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>
379 lines
12 KiB
C
379 lines
12 KiB
C
/**
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* @file heap.c
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* @brief Unit tests for the fixed-size object pools and their refcounting.
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*
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* The pools are process-wide arrays, so every test that fills one calls
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* akgl_heap_init() first and leaves the heap empty behind it.
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*/
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#include <SDL3/SDL.h>
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#include <string.h>
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#include <akerror.h>
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#include <akgl/error.h>
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#include <akgl/heap.h>
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#include <akgl/actor.h>
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#include <akgl/character.h>
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#include <akgl/sprite.h>
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#include <akgl/registry.h>
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#include <akgl/staticstring.h>
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#include "testutil.h"
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/**
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* @brief Reset every pool and the registries that reference their objects.
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*
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* The registries hold raw pointers into the pools, so clearing a pool without
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* clearing the registry would leave dangling entries for the next test.
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*/
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static akerr_ErrorContext *reset_all_heaps(void)
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{
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PREPARE_ERROR(e);
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ATTEMPT {
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CATCH(e, akgl_registry_init_actor());
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CATCH(e, akgl_registry_init_sprite());
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CATCH(e, akgl_registry_init_spritesheet());
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CATCH(e, akgl_registry_init_character());
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CATCH(e, akgl_heap_init());
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_heap_init_clears_every_pool(void)
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{
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PREPARE_ERROR(e);
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bool clean = true;
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int i = 0;
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ATTEMPT {
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// Dirty every pool, then require that init scrubs all of them.
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for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
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HEAP_ACTOR[i].refcount = 5;
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}
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for ( i = 0; i < AKGL_MAX_HEAP_SPRITE; i++ ) {
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HEAP_SPRITE[i].refcount = 5;
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}
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for ( i = 0; i < AKGL_MAX_HEAP_SPRITESHEET; i++ ) {
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HEAP_SPRITESHEET[i].refcount = 5;
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}
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for ( i = 0; i < AKGL_MAX_HEAP_CHARACTER; i++ ) {
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HEAP_CHARACTER[i].refcount = 5;
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}
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for ( i = 0; i < AKGL_MAX_HEAP_STRING; i++ ) {
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HEAP_STRING[i].refcount = 5;
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}
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CATCH(e, akgl_heap_init());
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for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
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TEST_ASSERT_FLAG(clean, HEAP_ACTOR[i].refcount == 0);
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}
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TEST_ASSERT(e, clean, "akgl_heap_init left a nonzero refcount in the actor pool");
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for ( i = 0; i < AKGL_MAX_HEAP_SPRITE; i++ ) {
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TEST_ASSERT_FLAG(clean, HEAP_SPRITE[i].refcount == 0);
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}
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TEST_ASSERT(e, clean, "akgl_heap_init left a nonzero refcount in the sprite pool");
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for ( i = 0; i < AKGL_MAX_HEAP_SPRITESHEET; i++ ) {
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TEST_ASSERT_FLAG(clean, HEAP_SPRITESHEET[i].refcount == 0);
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}
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TEST_ASSERT(e, clean, "akgl_heap_init left a nonzero refcount in the spritesheet pool");
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for ( i = 0; i < AKGL_MAX_HEAP_CHARACTER; i++ ) {
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TEST_ASSERT_FLAG(clean, HEAP_CHARACTER[i].refcount == 0);
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}
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TEST_ASSERT(e, clean, "akgl_heap_init left a nonzero refcount in the character pool");
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for ( i = 0; i < AKGL_MAX_HEAP_STRING; i++ ) {
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TEST_ASSERT_FLAG(clean, HEAP_STRING[i].refcount == 0);
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}
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TEST_ASSERT(e, clean, "akgl_heap_init left a nonzero refcount in the string pool");
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// akgl_heap_init_actor clears only the actor pool.
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HEAP_ACTOR[0].refcount = 9;
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HEAP_SPRITE[0].refcount = 9;
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CATCH(e, akgl_heap_init_actor());
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TEST_ASSERT(e, HEAP_ACTOR[0].refcount == 0,
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"akgl_heap_init_actor did not clear the actor pool");
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TEST_ASSERT(e, HEAP_SPRITE[0].refcount == 9,
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"akgl_heap_init_actor cleared the sprite pool as well");
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HEAP_SPRITE[0].refcount = 0;
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_heap_next_string_refcounting(void)
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{
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PREPARE_ERROR(e);
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akgl_String *first = NULL;
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akgl_String *second = NULL;
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ATTEMPT {
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CATCH(e, reset_all_heaps());
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// akgl_heap_next_string is the only acquire function that claims the slot
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// it hands out; the others leave refcount at zero for the caller to set.
