Commit Graph

7 Commits

Author SHA1 Message Date
230278d303 Bound every array a data file can index
Closes Defects items 16 and 17 and Known-and-still-open item 6. All three let
an asset file, or a caller's argument, write past a fixed array.

akgl_sprite_load_json took its frame count straight from the document and wrote
that many entries into a 16-byte frameids -- through a uint32_t * cast of a
uint8_t *, so each write touched four bytes and the overrun reached four bytes
past the array, into the rest of akgl_Sprite and then the next pool slot. The
count is checked first now, each id is read into an int and narrowed
deliberately, and a frame number too large for a uint8_t is refused rather than
truncated into an index for a different tile.

The tilemap loader had the same shape twice: objects[j] with no check against
AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER and tilesets[i] with none against
AKGL_TILEMAP_MAX_TILESETS. akgl_tilemap_load_layers already bounded its own
loop, so the pattern was in the same file. The object one is the reachable
half -- 128 objects is not a large object layer.

akgl_string_initialize zeroed sizeof(akgl_String) starting at `data`, which
begins after the refcount in front of it, so it ran four bytes past the end of
the object and onto the *next* slot's refcount -- the field the allocator reads
to decide whether a slot is free. Same file, same class, fixed with it:
akgl_string_copy accepted a count larger than the buffers, reading past one
pool slot and writing past another, which the header documented as behaviour.

Every case has a test that fails against the old code, with five new fixtures.
Exactly-the-maximum is asserted alongside one-past in each, so the bound cannot
be fixed by making the limit off by one.

25/25 pass, memcheck clean, reindent --check clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 07:33:37 -04:00
17e6e04c79 Measure rendered text without drawing it
akbasic needs the advance width of one character cell to build a terminal-style
text surface, and the wrapped size to know where a string crosses the right
margin. akgl_text_measure and akgl_text_measure_wrapped report both over
TTF_GetStringSize and TTF_GetStringSizeWrapped; neither needs a renderer, so
this half of the text subsystem is testable without the offscreen harness.

A negative wrap length is refused with AKERR_OUTOFBOUNDS: SDL_ttf reads it as a
very large unsigned width and quietly stops wrapping, which would return a
measurement that is wrong rather than an error the caller can see.

Also fixes akgl_text_loadfont, which checked name twice and passed an unchecked
filepath to TTF_OpenFont (TODO item 39).

The fixture font is a 10 KB monospaced ASCII subset of Liberation Mono, renamed
because "Liberation" is a Reserved Font Name; see
tests/assets/akgl_test_mono.LICENSE.txt. Monospaced so the suite can assert
width("AAAA") == 4 * width("A") rather than hardcode glyph metrics.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 06:55:25 -04:00
22162db2da 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>
2026-07-30 02:03:21 -04:00
3854b33750 Update tilemap tests for renderer backends
Migrate tilemap tests to pointer-based game globals and current loader signatures, initialize the renderer callback used by image comparisons, and refresh the character fixture schema. Preserve loaded tileset names by removing a duplicate heap allocation.

Co-authored-by: Codex (GPT-5) <noreply@openai.com>
2026-07-29 18:25:36 -04:00
cf9ebb206f Repair embedded dependency build and test setup
Isolate vendored test registration, namespace project error codes, and update dependency revisions. Fix mutable sprite path handling, out-of-tree fixtures, and charviewer initialization while documenting the outstanding character-to-sprite refcount bug.

Co-authored-by: Codex (GPT-5) <noreply@openai.com>
2026-07-29 18:17:08 -04:00
359ae23414 Unify the library on an akgl_ namespace 2026-05-07 22:01:27 -04:00
0a386a6a67 Removed box2d physics because of linking problems (and nothing's using it yet). Also tests work now.
```
ln -s ../tests/assets build/assets
cd build
make test
```
2025-08-03 14:07:56 -04:00