It asked whether either rectangle enclosed one of the other's four corners --
eight akgl_collide_point_rectangle calls, stopping at the first hit. That is a
different question from "do these overlap", and it has the wrong answer for one
arrangement: a tall thin rectangle crossing a short wide one overlaps in a plus
sign with no corner of either inside the other, and all eight tests said no.
A long thin platform crossing a tall thin character is exactly that shape, so
this is a shape a 2D game produces, not a curiosity. util.h carried an @note
describing it and docs/18-utilities.md had a diagram of it, both under the
heading of a limitation rather than a defect, and there was no test for it at
all -- nor for full containment, nor for a shared edge.
It is four comparisons now, on both axes. `<=` rather than `<` because
akgl_collide_point_rectangle is inclusive on all four edges and these two have
always agreed that touching counts; a span test written with `<` would have
silently changed a contract both the header and the manual state.
The test was written first and failed on the cross before the fix went in.
Two answers change for a caller upgrading, and both are in the header note and
the chapter:
- The cross reports `true`, which is the point.
- The comparison is in float rather than through akgl_Point's int members, so a
sub-pixel overlap is no longer truncated away. A pickup test that was
accidentally forgiving by up to a pixel is no longer forgiving. Both tutorials
use this for coins and hazards; both still pass.
Faster as a side effect rather than a goal, and worth recording because the
numbers move a documented budget: 24.9 ns -> 6.1 overlapping, 57.9 -> 6.1
disjoint, and the all-pairs sweep over 64 actors 115 us -> 12.2. The disjoint
case gained most because it was the one that ran all eight tests before
answering.
The three moved rows are re-recorded in PERFORMANCE.md and nothing else is.
akgl_rectangle_points is untouched by this change and reads 6.1 in the same run
against the 4.0 recorded, so 6 ns is this run's floor and the new figure means
"too cheap to measure" rather than "exactly 6.1" -- said in the prose so the
next reader does not re-baseline the table around it.
Co-Authored-By: Claude Code <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Updates deps/libakstdlib to 669b2b3. That commit is a TODO entry rather
than new code, so the interesting part is what libakgl was not yet
calling: it links libakstdlib and uses ten of its wrappers while calling
the raw libc function at a good many more sites. Four of those were
carrying a real defect.
akgl_game_save checked every write and threw away the close. Every write
goes through aksl_fwrite, and for a record this size all of them land in
stdio's buffer -- nothing reaches the device until the close flushes it,
so a full disk, an exceeded quota or an NFS server going away is
reported only there. The function returned success over a savegame that
was never written. aksl_fclose surfaces it. tests/game.c reaches the
path through /dev/full, which accepts writes and fails at the flush;
against the unfixed code the test reports "expected a failure, got
success" with ENOSPC.
The close has to drop the FILE * before the status is examined, because
fclose(3) disassociates the stream either way and CLEANUP would close it
again. Written the other way round it aborted in glibc with "double free
detected in tcache" the first time a close actually failed, which is how
that ordering was found.
akgl_game_load's end-of-file check used fgetc(3), which spells "end of
file" and "the read failed" with the same EOF -- a disk error there read
as a clean end and passed the check it was meant to fail. aksl_fgetc
tells them apart. Extracted to require_at_eof, because inverting the
sense of a call inline needs a nested ATTEMPT whose break binds to the
wrong switch.
Two snprintf sites were truncating under a silenced
-Wformat-truncation. The compiler was right about both. The tileset one
handed the shortened path to IMG_LoadTexture, so a length error was
reported as a missing file, with SDL naming a path the caller never
wrote. Both use aksl_snprintf now and the suppression is gone; nothing
in the tree uses those macros any more. tests/tilemap.c covers the join,
and against the unfixed code it gets AKGL_ERR_SDL where it wants
AKERR_OUTOFBOUNDS.
The two src/game.c strncpy sites the fixed-width copy sweep missed --
the savegame name field and the libversion stamp -- use aksl_strncpy and
sizeof rather than a repeated 32.
