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>
679 lines
24 KiB
C
679 lines
24 KiB
C
#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <jansson.h>
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#include <akerror.h>
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#include <akgl/util.h>
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#include <akgl/heap.h>
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#include <akgl/registry.h>
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#include <akgl/tilemap.h>
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#include <akgl/actor.h>
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#include <akgl/game.h>
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#include <akgl/json_helpers.h>
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#include "testutil.h"
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/**
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* @brief akgl_get_json_tilemap_property must give back its scratch strings on every path.
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*
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* It claims two pool strings per call -- one for the property name it is
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* comparing, one for the declared type -- and used to leave the block through a
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* `SUCCEED_RETURN` from inside `ATTEMPT` on the path where it *found* what it
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* was asked for. That returns past `CLEANUP`, so the ordinary, successful
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* lookup was the leaking one, at two of the pool's 256 entries a time. A map
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* load does this several times per layer.
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*
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* Three paths, run more times than the pool has entries: found, absent, and
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* present-but-wrong-type. Against the old code the found loop exhausts the pool
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* and comes back AKGL_ERR_HEAP long before it finishes.
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*/
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akerr_ErrorContext *test_tilemap_property_lookup_releases_strings(void)
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{
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PREPARE_ERROR(errctx);
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json_t *jsondoc = NULL;
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json_error_t jsonerr;
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akgl_String *pathstr = NULL;
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int baseline = 0;
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int propnum = 0;
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int i = 0;
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ATTEMPT {
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CATCH(errctx, akgl_heap_next_string(&pathstr));
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snprintf(
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(char *)&pathstr->data,
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AKGL_MAX_STRING_LENGTH,
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"%s%s",
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SDL_GetBasePath(),
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"assets/snippets/test_tilemap_get_json_tilemap_property.json"
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);
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jsondoc = json_load_file((char *)&pathstr->data, 0, (json_error_t *)&jsonerr);
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FAIL_ZERO_BREAK(errctx, jsondoc, AKERR_NULLPOINTER, "Failure loading json fixture: %s", (char *)jsonerr.text);
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baseline = test_string_pool_used();
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// The success path. Twice the pool size, so a leak of even one entry
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// per call cannot finish.
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for ( i = 0; i < (AKGL_MAX_HEAP_STRING * 2); i++ ) {
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CATCH(errctx, akgl_get_json_properties_integer(jsondoc, "state", &propnum));
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}
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TEST_ASSERT(
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errctx,
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test_string_pool_used() == baseline,
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"%d successful property lookups left %d pool strings claimed, expected %d",
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(AKGL_MAX_HEAP_STRING * 2),
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test_string_pool_used(),
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baseline);
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// The absent path, which reports AKERR_KEY from after FINISH.
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for ( i = 0; i < (AKGL_MAX_HEAP_STRING * 2); i++ ) {
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TEST_EXPECT_STATUS(
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errctx,
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AKERR_KEY,
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akgl_get_json_properties_integer(jsondoc, "no_such_property", &propnum),
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"looking up a property the object does not have");
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}
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TEST_ASSERT(
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errctx,
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test_string_pool_used() == baseline,
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"absent-property lookups left %d pool strings claimed, expected %d",
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test_string_pool_used(),
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baseline);
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// The wrong-type path, which fails from inside the ATTEMPT block with
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// both scratch strings already claimed.
