churn.** The build regenerates the
header on every run, and the script stamps `$(date)` into a comment, so an
ordinary build leaves the file modified with nothing of substance changed.
Revert that before committing: `git checkout -- include/akgl/SDL_GameControllerDB.h`.
- **Update it as a deliberate, standalone commit** when you actually want newer
mappings, so the diff is reviewable and bisectable.
- **Never commit a copy with `AKGL_SDL_GAMECONTROLLER_DB_LEN 0`.** That is the
signature of a failed fetch, not an empty upstream — see the defect note
below. Check the constant before staging this file.
- Formatting tooling ignores it: `scripts/reindent.sh` and the pre-commit hook
both skip it.
> **Known defect (tracked in `TODO.md`).** The safety net is currently
> self-defeating. `mkcontrollermappings.sh` has no `set -e` and does not check
> `curl`'s exit status, so when the fetch fails it writes a header with
> `AKGL_SDL_GAMECONTROLLER_DB_LEN 0` and an empty array **over the good tracked
> copy, and exits 0**. Because CMake re-runs the generator on every build, an
> offline build silently destroys the very fallback the file exists to provide.
> Until that is fixed, treat a dirty `SDL_GameControllerDB.h` after a build as
> suspect and check the length constant before committing it.
## Build, Test, and Development Commands
Configure an out-of-tree development build:
```sh
cmake -S . -B build -DCMAKE_BUILD_TYPE=RelWithDebInfo
```
Build all library, utility, and test targets:
```sh
cmake --build build --parallel
```
Run the complete test suite with failure details:
```sh
ctest --test-dir build --output-on-failure
```
Run one test while iterating, for example `ctest --test-dir build -R sprite --output-on-failure`. The `rebuild.sh` script also installs into a developer-specific `/home/andrew/local` prefix and removes existing outputs; prefer the portable commands above unless that exact workflow is intended.
Measure the library: perf suites, a recorded baseline, and targets tests/perf.c and tests/perf_render.c drive the hot paths hard enough to time them -- pool acquire and release at both ends of the scan, the registry, the state-to-sprite lookup, the per-actor update and render, the physics sweep, an all-pairs collision sweep, the JSON accessors, path resolution, the drawing primitives, text, asset loading, a screenful of tiles, and a whole frame through akgl_game_update. They are registered like any other suite but carry the `perf` label, so `ctest -L perf` runs only them and `-LE perf` leaves them out. Every measurement is held to a budget at roughly ten times the recorded baseline, enforced only in an optimized build at full scale. Three things had to be got right before the numbers meant anything, and each was wrong first: - No error checking inside the clock. PASS and CATCH call akerr_valid_error_address, which walks AKERR_ARRAY_ERROR -- more work than several of the calls being measured. - Flush the renderer before stopping it. SDL batches, so the first version measured queueing, reported a tilemap frame 250 times faster than it is, and paid the real cost at teardown inside SDL_DestroyTexture. - A drawing benchmark needs a raw-SDL control doing the same pixel work with the same access pattern. With one, akgl_tilemap_draw turns out to cost 0.2% of the frame it appeared to own: 16.26 ms against a control's 16.23 ms for the same 1200 blits. The rasterizer is the frame. PERFORMANCE.md records the baseline, the frame budget it adds up to, and what the numbers say -- including that the string pool's acquire is 64x slower full than empty because it is a megabyte of PATH_MAX buffers, that a handled missing-sprite condition costs nine times the update it replaces, that text rasterizes and throws away a texture on every call, and that 28 MB of the library's BSS is one akgl_Tilemap. TODO.md gains a Performance section: five defects the stress tests found that the unit suites do not reach (a tilemap load leaking five pooled strings, two JSON accessors that turn pool exhaustion into a segfault rather than AKGL_ERR_HEAP, akgl_game_update crashing without akgl_game_init, and its actor update sweep running once per tilemap layer), and eighteen targets with today's number and whether it is met. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:24:05 -04:00
Run only the performance suites with `ctest --test-dir build -L perf --output-on-failure`, or leave them out of an ordinary run with `-LE perf`. They take about 30 seconds together, print a table of nanoseconds per operation, and fail only when a measurement exceeds a budget set at roughly ten times the recorded baseline. `AKGL_BENCH_SCALE` scales every iteration count — `AKGL_BENCH_SCALE=0.1 ctest --test-dir build -L perf` for a quick look — and below 1.0 the budgets are reported but not enforced. The recorded baseline and what it means are in `PERFORMANCE.md`.
