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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
This commit is contained in:
2026-07-31 23:32:21 -04:00
parent e30f3bce03
commit e8cdca6fde
60 changed files with 1199 additions and 860 deletions

View File

@@ -40,11 +40,11 @@ static char truncatedpath[] = "akgl_test_truncated.bin";
/** @brief Populate the process-wide game record with a valid identity. */
static void set_game_identity(void)
{
memset(&game, 0x00, sizeof(akgl_Game));
strncpy((char *)&game.libversion, AKGL_VERSION, 31);
strncpy((char *)&game.version, "1.2.3", 31);
strncpy((char *)&game.name, "libakgl test game", 255);
strncpy((char *)&game.uri, "https://example.invalid/akgl-test", 255);
memset(&akgl_game, 0x00, sizeof(akgl_Game));
strncpy((char *)&akgl_game.libversion, AKGL_VERSION, 31);
strncpy((char *)&akgl_game.version, "1.2.3", 31);
strncpy((char *)&akgl_game.name, "libakgl test game", 255);
strncpy((char *)&akgl_game.uri, "https://example.invalid/akgl-test", 255);
}
akerr_ErrorContext *test_game_load_versioncmp_matching(void)
@@ -134,23 +134,23 @@ akerr_ErrorContext *test_game_save_roundtrip(void)
CATCH(e, akgl_registry_init());
CATCH(e, akgl_heap_init());
set_game_identity();
game.fps = 60;
game.framesSinceUpdate = 7;
memcpy(&expected, &game, sizeof(akgl_Game));
akgl_game.fps = 60;
akgl_game.framesSinceUpdate = 7;
memcpy(&expected, &akgl_game, sizeof(akgl_Game));
TEST_EXPECT_OK(e, akgl_game_save((char *)&savepath), "saving a game");
// Scribble over the live state so a successful load has to restore it.
game.fps = 0;
game.framesSinceUpdate = 0;
akgl_game.fps = 0;
akgl_game.framesSinceUpdate = 0;
TEST_EXPECT_OK(e, akgl_game_load((char *)&savepath), "loading the game back");
TEST_ASSERT(e, game.fps == 60, "fps restored as %d, expected 60", game.fps);
TEST_ASSERT(e, game.framesSinceUpdate == 7,
"framesSinceUpdate restored as %d, expected 7", game.framesSinceUpdate);
TEST_ASSERT(e, strncmp((char *)&game.name, (char *)&expected.name, 256) == 0,
TEST_ASSERT(e, akgl_game.fps == 60, "fps restored as %d, expected 60", akgl_game.fps);
TEST_ASSERT(e, akgl_game.framesSinceUpdate == 7,
"framesSinceUpdate restored as %d, expected 7", akgl_game.framesSinceUpdate);
TEST_ASSERT(e, strncmp((char *)&akgl_game.name, (char *)&expected.name, 256) == 0,
"the game name was not preserved across a save and load");
TEST_ASSERT(e, strncmp((char *)&game.version, (char *)&expected.version, 32) == 0,
TEST_ASSERT(e, strncmp((char *)&akgl_game.version, (char *)&expected.version, 32) == 0,
"the game version was not preserved across a save and load");
} CLEANUP {
unlink((char *)&savepath);
@@ -170,7 +170,7 @@ akerr_ErrorContext *test_game_load_rejects_foreign_saves(void)
// A save written by a different game must not load into this one.
set_game_identity();
CATCH(e, akgl_game_save((char *)&savepath));
strncpy((char *)&game.name, "a completely different game", 255);
strncpy((char *)&akgl_game.name, "a completely different game", 255);
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load((char *)&savepath),
"a savegame with a foreign game name must be refused");
unlink((char *)&savepath);
@@ -178,14 +178,14 @@ akerr_ErrorContext *test_game_load_rejects_foreign_saves(void)
// Same for a differing URI.
set_game_identity();
CATCH(e, akgl_game_save((char *)&savepath));
strncpy((char *)&game.uri, "https://example.invalid/other", 255);
strncpy((char *)&akgl_game.uri, "https://example.invalid/other", 255);
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load((char *)&savepath),
"a savegame with a foreign URI must be refused");
unlink((char *)&savepath);
// A save written against a different library version must be refused.
set_game_identity();
strncpy((char *)&game.libversion, "99.98.97", 31);
strncpy((char *)&akgl_game.libversion, "99.98.97", 31);
CATCH(e, akgl_game_save((char *)&savepath));
set_game_identity();
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load((char *)&savepath),
@@ -194,7 +194,7 @@ akerr_ErrorContext *test_game_load_rejects_foreign_saves(void)
// And one written against a different game version.