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for ( i = 0; i < (AKGL_MAX_HEAP_STRING * 2); i++ ) {
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TEST_EXPECT_STATUS(
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errctx,
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AKERR_TYPE,
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akgl_get_json_properties_integer(jsondoc, "character", &propnum),
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"reading a string property as an int");
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}
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TEST_ASSERT(
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errctx,
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test_string_pool_used() == baseline,
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"wrong-type lookups left %d pool strings claimed, expected %d",
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test_string_pool_used(),
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baseline);
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} CLEANUP {
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if ( jsondoc != NULL ) {
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json_decref(jsondoc);
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jsondoc = NULL;
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}
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if ( pathstr != NULL ) {
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IGNORE(akgl_heap_release_string(pathstr));
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}
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_tilemap_akgl_get_json_tilemap_property(void)
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{
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PREPARE_ERROR(errctx);
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json_t *jsondoc = NULL;
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json_error_t jsonerr;
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akgl_String *tmpstr = NULL;
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int propnum;
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ATTEMPT {
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akgl_gamemap = &akgl_default_gamemap;
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akgl_renderer = &akgl_default_renderer;
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CATCH(errctx, akgl_heap_next_string(&tmpstr));
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snprintf(
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(char *)&tmpstr->data,
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AKGL_MAX_STRING_LENGTH,
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"%s%s",
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SDL_GetBasePath(),
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"assets/snippets/test_tilemap_get_json_tilemap_property.json"
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);
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jsondoc = json_load_file((char *)&tmpstr->data, 0, (json_error_t *)&jsonerr);
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FAIL_ZERO_BREAK(errctx, jsondoc, AKERR_NULLPOINTER, "Failure loading json fixture: %s", (char *)jsonerr.text);
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CATCH(
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errctx,
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akgl_get_json_properties_string(
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jsondoc,
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"character",
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&tmpstr
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)
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);
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FAIL_NONZERO_BREAK(
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errctx,
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strcmp((char *)&tmpstr->data, "testcharacter"),
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AKERR_VALUE,
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"Incorrect value loaded from property `character` (`testcharacter` vs `%s`)",
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(char *)&tmpstr->data
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);
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CATCH(
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errctx,
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akgl_get_json_properties_integer(
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jsondoc,
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"state",
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&propnum
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)
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);
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FAIL_NONZERO_BREAK(
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errctx,
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(propnum != 6),
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AKERR_VALUE,
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"Incorrect value loaded from property `state` (6 vs %d)",
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propnum
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);
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} CLEANUP {
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if ( tmpstr != NULL ) {
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IGNORE(akgl_heap_release_string(tmpstr));
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}
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if ( jsondoc != NULL ) {
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json_decref(jsondoc);
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}
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_akgl_tilemap_compute_tileset_offsets(void)
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{
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int comparison_values[8] = {
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0, // Tile 0 X
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0, // Tile 0 Y
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10, // Tile 1 X
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0, // Tile 1 Y
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0, // Tile 2 X
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10, // Tile 2 Y
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10, // Tile 2 X
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10 // Tile 2 Y
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};
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int *comparison_ptrs[8] = {
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&akgl_gamemap->tilesets[0].tile_offsets[0][0], // Tile 0 X
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&akgl_gamemap->tilesets[0].tile_offsets[0][1], // Tile 0 Y
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&akgl_gamemap->tilesets[0].tile_offsets[1][0], // Tile 1 X
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&akgl_gamemap->tilesets[0].tile_offsets[1][1], // Tile 0 Y
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&akgl_gamemap->tilesets[0].tile_offsets[2][0], // Tile 2 X
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&akgl_gamemap->tilesets[0].tile_offsets[2][1], // Tile 2 Y
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&akgl_gamemap->tilesets[0].tile_offsets[3][0], // Tile 3 X
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&akgl_gamemap->tilesets[0].tile_offsets[3][1], // Tile 3 Y
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};
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int i = 0;
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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akgl_gamemap->tilesets[0].tilecount = 4;
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akgl_gamemap->tilesets[0].columns = 2;
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akgl_gamemap->tilesets[0].firstgid = 1;
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akgl_gamemap->tilesets[0].imageheight = 20;
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akgl_gamemap->tilesets[0].imagewidth = 20;
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akgl_gamemap->tilesets[0].tilecount = 4;
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akgl_gamemap->tilesets[0].tileheight = 10;
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akgl_gamemap->tilesets[0].tilewidth = 10;
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akgl_gamemap->tilesets[0].spacing = 0;
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akgl_gamemap->tilesets[0].margin = 0;
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PREPARE_ERROR(errctx);
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ATTEMPT {
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akgl_gamemap = &akgl_default_gamemap;
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akgl_renderer = &akgl_default_renderer;
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CATCH(errctx, akgl_tilemap_compute_tileset_offsets(akgl_gamemap, 0));
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// Tile 0 X offset
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for ( i = 0; i < 8; i++ ) {
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FAIL_NONZERO_BREAK(
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errctx,
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(*comparison_ptrs[i] != comparison_values[i]),
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AKERR_VALUE,
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"Tile offset incorrectly calculated for index %d (%d vs %d)",
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i,
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*comparison_ptrs[i],
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comparison_values[i]
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);
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}
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief The loader must refuse a map that would overrun its fixed tables.
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*
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* Two loops indexed straight from the document. `curlayer->objects[j]` had no
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* check against AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER, and `dest->tilesets[i]`
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* none against AKGL_TILEMAP_MAX_TILESETS. The object one is the reachable one:
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* 128 objects is not a large object layer, and akgl_TilemapObject is big, so
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* the 129th wrote well past the end of the layer.