Run mutation testing with `cmake --build build --target mutation`. For a quick smoke run, use `scripts/mutation_test.py --target src/tilemap.c --max-mutants 10`; the harness mutates only a scratch copy and excludes the intentionally failing character test.
Generate HTML and Cobertura coverage reports with `cmake -S . -B build-coverage -DAKGL_COVERAGE=ON -DCMAKE_BUILD_TYPE=Debug`, then build and run CTest. Reports are written to `build-coverage/coverage/`; this mode requires `gcovr` and GCC or Clang.
Codify the canonical C style and add reindent tooling AGENTS.md described style in one paragraph that said little more than "follow the surrounding code", which was not actionable once files had drifted apart. Replace it with an explicit specification. The canonical style is Emacs cc-mode "stroustrup" with tabs enabled: a 4-column offset with 8-column tabs, so depth 1 is four spaces, depth 2 is one tab, depth 3 is a tab plus four spaces. Most of src/ already followed this; what looked like randomly mixed tabs and spaces was simply cc-mode output. Document the byte ladder explicitly, since editors that expand tabs or assume a 4-column tab silently corrupt it. Rules beyond indentation are derived from counted majorities in the existing code rather than invented: errctx over e (92 to 45), padded control parens (140 to 7), pointer binding to the identifier (486 to 5), and always-brace (only four unbraced bodies exist). Brace and else placement are called out as house conventions that cc-mode does not enforce, so "run the indenter" and "follow the guide" cannot conflict. Also record the naming, error-handling, and API-surface rules that a consistency sweep showed were being broken silently -- in particular that a *_RETURN macro inside an ATTEMPT block skips CLEANUP. Add the tooling to apply it: .dir-locals.el applies the style to every c-mode buffer scripts/reindent.el batch reindent via Emacs scripts/reindent.sh reindent or --check the tree scripts/hooks/pre-commit reindents staged sources reindent.el deliberately avoids Emacs' tabify: its tabify-regexp is " [ \t]+", which is not anchored to the start of a line, so it rewrites runs of spaces anywhere and destroys the hand-aligned value columns in the bit-flag tables in actor.h and iterator.h. Only leading whitespace is ever rewritten, and lines starting inside a string literal are skipped. The hook checks staged content rather than the working tree, so what is committed is what was verified. It re-stages a fixed file only when the index and working tree agree, otherwise a partial `git add -p` would sweep unstaged work into the commit. Enable with: git config core.hooksPath scripts/hooks Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:17:26 -04:00
## Coding Style
The canonical style is Emacs `cc-mode` **`stroustrup`**, with tabs enabled. This
is not advisory — new and edited code must match what `cc-mode` produces, so that
reindenting a region never shows up as a diff.
### Emacs setup
`.dir-locals.el` in the repository root already applies the style to every
`c-mode` buffer, so nothing needs configuring by hand:
```elisp
((c-mode . ((c-file-style . "stroustrup")
(indent-tabs-mode . t)
(tab-width . 8)
(fill-column . 100)
(require-final-newline . t))))
```
Interactively: `C-x h C-M-\` (`mark-whole-buffer` + `indent-region`) reindents
the buffer. A correctly formatted file is a fixed point of that operation —
reindenting must produce no change.
