Report the failures that used to be crashes
Closes Defects items 30 and 31 and Known-and-still-open items 1, 2, 5, 9 and 11. Both string accessors in json_helpers.c ended their ATTEMPT block with FINISH(errctx, false), which swallows the failure, and then strncpy'd through the pointer akgl_heap_next_string never set. So the one condition the pool exists to report -- it is full, which in practice means something is not releasing -- arrived as a segfault somewhere else entirely. It is FINISH(errctx, true) now, and tests/json_helpers.c claims every slot and asserts AKGL_ERR_HEAP comes back out of both. That test segfaults against the old code, which is also how the tilemap leak test in the previous commit confirmed this one. akgl_tilemap_release tested layers[i].texture and destroyed tilesets[i].texture, so every tileset texture was freed twice on one release and no image layer's texture was freed at all. Pointers are cleared as they go, so a second release is safe instead of a use-after-free. akgl_game_update_fps called game.lowfpsfunc() unguarded, on a path taken on frame one because fps is 0 for the first second. Only akgl_game_init installs it, and renderer.h documents the other path deliberately -- a host that owns its window binds a backend instead. It installs the default when it finds NULL. akgl_controller_pushmap and akgl_controller_default checked only the upper bound, so a negative id indexed before akgl_controlmaps. The two test-harness helpers were quietly worthless. akgl_render_and_compare drew t1 on both passes, so it always reported a match and every image assertion built on it asserted nothing; and akgl_compare_sdl_surfaces memcmp'd s1->pitch * s1->h bytes out of both surfaces without checking that the second was the same size, so a smaller one was read past its end. Both fixed, both tested. tests/util.c also now calls the collide-point test it has defined and never run. 25/25 pass, memcheck clean, reindent --check and check_error_protocol clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
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@@ -92,7 +92,7 @@ typedef struct {
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SDL_Time lastIterTime; /**< Timestamp of the most recent akgl_game_update_fps call. */
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SDL_Time lastFPSTime; /**< When `fps` was last recomputed. */
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int16_t framesSinceUpdate; /**< Frames counted so far in the current second. */
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void (*lowfpsfunc)(void); /**< Called every frame while `fps` is under 30. Defaults to akgl_game_lowfps; replace it to do something more useful than log. */
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void (*lowfpsfunc)(void); /**< Called every frame while `fps` is under 30. akgl_game_init installs akgl_game_lowfps, and akgl_game_update_fps installs it too if it finds this NULL -- an embedder that binds its own renderer rather than calling akgl_game_init used to crash here on frame one. Replace it to do something more useful than log. */
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} akgl_Game;
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/** @brief The SDL window, created by akgl_render_2d_init. `NULL` until then. */
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