Commit Graph

15 Commits

Author SHA1 Message Date
9c2f80bcb9 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 07:33:55 -04:00
21d69192e3 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>
2026-08-01 07:33:37 -04:00
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
76ea04205c 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>
2026-08-01 07:33:35 -04:00
9924d74dcc 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>
2026-08-01 07:33:35 -04:00
9b124f2e27 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
28bde4176d Reindent all C sources to the canonical stroustrup style
Mechanical whitespace-only change across src/, include/, tests/, and
util/, applied with scripts/reindent.sh. No behavioral change.

Most files already conformed. The genuine outliers indented at 2 columns
(json_helpers.c, util.c from akgl_rectangle_points onward, assets.c,
staticstring.c, akgl_actor_add_child, util.h, staticstring.h) or used
spaces where the canonical form is a tab (draw.c). cc-mode also re-aligns
line-continuation backslashes in multi-line macros to its default
c-backslash-column, which is required for the tree to be a fixed point of
the indenter.

Verified whitespace-only: `git diff -w` over this change is empty apart
from three trailing blank lines removed at EOF in src/heap.c,
src/registry.c, and tests/tilemap.c. The build produces no new errors and
ctest is unchanged at 13/14, with `character` still the one intentional
failure.

The tree is now a fixed point of `scripts/reindent.sh --check`.

include/akgl/SDL_GameControllerDB.h is generated and excluded.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:17:37 -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
a0b2dda4cf Rename library to AKGL (AKLabs Game Library) 2026-05-07 22:20:10 -04:00
359ae23414 Unify the library on an akgl_ namespace 2026-05-07 22:01:27 -04:00
6763b5629f Got the suite rebuilding, most tests pass, actor and sprite are failing 2026-05-03 23:57:55 -04:00
f475dfb6ee Move from 'libsdlerror' to 'libakerror' 2026-01-05 08:58:06 -05:00
ae697a178c Moved include files to a proper sdl3game include directory 2025-08-03 10:41:09 -04:00
5bd7803051 Exported libsdl3game from the sdl3-gametest demo project 2025-08-03 10:07:35 -04:00