set_game_identity();
strncpy((char *)&game.version, "4.5.6", 31);
strncpy((char *)&akgl_game.version, "4.5.6", 31);
CATCH(e, akgl_game_save((char *)&savepath));
set_game_identity();
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load((char *)&savepath),
@@ -246,7 +246,7 @@ akerr_ErrorContext *test_game_load_truncated_table(void)
memset(&partial, 0x00, sizeof(partial));
fp = fopen((char *)&truncatedpath, "wb");
FAIL_ZERO_BREAK(e, fp, AKERR_IO, "unable to create the truncated savegame fixture");
FAIL_ZERO_BREAK(e, fwrite(&game, 1, sizeof(akgl_Game), fp), AKERR_IO,
FAIL_ZERO_BREAK(e, fwrite(&akgl_game, 1, sizeof(akgl_Game), fp), AKERR_IO,
"unable to write the truncated savegame header");
FAIL_ZERO_BREAK(e, fwrite(&partial, 1, sizeof(partial), fp), AKERR_IO,
"unable to write the truncated savegame body");
@@ -296,7 +296,7 @@ akerr_ErrorContext *test_game_save_writes_name_tables(void)
+ (long)(AKGL_ACTOR_MAX_NAME_LENGTH + sizeof(akgl_Actor *)) * 2
+ (long)(AKGL_SPRITE_MAX_NAME_LENGTH + sizeof(akgl_Sprite *))
+ (long)(AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH + sizeof(akgl_SpriteSheet *))
+ (long)(AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH + sizeof(akgl_Character *));
+ (long)(AKGL_CHARACTER_MAX_NAME_LENGTH + sizeof(akgl_Character *));
TEST_ASSERT(e, filesize >= minimum,
"the savegame is %ld bytes, expected at least %ld for the header and four name tables",
@@ -317,8 +317,8 @@ akerr_ErrorContext *test_game_state_lock(void)
ATTEMPT {
set_game_identity();
game.statelock = SDL_CreateMutex();
FAIL_ZERO_BREAK(e, game.statelock, AKGL_ERR_SDL, "unable to create the state mutex");
akgl_game.statelock = SDL_CreateMutex();
FAIL_ZERO_BREAK(e, akgl_game.statelock, AKGL_ERR_SDL, "unable to create the state mutex");
TEST_EXPECT_OK(e, akgl_game_state_lock(), "taking the state lock");
TEST_EXPECT_OK(e, akgl_game_state_unlock(), "releasing the state lock");
@@ -327,9 +327,93 @@ akerr_ErrorContext *test_game_state_lock(void)
TEST_EXPECT_OK(e, akgl_game_state_lock(), "retaking the state lock");
TEST_EXPECT_OK(e, akgl_game_state_unlock(), "releasing the state lock again");
} CLEANUP {
if ( game.statelock != NULL ) {
SDL_DestroyMutex(game.statelock);
game.statelock = NULL;
if ( akgl_game.statelock != NULL ) {
SDL_DestroyMutex(akgl_game.statelock);
akgl_game.statelock = NULL;
}
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/** @brief Cleared while the helper thread should keep holding the state mutex. */
static SDL_AtomicInt lockholder_release;
/** @brief Takes the state mutex and sits on it until lockholder_release is set. */
static int SDLCALL lockholder_thread(void *userdata)
{
SDL_Mutex *statelock = (SDL_Mutex *)userdata;
SDL_LockMutex(statelock);
while ( SDL_GetAtomicInt(&lockholder_release) == 0 ) {
SDL_Delay(10);
}
SDL_UnlockMutex(statelock);
return 0;
}
/**
* @brief akgl_game_state_lock must give up on a contended mutex in about a second.
*
* The uncontended path above never reaches the retry loop, which is where the
* budget lives and where the defect was: the loop counted against a constant
* named "one second in milliseconds" that held 1000000, so it retried 10,000
* times at 100 ms and blocked for roughly sixteen minutes before reporting
* failure. The upper bound below is the assertion that matters. The lower bound
* is there so a build that gave up immediately -- reporting failure without
* waiting at all -- cannot pass either.
*/
akerr_ErrorContext *test_game_state_lock_budget(void)
{
PREPARE_ERROR(e);
SDL_Thread *holder = NULL;
Uint64 started = 0;
Uint64 elapsed = 0;
ATTEMPT {
set_game_identity();
akgl_game.statelock = SDL_CreateMutex();
FAIL_ZERO_BREAK(e, akgl_game.statelock, AKGL_ERR_SDL, "unable to create the state mutex");
SDL_SetAtomicInt(&lockholder_release, 0);
holder = SDL_CreateThread(lockholder_thread, "akgl_test_lockholder", (void *)akgl_game.statelock);
FAIL_ZERO_BREAK(e, holder, AKGL_ERR_SDL, "unable to start the lock-holding thread");
// Wait until the helper actually owns the mutex. Without this the
// measurement races the thread start and the lock is taken on the first
// try, which measures nothing.