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CATCH(e, akgl_heap_next_string(&first));
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TEST_ASSERT(e, first->refcount == 1,
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"akgl_heap_next_string returned a slot with refcount %d, expected 1",
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first->refcount);
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CATCH(e, akgl_heap_next_string(&second));
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TEST_ASSERT(e, second != first,
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"akgl_heap_next_string handed out the same slot twice");
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CATCH(e, akgl_heap_release_string(first));
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CATCH(e, akgl_heap_release_string(second));
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TEST_ASSERT(e, first->refcount == 0,
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"releasing a string left refcount at %d", first->refcount);
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_heap_exhaustion(void)
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{
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PREPARE_ERROR(e);
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akgl_Actor *actor = NULL;
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akgl_Sprite *sprite = NULL;
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akgl_SpriteSheet *sheet = NULL;
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akgl_Character *basechar = NULL;
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akgl_String *str = NULL;
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int i = 0;
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ATTEMPT {
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// Actors: the acquire function does not claim the slot, so the test does.
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CATCH(e, reset_all_heaps());
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for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
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HEAP_ACTOR[i].refcount = 1;
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}
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TEST_EXPECT_STATUS(e, AKGL_ERR_HEAP, akgl_heap_next_actor(&actor),
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"akgl_heap_next_actor with every slot claimed");
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CATCH(e, reset_all_heaps());
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for ( i = 0; i < AKGL_MAX_HEAP_SPRITE; i++ ) {
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HEAP_SPRITE[i].refcount = 1;
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}
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TEST_EXPECT_STATUS(e, AKGL_ERR_HEAP, akgl_heap_next_sprite(&sprite),
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"akgl_heap_next_sprite with every slot claimed");
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CATCH(e, reset_all_heaps());
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for ( i = 0; i < AKGL_MAX_HEAP_SPRITESHEET; i++ ) {
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HEAP_SPRITESHEET[i].refcount = 1;
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}
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TEST_EXPECT_STATUS(e, AKGL_ERR_HEAP, akgl_heap_next_spritesheet(&sheet),
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"akgl_heap_next_spritesheet with every slot claimed");
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CATCH(e, reset_all_heaps());
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for ( i = 0; i < AKGL_MAX_HEAP_CHARACTER; i++ ) {
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HEAP_CHARACTER[i].refcount = 1;
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}
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TEST_EXPECT_STATUS(e, AKGL_ERR_HEAP, akgl_heap_next_character(&basechar),
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"akgl_heap_next_character with every slot claimed");
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// Strings claim their own slots, so draining the pool needs no help.
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CATCH(e, reset_all_heaps());
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for ( i = 0; i < AKGL_MAX_HEAP_STRING; i++ ) {
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CATCH(e, akgl_heap_next_string(&str));
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}
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TEST_EXPECT_STATUS(e, AKGL_ERR_HEAP, akgl_heap_next_string(&str),
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"akgl_heap_next_string with the pool drained");
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// A single release makes exactly one slot available again.
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CATCH(e, akgl_heap_release_string(&HEAP_STRING[0]));
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TEST_EXPECT_OK(e, akgl_heap_next_string(&str),
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"akgl_heap_next_string after freeing one slot");
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TEST_ASSERT(e, str == &HEAP_STRING[0],
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"the reclaimed string was not the slot that was released");
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CATCH(e, reset_all_heaps());
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_heap_release_refcounting(void)
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{
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PREPARE_ERROR(e);
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akgl_Sprite *sprite = NULL;
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ATTEMPT {
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CATCH(e, reset_all_heaps());
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CATCH(e, akgl_heap_next_sprite(&sprite));
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// A shared object survives until the last reference goes away.
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sprite->refcount = 2;
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strncpy((char *)&sprite->name, "shared", AKGL_SPRITE_MAX_NAME_LENGTH - 1);
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CATCH(e, akgl_heap_release_sprite(sprite));
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TEST_ASSERT(e, sprite->refcount == 1,
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"releasing a twice-referenced sprite left refcount %d, expected 1",
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sprite->refcount);
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TEST_ASSERT(e, sprite->name[0] == 's',
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"releasing a still-referenced sprite cleared its data");
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CATCH(e, akgl_heap_release_sprite(sprite));
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TEST_ASSERT(e, sprite->refcount == 0,
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"the final release left refcount %d, expected 0", sprite->refcount);
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TEST_ASSERT(e, sprite->name[0] == 0x00,
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"the final release did not clear the sprite");
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// Releasing an already-free object is clamped, not wrapped below zero.