### Reindenting from the command line
```sh
scripts/reindent.sh # reindent every tracked C source in place
scripts/reindent.sh src/tilemap.c # reindent only the named files
scripts/reindent.sh --check # list non-conforming files, change nothing
```
`--check` exits 1 when something needs reindenting and 2 if Emacs is missing, so
it is usable from CI. The script drives Emacs in batch mode through
`scripts/reindent.el`, which reindents, normalises leading whitespace to the
canonical tab/space mix, strips trailing whitespace, and ensures a final
newline. `include/akgl/SDL_GameControllerDB.h` is generated and always skipped.
Note that `reindent.el` deliberately does **not** use Emacs' `tabify`: that
function's `tabify-regexp` is `" [ \t]+"`, which is not anchored to the start of
a line, so it rewrites runs of spaces anywhere and destroys the hand-aligned
value columns in the bit-flag tables in `actor.h` and `iterator.h`. Only leading
whitespace is ever rewritten.
### The pre-commit hook
`scripts/hooks/pre-commit` reindents staged C sources before the commit is
written. Enable it once per clone:
```sh
git config core.hooksPath scripts/hooks
```
It inspects the *staged* content rather than the working tree, so what lands in
the commit is what was checked. When a file needs reindenting it is fixed in the
working tree and re-staged — but only if the index and working tree agree for
that file. If they differ, re-staging would sweep unstaged work into the commit,
so the hook stops and tells you to reindent and stage it yourself. It steps
aside during a merge, and warns rather than blocking if Emacs is unavailable.
`git commit --no-verify` bypasses it.
For reference, `cc-mode` defines the style as:
```elisp
("stroustrup"
(c-basic-offset . 4)
(c-comment-only-line-offset . 0)
(c-offsets-alist . ((statement-block-intro . +)
(substatement-open . 0)
(substatement-label . 0)
(label . 0)
(statement-cont . +))))
```
### Indentation and whitespace
- **4 columns per level** (`c-basic-offset` 4).
- **Tabs are 8 columns wide and are used for indentation** (`indent-tabs-mode`
`t`, `tab-width` 8). Emacs emits the largest possible run of tabs and pads the
remainder with spaces, which produces this ladder. Editors that expand tabs, or
that assume a 4-column tab, will silently corrupt it:
| Depth | Columns | Bytes |
|---|---|---|
| 1 | 4 | 4 spaces |
| 2 | 8 | `TAB` |
| 3 | 12 | `TAB` + 4 spaces |
| 4 | 16 | `TAB` `TAB` |
| 5 | 20 | `TAB` `TAB` + 4 spaces |
- No trailing whitespace. Files end with a single newline.
- `case` labels sit at the same column as their `switch` (`label . 0`).
- Continuation lines of a wrapped expression indent one level (`statement-cont . +`).
Most of `src/` already conforms. The known non-conforming files are
`src/json_helpers.c`, `src/util.c` (from `akgl_rectangle_points` onward),
`src/assets.c`, `src/staticstring.c`, parts of `src/actor.c`, and the headers
`include/akgl/util.h` and `include/akgl/staticstring.h` — all of which use a
2-column offset. Convert a file to the canonical style in its own commit, not
mixed into a behavioral change.
### Braces
- **Function bodies open on their own line, in column 0.**
- **Control statements keep the brace on the same line**, one space before it.
- **`else`, `else if`, and `while` of a `do`/`while` stay on the closing-brace
line**: `} else {`, not a bare `else` on the next line. Note that this is a
house convention rather than something `cc-mode` enforces — the `stroustrup`
style governs indentation only and will not move a brace or an `else` for you.
- **Always brace, even single-statement bodies.**
```c
akerr_ErrorContext *akgl_actor_update(akgl_Actor *obj)
{
if ( obj->curSpriteFrameId == 0 ) {
obj->curSpriteReversing = false;
} else if ( obj->parent != NULL ) {
obj->curSpriteFrameId -= 1;
} else {
obj->curSpriteFrameId += 1;
}
}
```
### Spacing
- **Spaces inside control-flow parentheses**: `if ( x == y ) {`, `while ( done == false ) {`,
`for ( i = 0; i < len; i++ ) {`. This is the dominant existing convention
(140 sites to 7) and `cc-mode` will not add or remove it.
