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libakgl/tests/character.c

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#include <SDL3/SDL.h>
#include <akerror.h>
#include <akgl/character.h>
#include <akgl/actor.h>
#include <akgl/error.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/iterator.h>
Namespace every exported symbol, and bump to 0.5.0 Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
#include <akgl/game.h>
#include <akgl/renderer.h>
#include "testutil.h"
/*
* This suite used to declare its own file-scope `window` and `renderer`, back
* when the library's globals carried those bare names too. Both definitions had
* external linkage and the same spelling, so the executable's preempted the
* shared library's: akgl_sprite_load_json read the test's `SDL_Renderer *`
* through an `akgl_RenderBackend *` and happened not to crash. That is the
* collision the akgl_ prefix on exported globals exists to prevent, and it was
* invisible until they were renamed. The suite now binds a real backend, the
* way tests/sprite.c and tests/text.c do.
*/
akerr_ErrorContext *test_akgl_character_initialize()
{
PREPARE_ERROR(errctx);
akgl_Character *testchar = NULL;
ATTEMPT {
CATCH(errctx, akgl_heap_next_character(&testchar));
CATCH(errctx, akgl_character_initialize(testchar, "testchar"));
FAIL_ZERO_BREAK(
errctx,
SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "testchar", NULL),
AKERR_KEY,
"Character was not placed in the registry");
FAIL_NONZERO_BREAK(
errctx,
strcmp((char *)&testchar->name, "testchar"),
AKERR_VALUE,
"Character was not named properly ('testchar' vs '%s')",
(char *)&testchar->name);
FAIL_ZERO_BREAK(
errctx,
testchar->state_sprites,
AKERR_NULLPOINTER,
"Character state sprites map was not initialized");
} CLEANUP {
IGNORE(akgl_heap_release_character(testchar));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_character_sprite_mgmt()
{
akgl_Character *testchar = NULL;
akgl_Sprite *testsprite = NULL;
akgl_Sprite *testsprite2 = NULL;
akgl_Sprite *comparesprite = NULL;
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_heap_next_character(&testchar));
CATCH(errctx, akgl_character_initialize(testchar, "testchar"));
CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
testsprite = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite,
AKERR_KEY,
"Sprite loaded from json but not in registry");
CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
testsprite2 = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite2,
AKERR_KEY,
"Sprite 2 loaded from json but not in registry");
CATCH(errctx, testchar->sprite_add(testchar, testsprite, AKGL_ACTOR_STATE_ALIVE));
CATCH(errctx, testchar->sprite_add(testchar, testsprite2, AKGL_ACTOR_STATE_DEAD));
CATCH(errctx, testchar->sprite_get(testchar, (AKGL_ACTOR_STATE_ALIVE), &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT");
CATCH(errctx, testchar->sprite_get(testchar, AKGL_ACTOR_STATE_DEAD, &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite2), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_DEAD");
} CLEANUP {
IGNORE(akgl_heap_release_sprite(testsprite));
IGNORE(akgl_heap_release_sprite(testsprite2));
IGNORE(akgl_heap_release_character(testchar));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_character_iterate_state_sprites()
{
akgl_Character *testchar = NULL;
akgl_Sprite *testsprite = NULL;
akgl_Sprite *testsprite2 = NULL;
akgl_Iterator opflags = {.flags = AKGL_ITERATOR_OP_RELEASE, .layerid = 0};
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_heap_next_character(&testchar));
CATCH(errctx, akgl_character_initialize(testchar, "testchar"));
CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
testsprite = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite,
AKERR_KEY,
"Sprite loaded from json but not in registry");
CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
testsprite2 = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite2,
AKERR_KEY,
"Sprite 2 loaded from json but not in registry");
CATCH(errctx, testchar->sprite_add(testchar, testsprite, AKGL_ACTOR_STATE_ALIVE));
CATCH(errctx, testchar->sprite_add(testchar, testsprite2, AKGL_ACTOR_STATE_DEAD));
SDL_EnumerateProperties(testchar->state_sprites, &akgl_character_state_sprites_iterate, &opflags);
// This is called by akgl_heap_release_character so we should assume that our property map is being
// deleted soon after this. So we don't care if the sprites have been deleted from the sprite_states.
// We just want to know they've been released.