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*
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* akgl_tilemap_load_layers already bounded its own loop and raised
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* AKERR_OUTOFBOUNDS, so the shape to copy was in the same file.
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*/
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/**
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* @brief Releasing a map twice must not free a texture twice.
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*
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* The layers loop tested `dest->layers[i].texture` and then destroyed
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* `dest->tilesets[i].texture` -- already destroyed by the loop above it. So
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* every tileset texture was freed twice on a single release, and no image
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* layer's texture was freed at all. Neither pointer was cleared either, so a
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* second release was a use-after-free on top of that.
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*/
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akerr_ErrorContext *test_akgl_tilemap_release_is_idempotent(void)
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{
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akgl_String *pathstr = NULL;
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PREPARE_ERROR(errctx);
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int i = 0;
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ATTEMPT {
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akgl_gamemap = &akgl_default_gamemap;
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akgl_renderer = &akgl_default_renderer;
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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CATCH(errctx, akgl_heap_next_string(&pathstr));
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
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SDL_GetBasePath(), "assets/testmap.tmj");
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CATCH(errctx, akgl_tilemap_load((char *)&pathstr->data, akgl_gamemap));
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TEST_ASSERT(errctx, akgl_gamemap->numtilesets > 0,
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"the fixture map loaded no tilesets, so this test proves nothing");
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TEST_ASSERT(errctx, akgl_gamemap->tilesets[0].texture != NULL,
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"the fixture map's first tileset has no texture");
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TEST_EXPECT_OK(errctx, akgl_tilemap_release(akgl_gamemap), "releasing a loaded map");
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for ( i = 0; i < AKGL_TILEMAP_MAX_TILESETS; i++ ) {
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TEST_ASSERT(errctx, akgl_gamemap->tilesets[i].texture == NULL,
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"tileset %d's texture pointer survived release", i);
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}
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for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
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TEST_ASSERT(errctx, akgl_gamemap->layers[i].texture == NULL,
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"layer %d's texture pointer survived release", i);
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}
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// The one that used to be a use-after-free.
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TEST_EXPECT_OK(errctx, akgl_tilemap_release(akgl_gamemap), "releasing the same map again");
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TEST_EXPECT_OK(errctx, akgl_tilemap_release(akgl_gamemap), "releasing it a third time");
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TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_tilemap_release(NULL),
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"releasing a NULL map");
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} CLEANUP {
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if ( pathstr != NULL ) {
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IGNORE(akgl_heap_release_string(pathstr));
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}
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_akgl_tilemap_load_bounds_fixed_tables(void)
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{
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akgl_String *pathstr = NULL;
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PREPARE_ERROR(errctx);
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json_t *doc = NULL;
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json_error_t errdata;
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ATTEMPT {
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akgl_gamemap = &akgl_default_gamemap;
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akgl_renderer = &akgl_default_renderer;
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CATCH(errctx, akgl_heap_next_string(&pathstr));
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// Exactly the maximum must still load.
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
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SDL_GetBasePath(), "assets/snippets/test_tilemap_max_objects.json");
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doc = json_load_file((char *)&pathstr->data, 0, &errdata);
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FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "max-objects fixture: %s", (char *)&errdata.text);
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
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TEST_EXPECT_OK(errctx,
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akgl_tilemap_load_layer_objects(akgl_gamemap, doc, 0, pathstr),
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"loading an object layer with exactly the maximum objects");
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json_decref(doc);
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doc = NULL;
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// One more must be refused rather than written.
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
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SDL_GetBasePath(), "assets/snippets/test_tilemap_too_many_objects.json");
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doc = json_load_file((char *)&pathstr->data, 0, &errdata);
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FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "too-many-objects fixture: %s", (char *)&errdata.text);
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
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TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
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akgl_tilemap_load_layer_objects(akgl_gamemap, doc, 0, pathstr),
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"loading an object layer with one object too many");
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json_decref(doc);
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doc = NULL;
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// And the tileset table.