- No space between a function name and its argument list, at both call and
definition sites, and no padding inside call parentheses: `SDL_Log("x %d", n)`.
- Binary operators and assignment are surrounded by single spaces; unary
operators are not separated from their operand.
- **The pointer `*` binds to the identifier**, not the type: `char *name`,
`akgl_Actor **dest`. Never `char* name`.
- When a call is too long for one line, put each argument on its own line
indented one level past the callee, with the closing `)` on its own line. This
is the established shape for the `FAIL_*` and `CATCH` macros:
```c
FAIL_ZERO_RETURN(
errctx,
SDL_SetPointerProperty(AKGL_REGISTRY_ACTOR, name, (void *)obj),
AKERR_KEY,
"Unable to add actor to registry"
);
```
### No repository-wide formatter
There is no `clang-format` or linter wired into the build, and `cc-mode`'s
indentation engine is not exactly reproducible by `clang-format`. Do not
introduce one without discussion, and do not reformat code you are not otherwise
changing — unrelated whitespace churn makes review harder and is the reason the
style drifted in the first place.
## Naming Conventions
- **Public functions**: `akgl_<subsystem>_<verb>`, all lower snake_case —
`akgl_actor_set_character`, `akgl_heap_next_string`. No camelCase, and never
embed a type name (`akgl_Actor_cmhf_left_on` is wrong; it should be
`akgl_actor_cmhf_left_on`).
- **Public types**: `akgl_TypeName``akgl_Actor`, `akgl_SpriteSheet`,
`akgl_PhysicsBackend`. Every type exported from a header takes the prefix;
bare names like `point` and `RectanglePoints` are defects, not precedent.
- **Constants and macros**: `AKGL_UPPER_SNAKE_CASE`. A constant belongs to the
subsystem it describes: a character limit is `AKGL_CHARACTER_MAX_*`, not
`AKGL_SPRITE_MAX_CHARACTER_*`. Name a constant for what its value *is* — a
nanoseconds-per-millisecond scale factor is `AKGL_TIME_ONEMS_NS`.
- **Exported globals** take the `akgl_` prefix like any other public symbol. Do
not add bare names (`renderer`, `camera`, `window`), leading-underscore names
(reserved at file scope), or SCREAMING_SNAKE names for mutable objects —
`AKGL_UPPER_SNAKE_CASE` is for constants.
- **`static` helpers drop the `akgl_` prefix**, which exists only to avoid
external collisions.
- **Include guards**: `_AKGL_<FILE>_H_`, matching the file name. Guard names
without the project prefix risk colliding with system headers.
- **Parameter names must match between the declaration and the definition** —
Doxygen publishes the header spelling. Conventional names: `dest` for an
output parameter (not `dst`), `self` for a backend receiver, `obj` for the
instance being initialized or inspected, `e` for an incoming error context to
be inspected.
- **The local error context is named `errctx`** (92 sites to 45). New code uses
`errctx`; convert `e` when you touch a function for other reasons.
- **Header/source pairs are named by feature**: `include/akgl/sprite.h` and
`src/sprite.c`.
## Error-Handling Protocol
The `akerror` control-flow macros have a shape that must be followed exactly,
because the failure mode is silent.
- Inside an `ATTEMPT` block use the **`_BREAK`** variants (`FAIL_ZERO_BREAK`,
`FAIL_NONZERO_BREAK`, `FAIL_BREAK`) and `CATCH`. Outside it use the
**`_RETURN`** variants.
- **Never use a `*_RETURN` macro inside an `ATTEMPT` block.** It returns past the
`CLEANUP` block, so every release, `fclose`, and free in `CLEANUP` is skipped.
This has already caused a heap-string leak on the success path of
`akgl_get_json_tilemap_property`.
- `CLEANUP` must precede `PROCESS`. Transposing them moves the cleanup body into
the `PROCESS` switch, where it runs only when an error context exists.
- `CATCH` reports failure by `break`ing, which binds to the innermost enclosing
loop or `switch`. A `CATCH` written directly inside a `while` exits the loop
rather than the function — put the `ATTEMPT` block inside the loop.