Also makes tests/physics_sim.c deterministic. It placed gravity_time at
"now - dt" and let the real clock supply the step, so a machine busy
enough to deschedule the process between that store and the
SDL_GetTicksNS() inside simulate got a longer step. It went red once,
under a parallel ctest. It now sets max_timestep to the step it wants
and gravity_time to zero, so the bound supplies the step and the
scheduler cannot reach it.
TODO.md records what is deliberately not adopted: the pure-arithmetic
wrappers, which can only fail on NULL and which the tree already spells
two ways, and the collections, which the registries do not want because
SDL owns the property-set lifetime. AGENTS.md has the rule and the
fclose ordering trap.
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
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>
Closes internal-consistency items 19 through 36, 38 and 41. Item 37, the ~180
redundant casts, is deliberately left open with its reasoning in TODO.md: the
benefit only arrives once the build turns on the warnings those casts suppress,
and doing it before that is churn across the two files with the most
outstanding functional defects.
The two that were real bugs are in the actor state table.
AKGL_ACTOR_STATE_STRING_NAMES was declared [AKGL_ACTOR_MAX_STATES+1] and
defined [32], so a consumer trusting the declared bound read past the object;
and indices 11 and 12 were named UNDEFINED_11 and UNDEFINED_12 where actor.h
has MOVING_IN and MOVING_OUT, so no character JSON could bind a sprite to
either state. tests/registry.c now walks the whole table -- every entry
non-NULL, every entry resolving to its own bit, no two entries sharing a name.
The bitmask macros are parenthesized and AKGL_BITMASK_CLEAR has lost the
semicolon inside its body. Writing tests/bitmasks.c for that turned up
something worth knowing: the obvious test does not catch it. For a bit that is
set, the misparse `!(mask & bit) == bit` gives the same answer as the correct
one. It only diverges for an unset bit whose value is not 1, and that is the
shape the suite uses now.
akgl_draw_background was the last public function outside the error protocol.
It takes a backend like everything else in draw.h, restores the draw colour it
found, and is tested -- TODO.md had it filed under "needs the offscreen
renderer harness", which was never true; what it needed was to stop reading the
global.
All eight registry initializers go through one helper, so the seven that leaked
an SDL_PropertiesID on every call after the first no longer do. Fixed in the
same place because it is the same function: akgl_registry_init never called
akgl_registry_init_properties, which made akgl_set_property a silent no-op for
anyone not going through akgl_game_init -- Defects, Known and still open item 3.
Also: AKGL_COLLIDE_RECTANGLES (three open parens, two closes) and akgl_Frame
deleted, float32_t/float64_t used consistently, the developer-specific debug
logging removed from the controller inner loop, the abandoned SDL_GetBasePath
comments removed, nine unused locals removed, and dst renamed to dest.
akgl_game_update's default flags no longer OR the same bit twice. That changes
nothing today, and the reason is Performance item 32: the loop never reads
either bit, which is why every actor is updated sixteen times a frame. Still
open.
25/25 pass, memcheck clean, reindent --check clean.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Closes internal-consistency item 18. The convention was settled -- AGENTS.md
records errctx winning 92 sites to 45 -- but the other 45 were still there, and
four files favoured `e` throughout while six favoured errctx, sometimes within
one file.
Its own commit because it is a rename and nothing else. All 333 changed lines
are a single identifier substitution: applying \be\b -> errctx to each removed
line reproduces the added line exactly, and the counts match at 333 either way.
`e` keeps its meaning where the convention actually wants it -- an incoming
error context being inspected, as in akgl_get_json_with_default(e, ...) -- which
is why that function was left alone.
25/25 pass, reindent --check clean.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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>
Closes internal-consistency items 7 through 15. Nineteen non-static functions
were in the ABI with no declaration anywhere, so no consumer could call them
and any consumer could collide with them.
The four gamepad_handle_* functions are the ones that mattered: controller.h
declared akgl_controller_handle_button_down and three siblings that did not
exist, so anything compiled against the header alone failed to link. The
definitions carry the declared names now, which also closes Defects -> Known
and still open item 10, and their documentation moved to the header.