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
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SDL_GetBasePath(), "assets/snippets/test_tilemap_too_many_tilesets.json");
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doc = json_load_file((char *)&pathstr->data, 0, &errdata);
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FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "too-many-tilesets fixture: %s", (char *)&errdata.text);
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
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TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
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akgl_tilemap_load_tilesets(akgl_gamemap, doc, pathstr),
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"loading a map with one tileset too many");
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TEST_ASSERT(errctx, akgl_gamemap->numtilesets <= AKGL_TILEMAP_MAX_TILESETS,
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"numtilesets reached %d, past the %d the table holds",
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akgl_gamemap->numtilesets, AKGL_TILEMAP_MAX_TILESETS);
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} CLEANUP {
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if ( doc != NULL ) {
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json_decref(doc);
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}
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if ( pathstr != NULL ) {
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IGNORE(akgl_heap_release_string(pathstr));
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}
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_akgl_tilemap_load_layer_objects(void)
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{
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akgl_String *pathstr;
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PREPARE_ERROR(errctx);
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json_t *doc = NULL;
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json_t *layers = NULL;
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json_t *objectlayer = NULL;
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json_error_t errdata;
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akgl_Actor *testactor;
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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ATTEMPT {
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akgl_gamemap = &akgl_default_gamemap;
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akgl_renderer = &akgl_default_renderer;
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CATCH(errctx, akgl_heap_next_string(&pathstr));
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/testmap.tmj");
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doc = json_load_file((char *)&pathstr->data, 0, &errdata);
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
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FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "Failed to load testmap: %s", (char *)&errdata.text);
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CATCH(errctx, akgl_get_json_array_value(doc, "layers", &layers));
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CATCH(errctx, akgl_get_json_array_index_object(layers, 1, &objectlayer));
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CATCH(errctx, akgl_tilemap_load_layer_objects(akgl_gamemap, objectlayer, 1, pathstr));
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testactor = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "testactor", NULL);
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FAIL_ZERO_BREAK(
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errctx,
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testactor,
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AKERR_NULLPOINTER,
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"Test Actor was not loaded from the test map"
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);
|
|
if ( (testactor->basechar != SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "testcharacter", NULL)) ||
|
|
(testactor->layer != 1) ||
|
|
(testactor->state != 6) ||
|
|
(testactor->visible != true) ||
|
|
(testactor->x != 16) ||
|
|
(testactor->y != 16) ) {
|
|
FAIL_BREAK(errctx, AKERR_VALUE, "Test actor was loaded with incorrect values (check gdb)");
|
|
}
|
|
} CLEANUP {
|
|
if ( pathstr != NULL ) {
|
|
IGNORE(akgl_heap_release_string(pathstr));
|
|
}