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CATCH(e, akgl_heap_release_sprite(sprite));
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TEST_ASSERT(e, sprite->refcount == 0,
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"over-releasing drove refcount to %d, expected a clamp at 0",
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sprite->refcount);
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_heap_release_actor_children(void)
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{
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PREPARE_ERROR(e);
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akgl_Actor *parent = NULL;
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akgl_Actor *child = NULL;
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char namebuf[AKGL_ACTOR_MAX_NAME_LENGTH];
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bool released = true;
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int i = 0;
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ATTEMPT {
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CATCH(e, reset_all_heaps());
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CATCH(e, akgl_heap_next_actor(&parent));
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CATCH(e, akgl_actor_initialize(parent, "parent"));
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// Fill every child slot, then release the parent once.
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for ( i = 0; i < AKGL_ACTOR_MAX_CHILDREN; i++ ) {
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snprintf((char *)&namebuf, AKGL_ACTOR_MAX_NAME_LENGTH, "child%d", i);
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CATCH(e, akgl_heap_next_actor(&child));
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CATCH(e, akgl_actor_initialize(child, (char *)&namebuf));
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CATCH(e, akgl_actor_add_child(parent, child));
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}
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CATCH(e, akgl_heap_release_actor(parent));
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TEST_ASSERT(e, parent->refcount == 0,
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"releasing the parent left refcount %d", parent->refcount);
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// Each child was initialized to 1 and incremented to 2 by add_child, so
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// the recursive release should have brought every one of them back to 1.
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for ( i = 1; i <= AKGL_ACTOR_MAX_CHILDREN; i++ ) {
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TEST_ASSERT_FLAG(released, HEAP_ACTOR[i].refcount == 1);
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}
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TEST_ASSERT(e, released,
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"releasing a parent did not decrement every child exactly once");
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CATCH(e, reset_all_heaps());
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_heap_release_clears_registry(void)
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{
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PREPARE_ERROR(e);
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akgl_Actor *actor = NULL;
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akgl_Character *basechar = NULL;
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ATTEMPT {
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CATCH(e, reset_all_heaps());
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CATCH(e, akgl_heap_next_actor(&actor));
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CATCH(e, akgl_actor_initialize(actor, "registered"));
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TEST_ASSERT(e, SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "registered", NULL) != NULL,
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"akgl_actor_initialize did not register the actor");
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CATCH(e, akgl_heap_release_actor(actor));
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TEST_ASSERT(e, SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "registered", NULL) == NULL,
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"releasing an actor left a dangling registry entry");
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CATCH(e, akgl_heap_next_character(&basechar));
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CATCH(e, akgl_character_initialize(basechar, "regchar"));
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TEST_ASSERT(e, SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "regchar", NULL) != NULL,
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"akgl_character_initialize did not register the character");
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CATCH(e, akgl_heap_release_character(basechar));
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TEST_ASSERT(e, SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "regchar", NULL) == NULL,
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"releasing a character left a dangling registry entry");
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CATCH(e, reset_all_heaps());
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_heap_release_nullpointers(void)
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{
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PREPARE_ERROR(e);
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ATTEMPT {
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_heap_release_actor(NULL),
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"akgl_heap_release_actor(NULL)");
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_heap_release_sprite(NULL),
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"akgl_heap_release_sprite(NULL)");
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_heap_release_spritesheet(NULL),
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"akgl_heap_release_spritesheet(NULL)");
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_heap_release_character(NULL),
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"akgl_heap_release_character(NULL)");
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TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_heap_release_string(NULL),
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"akgl_heap_release_string(NULL)");
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *test_heap_release_spritesheet_texture(void)
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{
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PREPARE_ERROR(e);
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akgl_SpriteSheet *sheet = NULL;
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ATTEMPT {
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CATCH(e, reset_all_heaps());
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CATCH(e, akgl_heap_next_spritesheet(&sheet));
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// A spritesheet with no texture must still release cleanly; the texture
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// branch is exercised by the sprite suite, which has a live renderer.
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sheet->refcount = 1;
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sheet->texture = NULL;
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CATCH(e, akgl_heap_release_spritesheet(sheet));
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TEST_ASSERT(e, sheet->refcount == 0,
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"releasing a textureless spritesheet left refcount %d", sheet->refcount);
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TEST_ASSERT(e, sheet->texture == NULL,
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"releasing a spritesheet left a non-NULL texture pointer");
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} CLEANUP {
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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int main(void)
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{
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PREPARE_ERROR(errctx);
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SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
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SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
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ATTEMPT {
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CATCH(errctx, akgl_heap_init());
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CATCH(errctx, akgl_registry_init());
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CATCH(errctx, test_heap_init_clears_every_pool());
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CATCH(errctx, test_heap_next_string_refcounting());
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CATCH(errctx, test_heap_exhaustion());
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CATCH(errctx, test_heap_release_refcounting());
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CATCH(errctx, test_heap_release_actor_children());
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CATCH(errctx, test_heap_release_clears_registry());
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CATCH(errctx, test_heap_release_nullpointers());
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CATCH(errctx, test_heap_release_spritesheet_texture());
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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}
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