while ( SDL_TryLockMutex(akgl_game.statelock) == true ) {
SDL_UnlockMutex(akgl_game.statelock);
SDL_Delay(1);
}
started = SDL_GetTicksNS();
TEST_EXPECT_STATUS(
e,
AKGL_ERR_SDL,
akgl_game_state_lock(),
"taking a state lock another thread is holding");
elapsed = SDL_GetTicksNS() - started;
TEST_ASSERT(
e,
elapsed >= (AKGL_TIME_ONESEC_NS / 2),
"state lock gave up after %" SDL_PRIu64 " ns without waiting out its budget",
elapsed);
TEST_ASSERT(
e,
elapsed < (5 * (Uint64)AKGL_TIME_ONESEC_NS),
"state lock waited %" SDL_PRIu64 " ns on a %d ms budget",
elapsed,
AKGL_GAME_STATE_LOCK_BUDGET_MS);
} CLEANUP {
SDL_SetAtomicInt(&lockholder_release, 1);
if ( holder != NULL ) {
SDL_WaitThread(holder, NULL);
}
if ( akgl_game.statelock != NULL ) {
SDL_DestroyMutex(akgl_game.statelock);
akgl_game.statelock = NULL;
}
} PROCESS(e) {
} FINISH(e, true);
@@ -352,41 +436,41 @@ akerr_ErrorContext *test_game_updateFPS(void)
ATTEMPT {
set_game_identity();
game.lowfpsfunc = &stub_lowfps;
akgl_game.lowfpsfunc = &stub_lowfps;
// Below the 30 FPS floor, every update notifies the callback.
game.fps = 10;
game.lastFPSTime = SDL_GetTicksNS();
akgl_game.fps = 10;
akgl_game.lastFPSTime = SDL_GetTicksNS();
lowfps_calls = 0;
framesbefore = game.framesSinceUpdate;
akgl_game_updateFPS();
framesbefore = akgl_game.framesSinceUpdate;
akgl_game_update_fps();
TEST_ASSERT(e, lowfps_calls == 1,
"a sub-30 FPS update fired the low-FPS callback %d times, expected 1", lowfps_calls);
TEST_ASSERT(e, game.framesSinceUpdate == (framesbefore + 1),
TEST_ASSERT(e, akgl_game.framesSinceUpdate == (framesbefore + 1),
"updateFPS did not count the frame (%d, expected %d)",
game.framesSinceUpdate, framesbefore + 1);
TEST_ASSERT(e, game.lastIterTime != 0, "updateFPS did not stamp lastIterTime");
akgl_game.framesSinceUpdate, framesbefore + 1);
TEST_ASSERT(e, akgl_game.lastIterTime != 0, "updateFPS did not stamp lastIterTime");
// At or above the floor, the callback stays quiet.
game.fps = 60;
game.lastFPSTime = SDL_GetTicksNS();
akgl_game.fps = 60;
akgl_game.lastFPSTime = SDL_GetTicksNS();
lowfps_calls = 0;
akgl_game_updateFPS();
akgl_game_update_fps();
TEST_ASSERT(e, lowfps_calls == 0,
"a 60 FPS update fired the low-FPS callback %d times, expected 0", lowfps_calls);
// Once a full second has elapsed, the frame counter rolls into fps.
game.fps = 60;
game.framesSinceUpdate = 45;
game.lastFPSTime = SDL_GetTicksNS() - (2 * (SDL_Time)AKGL_TIME_ONESEC_NS);
akgl_game_updateFPS();
TEST_ASSERT(e, game.fps == 45,
"after a second elapsed, fps rolled over as %d, expected 45", game.fps);
TEST_ASSERT(e, game.framesSinceUpdate == 1,
"the frame counter restarted at %d, expected 1", game.framesSinceUpdate);
akgl_game.fps = 60;
akgl_game.framesSinceUpdate = 45;
akgl_game.lastFPSTime = SDL_GetTicksNS() - (2 * (SDL_Time)AKGL_TIME_ONESEC_NS);
akgl_game_update_fps();
TEST_ASSERT(e, akgl_game.fps == 45,
"after a second elapsed, fps rolled over as %d, expected 45", akgl_game.fps);
TEST_ASSERT(e, akgl_game.framesSinceUpdate == 1,
"the frame counter restarted at %d, expected 1", akgl_game.framesSinceUpdate);
// The shipped default callback only logs, so it just has to not crash.
game.fps = 1;
akgl_game.fps = 1;
akgl_game_lowfps();
} CLEANUP {
} PROCESS(e) {
@@ -403,6 +487,7 @@ int main(void)
ATTEMPT {
CATCH(errctx, akgl_error_init());
TEST_TRAP_UNHANDLED_ERRORS();
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init());
@@ -415,6 +500,7 @@ int main(void)
CATCH(errctx, test_game_load_truncated_table());
CATCH(errctx, test_game_save_writes_name_tables());
CATCH(errctx, test_game_state_lock());
CATCH(errctx, test_game_state_lock_budget());
CATCH(errctx, test_game_updateFPS());
} CLEANUP {
} PROCESS(errctx) {