FAIL_NONZERO_BREAK(
errctx,
(testsprite->refcount > 1),
AKERR_VALUE,
"akgl_heap_release_sprite not called for testsprite from iterator");
FAIL_NONZERO_BREAK(
errctx,
(testsprite2->refcount > 1),
AKERR_VALUE,
"akgl_heap_release_sprite not called for testsprite from iterator");
} CLEANUP {
IGNORE(akgl_heap_release_sprite(testsprite));
IGNORE(akgl_heap_release_sprite(testsprite2));
IGNORE(akgl_heap_release_character(testchar));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_akgl_character_load_json()
{
akgl_Character *testcharacter = NULL;
akgl_Sprite *testsprite = NULL;
akgl_Sprite *testsprite2 = NULL;
akgl_Sprite *comparesprite = NULL;
int tsrc = 0;
int tsrc2 = 0;
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_heap_next_character(&testcharacter));
CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
testsprite = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite,
AKERR_KEY,
"Sprite loaded from json but not in registry");
CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
testsprite2 = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
FAIL_ZERO_BREAK(
errctx,
testsprite2,
AKERR_KEY,
"Sprite 2 loaded from json but not in registry");
CATCH(errctx, akgl_character_load_json("assets/testcharacter.json"));
testcharacter = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "testcharacter", NULL);
FAIL_ZERO_BREAK(
errctx,
testcharacter,
AKERR_KEY,
"Character loaded from json but not in registry");
CATCH(errctx, testcharacter->sprite_get(testcharacter, (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT), &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_ALIVE");
CATCH(errctx, testcharacter->sprite_get(testcharacter, AKGL_ACTOR_STATE_DEAD, &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite2), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_DEAD");
FAIL_ZERO_BREAK(errctx, (testcharacter->ax != 0.200000003), AKERR_VALUE, "Wrong X acceleration for test character");
FAIL_ZERO_BREAK(errctx, (testcharacter->ay != 0.200000003), AKERR_VALUE, "Wrong Y acceleration for test character");
// Release our handles on the sprites so the character's heap_release can reduce them to 0
CATCH(errctx, akgl_heap_release_sprite(testsprite));
CATCH(errctx, akgl_heap_release_sprite(testsprite2));
tsrc = testsprite->refcount;
tsrc2 = testsprite2->refcount;
CATCH(errctx, akgl_heap_release_character(testcharacter));
FAIL_ZERO_BREAK(
errctx,
((testsprite->refcount < tsrc) || (testsprite2->refcount < tsrc2)),
AKERR_VALUE,
"character did not reduce reference count of its child sprites when released");
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
Give back every pooled string and sprite reference the loaders take Closes Defects items 20, 22, 23 and 29, and the residual of item 38. The tilemap load leak was five pooled strings per load; the property-lookup fix in an earlier commit took it to two, and the last two were each a claim with no matching release -- the string every layer's `type` was read into, and the dirname the map's relative paths resolve against. tests/tilemap.c asserts the pool is exactly where it started after one load/release cycle and after 64. Finding those two was a matter of dumping the contents of every still-claimed slot after a cycle rather than reading the code again; 'tilelayer' and an assets directory named themselves immediately. Same file, same class, fixed with it: akgl_tilemap_load_layer_objects released its scratch string after reading each object's name and then kept using the slot, because akgl_get_json_string_value reuses a non-NULL destination without taking another reference. The slot was free while still live, so any other claim could have been handed it. akgl_character_sprite_add wrote over an existing binding without releasing the sprite it displaced, so a character that rebinds a state while alive leaked a sprite slot per rebind -- teardown only gives back what the map holds at the end. The new reference is taken before the write and given back if the write fails, so there is no window where a sprite is bound with nothing behind it. The write was unchecked too. Three failure-path leaks moved into CLEANUP blocks: akgl_render_2d_init's two pooled strings, akgl_controller_open_gamepads' enumeration array, and akgl_text_rendertextat's surface and texture -- the last being a leak per frame on a HUD line. akgl_text_unloadallfonts() closes every font in the registry and destroys it, which is what item 38 left open. Deliberately not a whole akgl_game_shutdown: tearing down the mixer, SDL_ttf and SDL in the right order is a design question, and this is the part that was simply missing. It is a new public symbol, which 0.5.0 already covers -- this release has not shipped. Every fix has a test that fails against the old code. 25/25 pass, memcheck clean, reindent --check, check_api_surface and check_error_protocol all clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 00:44:50 -04:00
/**
* @brief Rebinding a state must release the sprite it displaces.
*
* akgl_character_sprite_add took a reference for every binding and wrote over
* any existing entry without releasing the one it replaced, so a character that
* rebinds a state while alive leaked a sprite slot per rebind. Releasing at
* teardown does not cover it: the map only holds the last binding by then, so
* the earlier ones are unreachable.
*
* The write itself was also unchecked, so a failure to record the binding was
* reported as success -- with the reference already taken.
*/
akerr_ErrorContext *test_character_sprite_rebind_releases_displaced(void)
{
PREPARE_ERROR(errctx);
akgl_Character *testchar = NULL;
akgl_Sprite *first = NULL;
akgl_Sprite *second = NULL;
akgl_Sprite *found = NULL;
int firstbefore = 0;
int secondbefore = 0;
int i = 0;
ATTEMPT {
CATCH(errctx, akgl_heap_next_character(&testchar));
CATCH(errctx, akgl_character_initialize(testchar, "rebindchar"));
// Real sprites out of the fixtures: akgl_sprite_initialize refuses a
// NULL spritesheet, and a hand-built sprite would not be a sprite.
CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
first = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
second = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
FAIL_ZERO_BREAK(errctx, first, AKERR_KEY, "testsprite is not in the registry");
FAIL_ZERO_BREAK(errctx, second, AKERR_KEY, "testsprite2 is not in the registry");
firstbefore = first->refcount;
secondbefore = second->refcount;
CATCH(errctx, akgl_character_sprite_add(testchar, first, AKGL_ACTOR_STATE_ALIVE));
TEST_ASSERT(errctx, first->refcount == (firstbefore + 1),
"binding a sprite did not take a reference (%d, expected %d)",
first->refcount, firstbefore + 1);
// Rebind the same state to a different sprite.
CATCH(errctx, akgl_character_sprite_add(testchar, second, AKGL_ACTOR_STATE_ALIVE));
TEST_ASSERT(errctx, second->refcount == (secondbefore + 1),
"rebinding did not take a reference on the new sprite (%d, expected %d)",
second->refcount, secondbefore + 1);
TEST_ASSERT(errctx, first->refcount == firstbefore,
"rebinding did not release the displaced sprite (%d, expected %d)",
first->refcount, firstbefore);
CATCH(errctx, testchar->sprite_get(testchar, AKGL_ACTOR_STATE_ALIVE, &found));
TEST_ASSERT(errctx, found == second, "the state is not bound to the new sprite");
// Rebinding a state to the sprite already there must be a no-op on the
// count rather than a release followed by a claim of the same slot.
CATCH(errctx, akgl_character_sprite_add(testchar, second, AKGL_ACTOR_STATE_ALIVE));
TEST_ASSERT(errctx, second->refcount == (secondbefore + 2),
"rebinding a state to the sprite it already held mishandled the count (%d)",
second->refcount);
// And a long run of rebinds must not drift.
for ( i = 0; i < 200; i++ ) {
CATCH(errctx, akgl_character_sprite_add(testchar, first, AKGL_ACTOR_STATE_DEAD));
CATCH(errctx, akgl_character_sprite_add(testchar, second, AKGL_ACTOR_STATE_DEAD));
}
TEST_ASSERT(errctx, first->refcount <= (firstbefore + 1),
"200 rebinds left the first sprite at refcount %d", first->refcount);
} CLEANUP {
if ( testchar != NULL ) {
IGNORE(akgl_heap_release_character(testchar));
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
int main(void)
{
PREPARE_ERROR(errctx);
Unbreak CI: https submodule URLs, and three suites that assumed a display CI has never gone green in the retained run history, and every failure is the same 20-second death during checkout: six submodules -- SDL, SDL_image, SDL_mixer, SDL_ttf, jansson, semver -- were registered with git@github.com: SSH URLs, and the runner has no GitHub key. The https submodules (libccd, tg, clay, and the two starfort ones) clone fine in the same run. All six now use https, which is what every stanza added since already did; these are public upstream repositories nothing here pushes to, so SSH bought nothing. Second problem, waiting right behind the first: the character, sprite and tilemap suites were the only three of seventeen that never set the dummy video/audio/software-render hints, so on a headless runner they die in SDL_Init with "No available video device" before testing anything. They now set the same three hints the other fourteen suites set. (How this survived: every local run happens on a machine with a display, and CI never got far enough to run a test.) Pre-flighted locally against every job the workflow defines, headless with no driver variables in the environment, exactly as the runner would: Debug with -Werror and coverage builds clean and all 37 tests pass including the coverage fixtures; RelWithDebInfo with -Werror builds clean and the perf suites pass their budgets at full scale; doxygen Doxyfile exits 0 under FAIL_ON_WARNINGS; and the new ui suite runs under valgrind with zero errors and no leaks. Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
2026-08-02 13:39:17 -04:00
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
ATTEMPT {
Migrate to the libakerror 1.0.0 status registry libakerror 1.0.0 replaced the consumer-sized status-name array with a private registry and made status-code ownership explicit and enforced. AKERR_MAX_ERR_VALUE and __AKERR_ERROR_NAMES are gone, and the registry entry points raise akerr_ErrorContext * instead of returning int. See deps/libakerror/UPGRADING.md. The break was not only source-level. libakgl's codes sat at AKERR_LAST_ERRNO_VALUE + 18 through + 22, and 1.0.0 claimed exactly those five offsets for its own AKERR_STATUS_* registry codes, so every AKGL_ERR_* was aliasing a libakerror status. HANDLE(e, AKGL_ERR_LOGICINTERRUPT) at physics.c:222 would have swallowed a foreign-name refusal. - Move the band to AKERR_FIRST_CONSUMER_STATUS (256) as fixed offsets, so a libc that grows an errno cannot move the codes, and add AKGL_ERR_OWNER, AKGL_ERR_LIMIT and AKGL_ERR_COUNT to describe it. - Reserve the range and register the names through the owned entry points, PASS-ing each: these are AKERR_NOIGNORE, and the old akerr_name_for_status calls discarded failure silently. - Drop the AKERR_MAX_ERR_VALUE=256 compile definition. - Guard on AKERR_FIRST_CONSUMER_STATUS in include/akgl/error.h, which now includes <akerror.h> so