|
|
if ( doc != NULL ) {
|
|
json_decref(doc);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_load_layer_tile(void)
|
|
{
|
|
akgl_String *pathstr;
|
|
PREPARE_ERROR(errctx);
|
|
json_t *doc = NULL;
|
|
json_t *layers = NULL;
|
|
json_t *tilelayer = NULL;
|
|
json_t *tiledata = NULL;
|
|
json_error_t errdata;
|
|
|
|
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
|
|
|
|
ATTEMPT {
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
CATCH(errctx, akgl_heap_next_string(&pathstr));
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/testmap.tmj");
|
|
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
|
|
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "Failed to load testmap: %s", (char *)&errdata.text);
|
|
CATCH(errctx, akgl_get_json_array_value(doc, "layers", &layers));
|
|
CATCH(errctx, akgl_get_json_array_index_object(layers, 0, &tilelayer));
|
|
CATCH(errctx, akgl_get_json_array_value(tilelayer, "data", &tiledata));
|
|
CATCH(errctx, akgl_tilemap_load_layer_tile(akgl_gamemap, tilelayer, 0, pathstr));
|
|
if ( (akgl_gamemap->layers[0].data[0] != 1) ||
|
|
(akgl_gamemap->layers[0].data[1] != 2) ||
|
|
(akgl_gamemap->layers[0].data[2] != 3) ||
|
|
(akgl_gamemap->layers[0].data[3] != 4) ) {
|
|
FAIL_BREAK(errctx, AKERR_VALUE, "Test tilemap layer 0 tiles loaded with incorrect values (check gdb)");
|
|
}
|
|
} CLEANUP {
|
|
if ( pathstr != NULL ) {
|
|
IGNORE(akgl_heap_release_string(pathstr));
|
|
}
|
|
if ( doc != NULL ) {
|
|
json_decref(doc);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_load_layers(void)
|
|
{
|
|
akgl_String *pathstr;
|
|
PREPARE_ERROR(errctx);
|
|
json_t *doc = NULL;
|
|
json_error_t errdata;
|
|
int i = 0;
|
|
|
|
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
|
|
|
|
ATTEMPT {
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
CATCH(errctx, akgl_heap_next_string(&pathstr));
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/testmap.tmj");
|
|
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
|
|
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "Failed to load testmap: %s", (char *)&errdata.text);
|
|
CATCH(errctx, akgl_tilemap_load_layers(akgl_gamemap, doc, pathstr));
|
|
FAIL_NONZERO_BREAK(
|
|
errctx,
|
|
(akgl_gamemap->numlayers != 3),
|
|
AKERR_VALUE,
|
|
"Map layer count incorrect"
|
|
);
|
|
for ( i = 0; i < akgl_gamemap->numlayers; i++ ) {
|
|
if ( (akgl_gamemap->layers[i].opacity != 1) ||
|
|
(akgl_gamemap->layers[i].visible != true) ||
|
|
(akgl_gamemap->layers[i].id != (i + 1)) ||
|
|
(akgl_gamemap->layers[i].x != 0) ||
|
|
(akgl_gamemap->layers[i].y != 0) ) {
|
|
FAIL(errctx, AKERR_VALUE, "Map layer data loaded incorrectly (see gdb)");
|
|
goto _test_akgl_tilemap_load_layers_cleanup;
|
|
}
|
|
}
|
|
// Layer 2 should have 1 object loaded
|
|
if ( (akgl_gamemap->layers[1].objects[0].actorptr != SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "testactor", NULL)) ||
|
|
(akgl_gamemap->layers[1].objects[1].name[0] != '\0' ) ||
|
|
(akgl_gamemap->layers[1].objects[1].id != 0) ) {
|
|
FAIL_BREAK(errctx, AKERR_VALUE, "Map layer 2 should have 1 loaded object (testactor) and nothing else (see gdb)");
|
|
}
|
|
// Layer 1 and 3 should have no objects
|
|
for ( i = 0; i < AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER ; i++ ) {
|
|
if ( akgl_gamemap->layers[0].objects[i].id != 0 ) {
|
|
FAIL(errctx, AKERR_VALUE, "Map layers 1 and 3 should have no objects loaded but found objects");
|
|
goto _test_akgl_tilemap_load_layers_cleanup;
|
|
}
|
|
}
|
|
for ( i = 0; i < AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER ; i++ ) {
|
|
if ( akgl_gamemap->layers[2].objects[i].id != 0 ) {
|
|
FAIL(errctx, AKERR_VALUE, "Map layers 1 and 3 should have no objects loaded but found objects");
|
|
goto _test_akgl_tilemap_load_layers_cleanup;
|
|
}
|
|
}
|
|
// Layers 1 and 3 should have tile data
|
|
if ( (akgl_gamemap->layers[0].data[0] != 1) ||
|
|
(akgl_gamemap->layers[0].data[1] != 2) ||
|
|
(akgl_gamemap->layers[0].data[2] != 3) ||
|
|
(akgl_gamemap->layers[0].data[3] != 4) ||
|
|
(akgl_gamemap->layers[2].data[0] != 0) ||
|
|
(akgl_gamemap->layers[2].data[1] != 5) ||
|
|
(akgl_gamemap->layers[2].data[2] != 0) ||
|
|
(akgl_gamemap->layers[2].data[3] != 6)
|
|
) {
|
|
FAIL_BREAK(errctx, AKERR_VALUE, "Map layers 1 and 3 should have tile data but it is incorrect");
|
|
}
|
|
_test_akgl_tilemap_load_layers_cleanup:
|
|
} CLEANUP {
|
|
if ( pathstr != NULL ) {
|
|
IGNORE(akgl_heap_release_string(pathstr));
|
|
}
|
|
if ( doc != NULL ) {
|
|
json_decref(doc);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_load_tilesets(void)