Measure the library: perf suites, a recorded baseline, and targets tests/perf.c and tests/perf_render.c drive the hot paths hard enough to time them -- pool acquire and release at both ends of the scan, the registry, the state-to-sprite lookup, the per-actor update and render, the physics sweep, an all-pairs collision sweep, the JSON accessors, path resolution, the drawing primitives, text, asset loading, a screenful of tiles, and a whole frame through akgl_game_update. They are registered like any other suite but carry the `perf` label, so `ctest -L perf` runs only them and `-LE perf` leaves them out. Every measurement is held to a budget at roughly ten times the recorded baseline, enforced only in an optimized build at full scale. Three things had to be got right before the numbers meant anything, and each was wrong first: - No error checking inside the clock. PASS and CATCH call akerr_valid_error_address, which walks AKERR_ARRAY_ERROR -- more work than several of the calls being measured. - Flush the renderer before stopping it. SDL batches, so the first version measured queueing, reported a tilemap frame 250 times faster than it is, and paid the real cost at teardown inside SDL_DestroyTexture. - A drawing benchmark needs a raw-SDL control doing the same pixel work with the same access pattern. With one, akgl_tilemap_draw turns out to cost 0.2% of the frame it appeared to own: 16.26 ms against a control's 16.23 ms for the same 1200 blits. The rasterizer is the frame. PERFORMANCE.md records the baseline, the frame budget it adds up to, and what the numbers say -- including that the string pool's acquire is 64x slower full than empty because it is a megabyte of PATH_MAX buffers, that a handled missing-sprite condition costs nine times the update it replaces, that text rasterizes and throws away a texture on every call, and that 28 MB of the library's BSS is one akgl_Tilemap. TODO.md gains a Performance section: five defects the stress tests found that the unit suites do not reach (a tilemap load leaking five pooled strings, two JSON accessors that turn pool exhaustion into a segfault rather than AKGL_ERR_HEAP, akgl_game_update crashing without akgl_game_init, and its actor update sweep running once per tilemap layer), and eighteen targets with today's number and whether it is met. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:24:05 -04:00
- **Never `return` from inside a `HANDLE` block either.** `FINISH` ends with
`RELEASE_ERROR`, so leaving before it means the handled context is never given
back to `AKERR_ARRAY_ERROR` — one leaked slot per call, and the 129th call
aborts the process with "Unable to pull an error context from the array!".
`SUCCEED_RETURN` is safe because it releases first; a bare `return`, or a
`return f(...)` that tail-calls the fallback, is not. Set a flag in the
`HANDLE` block and act on it after `FINISH`. This has already cost a
process-killing leak in `akgl_path_relative`; see TODO.md, "Performance".
Codify the canonical C style and add reindent tooling AGENTS.md described style in one paragraph that said little more than "follow the surrounding code", which was not actionable once files had drifted apart. Replace it with an explicit specification. The canonical style is Emacs cc-mode "stroustrup" with tabs enabled: a 4-column offset with 8-column tabs, so depth 1 is four spaces, depth 2 is one tab, depth 3 is a tab plus four spaces. Most of src/ already followed this; what looked like randomly mixed tabs and spaces was simply cc-mode output. Document the byte ladder explicitly, since editors that expand tabs or assume a 4-column tab silently corrupt it. Rules beyond indentation are derived from counted majorities in the existing code rather than invented: errctx over e (92 to 45), padded control parens (140 to 7), pointer binding to the identifier (486 to 5), and always-brace (only four unbraced bodies exist). Brace and else placement are called out as house conventions that cc-mode does not enforce, so "run the indenter" and "follow the guide" cannot conflict. Also record the naming, error-handling, and API-surface rules that a consistency sweep showed were being broken silently -- in particular that a *_RETURN macro inside an ATTEMPT block skips CLEANUP. Add the tooling to apply it: .dir-locals.el applies the style to every c-mode buffer scripts/reindent.el batch reindent via Emacs scripts/reindent.sh reindent or --check the tree scripts/hooks/pre-commit reindents staged sources reindent.el deliberately avoids Emacs' tabify: its tabify-regexp is " [ \t]+", which is not anchored to the start of a line, so it rewrites runs of spaces anywhere and destroys the hand-aligned value columns in the bit-flag tables in actor.h and iterator.h. Only leading whitespace is ever rewritten, and lines starting inside a string literal are skipped. The hook checks staged content rather than the working tree, so what is committed is what was verified. It re-stages a fixed file only when the index and working tree agree, otherwise a partial `git add -p` would sweep unstaged work into the commit. Enable with: git config core.hooksPath scripts/hooks Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:17:26 -04:00
- Validate every pointer parameter before dereferencing it, including the ones a
sibling function happens not to check.