The rest are either declared under a "part of the internal API" block --
akgl_game_save_actors and akgl_game_load_versioncmp, which tests/game.c had to
declare for itself, plus six tilemap loader helpers the untested-loader work
wants to reach -- or static, which is what the four save iterators and
load_objectnamemap should always have been. akgl_path_relative_from is deleted:
declared nowhere, called from nowhere, never wrote its output, and leaked a
pooled string on every call, so it closes Known and still open item 4 and item
40 by ceasing to exist.
scripts/check_api_surface.sh keeps it closed. It reads the built library's
dynamic symbol table and every public header with comments stripped, and fails
on an exported akgl_* symbol that is declared nowhere. Stripping comments is
the whole point -- four of these were mentioned in controller.h prose, which is
how they went unnoticed.
The pool-size ceilings are defined once, in heap.h, so the #ifndef override
hook fires for the first time; actor.h, sprite.h and character.h were defining
the same four unconditionally from headers heap.h includes above its own guard.
tests/header_pool_override.c fails the compile if that regresses.
Also here: (void) rather than () on the twelve no-argument entry points,
AKERR_NOIGNORE only on declarations, static helpers with the akgl_ prefix
dropped, and the six parameter-name mismatches. akgl_get_json_with_default had
its two contexts swapped rather than merely misspelled -- the incoming one was
`err` and its own was `e`, which is the name reserved for an incoming one.
24/24 pass, reindent --check clean.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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>
akgl_path_relative took its ENOENT branch by returning from inside the
HANDLE block, which skips the RELEASE_ERROR that FINISH ends with. The
handled context was never given back, so one entry of AKERR_ARRAY_ERROR
was lost per call and the 129th call hit "Unable to pull an error context
from the array!" and exited the process.
That branch is not an edge case: every asset path inside a tilemap is
resolved relative to the map's own directory, so it is taken several times
per map load. A game that loaded fifty levels died in the loader. It was
found by a benchmark that loaded the fixture map in a loop, which is the
first thing in this tree to call it more than a hundred times.
The fallback now runs after FINISH, so the context is released on the way
past. tests/util.c resolves AKERR_MAX_ARRAY_ERROR * 2 paths through the
branch and asserts the pool is where it started -- against the old code
that test does not fail, it terminates the suite.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The Doxygen comments were generated from the declarations, so 217 @throws
lines across 21 headers read "When the corresponding validation or operation
fails" and told a caller nothing beyond the status name. The @param lines were
the same shape: every output was "Output destination populated by the
function", every instance "Object to initialize, inspect, or modify".
Rewritten against the implementations, following the pattern libakstdlib
already uses:
- @throws names the condition. akgl_sprite_load_json separated AKERR_KEY
(absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS
(filename too long, or array indexed past its end), and gained AKGL_ERR_SDL
and AKGL_ERR_HEAP, which it raises and never declared.
- Parameters say whether they are required, what a NULL means, and what is
written on a failure path. Where an argument is not checked, the doc says so:
akgl_heap_next_actor's dest is a crash on NULL, not an error, and
akgl_render_2d_frame_start dereferences self before testing it.
- The conventions move up to the file blocks so the per-function docs stay
short. json_helpers.h states once that absence is an error here and that
json_t * results are borrowed; heap.h explains the pool model and the
acquire asymmetry; physics.h carries the thrust/environmental/velocity table.
- Struct fields, enum values, macros and exported globals are documented,
including the dead ones - sprite_w/sprite_h, movetimer, p_scale and
timer_gravity are read by nothing, and say so.
Also fixes ten comments in error.h and audio.h that opened with /** rather
than /**<, so Doxygen attached them to the following entity and rendered the
text as part of the macro's value. Verified against the generated HTML.
Comments only - no declaration changed. Doxygen builds clean under
WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Pass fixed buffer sizes to the bounded formatting and realpath wrappers. Route save-game records through exact-transfer helpers so the required fread/fwrite count parameter stays local to the complete-record contract.
Co-Authored-By: Codex GPT-5 <noreply@openai.com>
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>
Add file, structure, global, and function documentation across all libakgl-owned headers and sources, including parameter contracts and likely AKERR/AKGL_ERR exceptions. Add a strict Doxyfile and build the generated API documentation in Gitea CI with warnings treated as failures.
Co-authored-by: Codex (GPT-5) <noreply@openai.com>