the guard is reliable. The embedded build is fine, but the find_package path can pick up a stale installed header, and 1.0.0 has an soname, so that pairing is an ABI mismatch rather than a compile problem. Same guard libakstdlib already carries. Registration also moves out of akgl_heap_init into a new akgl_error_init in src/error.c. It was in the heap pool's initializer only because that was the first thing akgl_game_init called, and the upgrade turned five fire-and-forget name calls into a library-wide ownership claim that can fail. That placement was hiding a defect: game.c raises AKGL_ERR_SDL when SDL_CreateMutex fails, five lines before akgl_heap_init ran, so the earliest error path in the library was guaranteed to print "Unknown Error". akgl_error_init is now the first statement in akgl_game_init. Callers that drive subsystems directly must call akgl_error_init first; it is idempotent, so ordering it precisely is not required. The eleven test suites that relied on akgl_heap_init to name their statuses now call it explicitly, or their failure messages would have degraded to "Unknown Error". Add tests/error.c: assert every code reads back its registered name, that the name table and AKGL_ERR_COUNT agree, that a foreign owner is refused with AKERR_STATUS_NAME_FOREIGN and AKERR_STATUS_RANGE_OVERLAP, and that repeating the init is a no-op. That last one is a live constraint, not a triviality -- libakerror treats only an identical reservation as a repeat, so a subset or superset raises. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 22:20:28 -04:00
CATCH(errctx, akgl_error_init());
Namespace every exported symbol, and bump to 0.5.0 Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
akgl_renderer = &akgl_default_renderer;
SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO )) {
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't initialize SDL: %s", SDL_GetError());
}
Namespace every exported symbol, and bump to 0.5.0 Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
if (!SDL_CreateWindowAndRenderer("net/aklabs/libakgl/test_character", 640, 480, SDL_WINDOW_HIDDEN, &akgl_window, &akgl_renderer->sdl_renderer)) {
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
}
Namespace every exported symbol, and bump to 0.5.0 Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
CATCH(errctx, akgl_render_2d_bind(akgl_renderer));
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init());
CATCH(errctx, test_akgl_character_initialize());
CATCH(errctx, test_character_sprite_mgmt());
CATCH(errctx, test_character_iterate_state_sprites());
CATCH(errctx, test_akgl_character_load_json());
Give back every pooled string and sprite reference the loaders take Closes Defects items 20, 22, 23 and 29, and the residual of item 38. The tilemap load leak was five pooled strings per load; the property-lookup fix in an earlier commit took it to two, and the last two were each a claim with no matching release -- the string every layer's `type` was read into, and the dirname the map's relative paths resolve against. tests/tilemap.c asserts the pool is exactly where it started after one load/release cycle and after 64. Finding those two was a matter of dumping the contents of every still-claimed slot after a cycle rather than reading the code again; 'tilelayer' and an assets directory named themselves immediately. Same file, same class, fixed with it: akgl_tilemap_load_layer_objects released its scratch string after reading each object's name and then kept using the slot, because akgl_get_json_string_value reuses a non-NULL destination without taking another reference. The slot was free while still live, so any other claim could have been handed it. akgl_character_sprite_add wrote over an existing binding without releasing the sprite it displaced, so a character that rebinds a state while alive leaked a sprite slot per rebind -- teardown only gives back what the map holds at the end. The new reference is taken before the write and given back if the write fails, so there is no window where a sprite is bound with nothing behind it. The write was unchecked too. Three failure-path leaks moved into CLEANUP blocks: akgl_render_2d_init's two pooled strings, akgl_controller_open_gamepads' enumeration array, and akgl_text_rendertextat's surface and texture -- the last being a leak per frame on a HUD line. akgl_text_unloadallfonts() closes every font in the registry and destroys it, which is what item 38 left open. Deliberately not a whole akgl_game_shutdown: tearing down the mixer, SDL_ttf and SDL in the right order is a design question, and this is the part that was simply missing. It is a new public symbol, which 0.5.0 already covers -- this release has not shipped. Every fix has a test that fails against the old code. 25/25 pass, memcheck clean, reindent --check, check_api_surface and check_error_protocol all clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 00:44:50 -04:00
CATCH(errctx, test_character_sprite_rebind_releases_displaced());
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
return 0;
}