|
|
{
|
|
akgl_String *pathstr = NULL;
|
|
PREPARE_ERROR(errctx);
|
|
json_t *doc = NULL;
|
|
json_error_t errdata;
|
|
SDL_Texture *image = NULL;
|
|
|
|
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
|
|
|
|
ATTEMPT {
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
CATCH(errctx, akgl_heap_next_string(&pathstr));
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/testmap.tmj");
|
|
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
|
|
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "Failed to load testmap: %s", (char *)&errdata.text);
|
|
CATCH(errctx, akgl_tilemap_load_tilesets(akgl_gamemap, doc, pathstr));
|
|
FAIL_NONZERO_BREAK(errctx, (akgl_gamemap->numtilesets != 1), AKERR_VALUE, "Incorrect number of tilesets loaded for map");
|
|
if ( (akgl_gamemap->tilesets[0].columns != 48 ) ||
|
|
(akgl_gamemap->tilesets[0].firstgid != 1) ||
|
|
(akgl_gamemap->tilesets[0].imageheight != 576) ||
|
|
(akgl_gamemap->tilesets[0].imagewidth != 768) ||
|
|
(akgl_gamemap->tilesets[0].margin != 0) ||
|
|
(akgl_gamemap->tilesets[0].spacing != 0) ||
|
|
(akgl_gamemap->tilesets[0].tilecount != 1728) ||
|
|
(akgl_gamemap->tilesets[0].tileheight != 16) ||
|
|
(akgl_gamemap->tilesets[0].tilewidth != 16) ) {
|
|
FAIL_BREAK(errctx, AKERR_VALUE, "Tileset loaded with incorrect values");
|
|
}
|
|
FAIL_NONZERO_BREAK(
|
|
errctx,
|
|
strcmp((char *)&akgl_gamemap->tilesets[0].name, "World_A1"),
|
|
AKERR_VALUE,
|
|
"Tileset loaded with incorrect name");
|
|
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/World_A1.png");
|
|
image = IMG_LoadTexture(akgl_renderer->sdl_renderer, (char *)&pathstr->data);
|
|
FAIL_ZERO_BREAK(errctx, image, AKGL_ERR_SDL, "Failed to load comparison image");
|
|
|
|
CATCH(
|
|
errctx,
|
|
akgl_render_and_compare(
|
|
akgl_gamemap->tilesets[0].texture,
|
|
image,
|
|
0, 0, 768, 576,
|
|
"test_akgl_tilemap_loaded_tileset.png")
|
|
);
|
|
|
|
} CLEANUP {
|
|
if ( pathstr != NULL ) {
|
|
IGNORE(akgl_heap_release_string(pathstr));
|
|
}
|
|
if ( doc != NULL ) {
|
|
json_decref(doc);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_load(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
|
|
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
|
|
|
|
ATTEMPT {
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
CATCH(errctx, akgl_tilemap_load("assets/testmap.tmj", akgl_gamemap));
|
|
} CLEANUP {
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_draw(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
|
|
ATTEMPT {
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
} CLEANUP {
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_draw_tileset(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
|
|
ATTEMPT {
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
} CLEANUP {
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
int main(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
|
|
ATTEMPT {
|
|
CATCH(errctx, akgl_error_init());
|
|
TEST_TRAP_UNHANDLED_ERRORS();
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest");
|
|
|
|
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO )) {
|
|
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't initialize SDL: %s", SDL_GetError());
|
|
}
|
|
|
|
if (!SDL_CreateWindowAndRenderer("net/aklabs/libakgl/test_sprite", 768, 576, 0, &akgl_window, &akgl_renderer->sdl_renderer)) {
|
|
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
|
|
}
|
|
akgl_renderer->draw_texture = &akgl_render_2d_draw_texture;
|
|
|
|
CATCH(errctx, akgl_registry_init());
|
|
CATCH(errctx, akgl_heap_init());
|
|
CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
|
|
CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
|
|
CATCH(errctx, akgl_character_load_json("assets/testcharacter.json"));
|
|
|
|
CATCH(errctx, test_tilemap_akgl_get_json_tilemap_property());
|
|
CATCH(errctx, test_tilemap_property_lookup_releases_strings());
|
|
CATCH(errctx, test_akgl_tilemap_compute_tileset_offsets());
|
|
CATCH(errctx, test_akgl_tilemap_load_layer_objects());
|
|
CATCH(errctx, test_akgl_tilemap_load_layer_tile());
|
|
CATCH(errctx, test_akgl_tilemap_load_layers());
|
|
CATCH(errctx, test_akgl_tilemap_load_tilesets());
|
|
CATCH(errctx, test_akgl_tilemap_load_bounds_fixed_tables());
|
|
CATCH(errctx, test_akgl_tilemap_release_is_idempotent());
|
|
//CATCH(errctx, test_akgl_tilemap_load());
|
|
//CATCH(errctx, test_akgl_tilemap_draw_tileset());
|
|
//CATCH(errctx, test_akgl_tilemap_draw());
|
|
} CLEANUP {
|
|
} PROCESS(errctx) {
|
|
} FINISH_NORETURN(errctx);
|
|
|
|
}
|