## API Surface
Every function with external linkage must be declared in a header, and every
declaration must have a definition. A non-`static` function that appears in no
header is still in the ABI but is unreachable by callers; a declaration with no
definition is a link error for anyone compiling against the header alone. If a
function is exposed only so tests can reach it, declare it under the existing
"part of the internal API" comment block in the relevant header.
Headers must be self-contained: include what you use, so that a translation unit
including a single `akgl` header compiles without a particular include order.
Within the project use the angled form, `#include <akgl/sibling.h>`.
Codify the canonical C style and add reindent tooling AGENTS.md described style in one paragraph that said little more than "follow the surrounding code", which was not actionable once files had drifted apart. Replace it with an explicit specification. The canonical style is Emacs cc-mode "stroustrup" with tabs enabled: a 4-column offset with 8-column tabs, so depth 1 is four spaces, depth 2 is one tab, depth 3 is a tab plus four spaces. Most of src/ already followed this; what looked like randomly mixed tabs and spaces was simply cc-mode output. Document the byte ladder explicitly, since editors that expand tabs or assume a 4-column tab silently corrupt it. Rules beyond indentation are derived from counted majorities in the existing code rather than invented: errctx over e (92 to 45), padded control parens (140 to 7), pointer binding to the identifier (486 to 5), and always-brace (only four unbraced bodies exist). Brace and else placement are called out as house conventions that cc-mode does not enforce, so "run the indenter" and "follow the guide" cannot conflict. Also record the naming, error-handling, and API-surface rules that a consistency sweep showed were being broken silently -- in particular that a *_RETURN macro inside an ATTEMPT block skips CLEANUP. Add the tooling to apply it: .dir-locals.el applies the style to every c-mode buffer scripts/reindent.el batch reindent via Emacs scripts/reindent.sh reindent or --check the tree scripts/hooks/pre-commit reindents staged sources reindent.el deliberately avoids Emacs' tabify: its tabify-regexp is " [ \t]+", which is not anchored to the start of a line, so it rewrites runs of spaces anywhere and destroys the hand-aligned value columns in the bit-flag tables in actor.h and iterator.h. Only leading whitespace is ever rewritten, and lines starting inside a string literal are skipped. The hook checks staged content rather than the working tree, so what is committed is what was verified. It re-stages a fixed file only when the index and working tree agree, otherwise a partial `git add -p` would sweep unstaged work into the commit. Enable with: git config core.hooksPath scripts/hooks Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:17:26 -04:00
Declare no-argument functions as `(void)`, not `()`.
## Rules
- Add yourself (agent program name, model name and version) as a co-author on every commit message
- Avoid dynamic memory allocation. Use the `akgl_heap_*` methods to retrieve necessary objects at runtime, and to release them when done. If the akgl heap facilities don't provide the kind of object needed, create a new heap layer to support that type of object.
## Testing Guidelines
Tests use simple executable return codes and are registered through CTest in `CMakeLists.txt`; there is no declared coverage threshold. Add focused tests as `tests/<feature>.c`, create a matching `test_<feature>` target, and register it with `add_test`. Put reusable fixtures in `tests/assets/` and keep paths compatible with tests launched from the build tree. Coverage mode wraps the suite in a CTest fixture so counters are reset before tests and reports are generated afterward.
