0679d40ee407d2bfad18f98966206dadd7fa36d3
7 Commits
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5e213061af
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Call collide from the simulation, after the move rather than before it
The collide slot has existed unused since the backend was written. It is wired in now, and its signature changes from (self, a1, a2) to (self, actor, dt): the old shape had nowhere to put a normal, a depth, or a piece of map geometry, and no answer to which of the two actors it was supposed to be resolving. **Resolution runs after `move`.** That is the decision everything else follows from. A resolver called from movementlogicfunc runs before gravity, drag and the move, so it has to predict where the actor will end up -- which means re-implementing the integrator's arithmetic in the game, and being wrong whenever the integrator changes. examples/sidescroller/collision.c carries forty lines of exactly that, and says so. Only `move` is subdivided. Gravity, drag, the thrust integration and the speed ellipse all still run once against the whole dt, and sum(subdt) is dt, so an actor with nothing to collide with takes one sub-step of exactly dt -- `dt/1.0f` is dt exactly in IEEE-754 -- and follows the arithmetic path it always did. That is what lets the integrator stay untouched and every recorded physics number stay valid, and tests/physics.c and tests/physics_sim.c pass unchanged with no world attached. Collision is opt-in. A backend with no collision world costs one comparison per actor per step and does nothing else. Also here: - `self->gravity` was never null-checked and is dereferenced unconditionally, so a hand-built backend with only `move` filled in crashed rather than reporting. - Children are re-snapped in a post-pass, gated on collision being on. The in-loop snap uses whatever position the parent had when the child's slot came up in pool order, which is already sometimes a frame stale; that was harmless while a parent only moved by v*dt and is not once a parent can be pushed out of a wall mid-step. - tests/physics.c's deliberate tripwire has been visited. It asserted that arcade collide always raised AKERR_API, with a comment saying it existed so that implementing collision would have to come back here. What replaces it asserts the opt-in contract instead. - physics_sim.c's hard-coded "%d of 7 simulations" is derived now. A literal goes stale the first time somebody adds a simulation, which is this commit. Three new whole-motion simulations, and the third took two attempts to make honest: - Landing and resting: 0.0000 px of drift over 120 steps after settling. - Walking after landing: 107 px in a second, which is the symptom a player sees when a resting actor is caught on the ground it is standing on. - A fast fall not tunnelling. The first version used gravity, so the step size grew every frame and the actor happened to land *inside* the floor rather than stepping over it -- it passed with sub-stepping disabled and proved nothing. It uses a constant 1200 px/s now, so every step is exactly 60 pixels against a 32-pixel window in which an overlap exists, and the samples miss it cleanly. With sub-stepping the actor stops at y=288; without it, y=1300. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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e4aa6a5084
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Take libakerror 2.0.1 and drop the workaround it makes obsolete
Every libakgl test suite could report success while failing. libakerror's default unhandled-error handler ended in exit(errctx->status), an exit status is one byte wide, and libakgl's band starts at 256 -- so AKGL_ERR_SDL, the most common failure a library built on SDL can have, exited 0 and CTest recorded a pass. tests/character.c aborted at its second of four tests on a bad renderer and was green for months. 0.5.0 worked around that here with TEST_TRAP_UNHANDLED_ERRORS() in tests/testutil.h, and TODO.md ended the entry saying any consumer's suites have the same problem and it was worth raising upstream. It was. 2.0.1 fixes it at the source: akerr_exit() owns the mapping and the default handler calls it, so 0 exits 0, 1 through 255 exit themselves, and anything else exits AKERR_EXIT_STATUS_UNREPRESENTABLE (125). The trap and its 21 call sites are gone. Verified by putting the original failure back rather than by reading the release notes: a FAIL_BREAK(AKGL_ERR_SDL) in tests/character.c's main exits 125 and CTest reports a failure. A standalone consumer raising the same status unhandled exits 125 where it exited 0 before. tests/actor.c installs its own handler and called exit(errctx->status) from it, which is the same defect one layer up. It calls akerr_exit() now. 2.0.0 also makes the error pool and the status registry thread safe, which libakgl needs more than it knew: audio_stream_callback raises error contexts on SDL's audio thread. With an unlocked pool that callback and the main thread could scan AKERR_ARRAY_ERROR at the same time and be handed the same slot. The comment there says so. This is a hard dependency floor, not a preference. 2.0.0 moved __akerr_last_ignored to thread-local storage and made akerr_next_error() return a context that already holds its reference, and both expand at libakgl's call sites -- and at a consumer's, because akerror.h is part of libakgl's public interface. Mixing headers and libraries across that line double-counts every reference and never returns a pool slot. The soname moved to libakerror.so.2; include/akgl/error.h now also feature- tests AKERR_EXIT_STATUS_UNREPRESENTABLE, which is the narrowest probe for 2.0.1 since libakerror publishes no version macro. 0.7.0 for that reason: libakgl's own ABI is unchanged, but the one it re-exports through its headers is not. TODO.md records the pkg-config gap this makes sharper -- akgl.pc names no dependencies at all, so nothing tells a pkg-config consumer which libakerror it needs. Clean build, 26/26 ctest, memcheck clean, warning-clean at -Wall -Werror. libakgl.so.0.7 links libakerror.so.2. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01B8T5FAYXE8HEJqFLCYwNNc |
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147ab7dc78
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Fix three arcade physics defects the unit tests could not see
tests/physics_sim.c runs the arcade backend the way a game does -- a Mario-esque jump and fall, Zelda-style top-down walking, and a run reversed at full speed -- and prints what the actor actually did. tests/physics.c already checked that akgl_physics_simulate does the arithmetic it claims. Every one of these got past it. The first step was however long the level took to load. gravity_time was never initialized and dt was unbounded, so a 250 ms load produced a 250 ms step: 100 px of fall where a 60 Hz frame under the same gravity is 0.44 px, straight through whatever was underneath. Both initializers seed the clock, and simulate bounds dt to max_timestep -- a new physics.max_timestep property, default 0.05 s, read like gravity and drag. Zero disables the bound. The field replaces the dead timer_gravity, so the struct is the same size. Releasing a vertical key cancelled gravity. The _off handlers zeroed ay, ey, ty and vy together, and ey is where the arcade backend accumulates gravity -- tapping down mid-jump stopped the character in the air. They clear ax/tx (or ay/ty) and nothing else now. Velocity was never theirs to clear either: simulate recomputes v as e + t every step. Diagonal movement was 41% too fast. Thrust was capped per axis, so an actor holding two directions got both caps at once and travelled their diagonal. It is capped as a vector against the sx/sy/sz ellipse, which also keeps a character whose horizontal and vertical top speeds differ moving at the ratio it asked for. An axis with a zero max speed stays out of the magnitude and is forced to zero, as the old clamp did. Each fix was checked by reverting it and confirming the simulation goes red: 100.1 px, vy 0.0 after a down tap, and 141% diagonal respectively. tests/actor.c and tests/physics.c pinned the old behaviour in both places and now assert the new contract. Bumped to 0.6.0: akgl_PhysicsBackend changed. TODO.md records the four things the simulations found and this does not fix -- no terminal velocity, no deceleration on release, Euler's frame-rate dependence, and a drag coefficient large enough to invert velocity. 26/26 ctest, memcheck clean, warning-clean at -Wall -Werror. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01B8T5FAYXE8HEJqFLCYwNNc |
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76ea04205c
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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> |
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9924d74dcc
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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> |
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9b124f2e27
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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> |
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22162db2da
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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> |