Measure the library: perf suites, a recorded baseline, and targets tests/perf.c and tests/perf_render.c drive the hot paths hard enough to time them -- pool acquire and release at both ends of the scan, the registry, the state-to-sprite lookup, the per-actor update and render, the physics sweep, an all-pairs collision sweep, the JSON accessors, path resolution, the drawing primitives, text, asset loading, a screenful of tiles, and a whole frame through akgl_game_update. They are registered like any other suite but carry the `perf` label, so `ctest -L perf` runs only them and `-LE perf` leaves them out. Every measurement is held to a budget at roughly ten times the recorded baseline, enforced only in an optimized build at full scale. Three things had to be got right before the numbers meant anything, and each was wrong first: - No error checking inside the clock. PASS and CATCH call akerr_valid_error_address, which walks AKERR_ARRAY_ERROR -- more work than several of the calls being measured. - Flush the renderer before stopping it. SDL batches, so the first version measured queueing, reported a tilemap frame 250 times faster than it is, and paid the real cost at teardown inside SDL_DestroyTexture. - A drawing benchmark needs a raw-SDL control doing the same pixel work with the same access pattern. With one, akgl_tilemap_draw turns out to cost 0.2% of the frame it appeared to own: 16.26 ms against a control's 16.23 ms for the same 1200 blits. The rasterizer is the frame. PERFORMANCE.md records the baseline, the frame budget it adds up to, and what the numbers say -- including that the string pool's acquire is 64x slower full than empty because it is a megabyte of PATH_MAX buffers, that a handled missing-sprite condition costs nine times the update it replaces, that text rasterizes and throws away a texture on every call, and that 28 MB of the library's BSS is one akgl_Tilemap. TODO.md gains a Performance section: five defects the stress tests found that the unit suites do not reach (a tilemap load leaking five pooled strings, two JSON accessors that turn pool exhaustion into a segfault rather than AKGL_ERR_HEAP, akgl_game_update crashing without akgl_game_init, and its actor update sweep running once per tilemap layer), and eighteen targets with today's number and whether it is met. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:24:05 -04:00
### Performance suites
`tests/perf.c` (nothing that draws) and `tests/perf_render.c` (everything that
does) are benchmarks, built and registered like any other suite but listed in
`AKGL_PERF_SUITES` so they carry the `perf` label and a longer timeout. The
harness is `tests/benchutil.h`. Three rules keep the numbers honest, and all
three were learned by getting them wrong first:
- **Nothing that checks an error goes inside the clock.** `PASS` and `CATCH`
call `akerr_valid_error_address`, which walks `AKERR_ARRAY_ERROR` — more work
than several of the calls being measured. Use `BENCH_LOOP`, which stashes the
context and stops at the first failure, and hand it to `PASS` afterwards.
- **Flush the renderer before stopping the clock.** SDL batches: a `draw_*` call
queues a command and returns. `BENCH_FLUSH_STOP` in `tests/perf_render.c` is
there because the first version of that suite measured queueing, reported a
tilemap frame 250 times faster than it is, and paid the real cost at teardown
inside `SDL_DestroyTexture`.
- **A drawing benchmark needs a raw-SDL control that does the same pixel work.**
Without one there is no way to separate what libakgl costs from what the
rasterizer costs, and the answer is not the one you would guess — see
`PERFORMANCE.md`.
Budgets are per-operation ceilings at roughly ten times the recorded baseline;
they are enforced only in an optimized build at full scale. When a change moves
a number for a good reason, re-record the baseline in `PERFORMANCE.md` in the
same commit and say why it moved.
## Commit & Pull Request Guidelines
Recent commits use concise, imperative summaries such as `Fix a scale bug...` and often explain related changes in one sentence. Keep each commit scoped and describe user-visible behavior. Pull requests should summarize the change, identify affected modules, list the CMake/CTest commands run, and link relevant issues. Include screenshots only for rendering, map, or `charviewer` changes.