Closes Defects items 16 and 17 and Known-and-still-open item 6. All three let an asset file, or a caller's argument, write past a fixed array. akgl_sprite_load_json took its frame count straight from the document and wrote that many entries into a 16-byte frameids -- through a uint32_t * cast of a uint8_t *, so each write touched four bytes and the overrun reached four bytes past the array, into the rest of akgl_Sprite and then the next pool slot. The count is checked first now, each id is read into an int and narrowed deliberately, and a frame number too large for a uint8_t is refused rather than truncated into an index for a different tile. The tilemap loader had the same shape twice: objects[j] with no check against AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER and tilesets[i] with none against AKGL_TILEMAP_MAX_TILESETS. akgl_tilemap_load_layers already bounded its own loop, so the pattern was in the same file. The object one is the reachable half -- 128 objects is not a large object layer. akgl_string_initialize zeroed sizeof(akgl_String) starting at `data`, which begins after the refcount in front of it, so it ran four bytes past the end of the object and onto the *next* slot's refcount -- the field the allocator reads to decide whether a slot is free. Same file, same class, fixed with it: akgl_string_copy accepted a count larger than the buffers, reading past one pool slot and writing past another, which the header documented as behaviour. Every case has a test that fails against the old code, with five new fixtures. Exactly-the-maximum is asserted alongside one-past in each, so the bound cannot be fixed by making the limit off by one. 25/25 pass, memcheck clean, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
272 lines
10 KiB
C
272 lines
10 KiB
C
/**
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* @file sprite.c
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* @brief Implements the sprite subsystem.
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*/
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <string.h>
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#include <jansson.h>
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#include <akerror.h>
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#include <libgen.h>
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#include <akgl/game.h>
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#include <akgl/sprite.h>
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#include <akgl/json_helpers.h>
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#include <akgl/heap.h>
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#include <akgl/registry.h>
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#include <akgl/staticstring.h>
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#include <akgl/iterator.h>
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#include <akgl/util.h>
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akerr_ErrorContext *akgl_spritesheet_coords_for_frame(akgl_Sprite *self, SDL_FRect *srccoords, uint8_t frameid)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "NULL sprite");
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FAIL_ZERO_RETURN(errctx, srccoords, AKERR_NULLPOINTER, "NULL SDL_Rect");
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FAIL_ZERO_RETURN(errctx, self->sheet, AKERR_NULLPOINTER, "NULL spritesheet");
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srccoords->x = self->width * self->frameids[frameid];
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if ( srccoords->x >= self->sheet->texture->w ) {
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srccoords->y = ((int)srccoords->x / self->sheet->texture->w) * self->height;
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srccoords->x = ((int)srccoords->x % self->sheet->texture->w);
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} else {
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srccoords->y = 0;
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}
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srccoords->w = self->width;
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srccoords->h = self->height;
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Find or load the spritesheet a sprite definition names.
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*
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* Resolves the `spritesheet.filename` path relative to the sprite definition's
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* own directory, then looks that resolved path up in #AKGL_REGISTRY_SPRITESHEET.
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* A hit is reused as is -- which is what keeps ten sprites cut from one image
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* down to one texture -- and a miss claims a sheet from the pool and loads it,
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* reading `frame_width` and `frame_height` only in that case.
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*
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* @param json The parsed sprite document, whose `spritesheet` object
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* this reads. Required in practice; not checked.
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* @param sheet Receives the sheet, whether found or freshly loaded.
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* Required; not checked. On the reuse path the sheet's
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* reference count is *not* incremented, so the sprite
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* borrows it.
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* @param relative_path Directory to resolve the image path against -- the
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* directory holding the sprite JSON. Required.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_KEY If the document has no `spritesheet` object, or that object
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* has no `filename` -- or, on the load path, no `frame_width` or
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* `frame_height`.
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* @throws AKERR_TYPE If one of those has the wrong JSON type.
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* @throws AKERR_OUTOFBOUNDS If the joined path is too long for a pooled string.
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* @throws ENOENT If the image path does not exist.
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* @throws AKGL_ERR_SDL If the image cannot be decoded.
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* @throws AKGL_ERR_HEAP If the spritesheet or string pool is exhausted.
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*/
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static akerr_ErrorContext *sprite_load_json_spritesheet(json_t *json, akgl_SpriteSheet **sheet, char *relative_path)
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{
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PREPARE_ERROR(errctx);
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json_t *spritesheet_json = NULL;
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int ss_frame_width = 0;
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int ss_frame_height = 0;
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akgl_String *ss_filename = NULL;
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akgl_String *tmpstr = NULL;
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ATTEMPT {
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CATCH(errctx, akgl_heap_next_string(&tmpstr));
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CATCH(errctx, akgl_string_initialize(tmpstr, NULL));
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CATCH(errctx, akgl_get_json_object_value((json_t *)json, "spritesheet", &spritesheet_json));
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CATCH(errctx, akgl_get_json_string_value((json_t *)spritesheet_json, "filename", &ss_filename));
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CATCH(errctx, akgl_path_relative(relative_path, ss_filename->data, tmpstr));
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*sheet = SDL_GetPointerProperty(
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AKGL_REGISTRY_SPRITESHEET,
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(char *)&tmpstr->data,
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NULL
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);
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if ( *sheet == NULL ) {
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CATCH(errctx, akgl_heap_next_spritesheet(sheet));
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CATCH(errctx, akgl_get_json_integer_value((json_t *)spritesheet_json, "frame_width", &ss_frame_width));
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CATCH(errctx, akgl_get_json_integer_value((json_t *)spritesheet_json, "frame_height", &ss_frame_height));
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CATCH(errctx,
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akgl_spritesheet_initialize(
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(akgl_SpriteSheet *)*sheet,
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ss_frame_width,
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ss_frame_height,
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(char *)&tmpstr->data)
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);
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}
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} CLEANUP {
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IGNORE(akgl_heap_release_string(ss_filename));
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IGNORE(akgl_heap_release_string(tmpstr));
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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 *akgl_sprite_load_json(char *filename)
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{
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PREPARE_ERROR(errctx);
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json_t *json = NULL;
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json_t *frames = NULL;
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json_error_t error;
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akgl_Sprite *obj = NULL;
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akgl_SpriteSheet *sheet = NULL;
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akgl_String *spritename = NULL;
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akgl_String *filename_copy = NULL;
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int i = 0;
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int framecount = 0;
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int frameid = 0;
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FAIL_ZERO_RETURN(errctx, filename, AKERR_NULLPOINTER, "Received null filename");
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ATTEMPT {
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CATCH(errctx, akgl_heap_next_sprite(&obj));
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CATCH(errctx, akgl_heap_next_string(&filename_copy));
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FAIL_NONZERO_BREAK(
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errctx,
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strlen(filename) >= AKGL_MAX_STRING_LENGTH,
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AKERR_OUTOFBOUNDS,
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"Sprite filename exceeds temporary string capacity"
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);
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SDL_strlcpy(filename_copy->data, filename, AKGL_MAX_STRING_LENGTH);
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//CATCH(errctx, akgl_heap_next_string(&tmpstr));
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//CATCH(errctx, akgl_string_initialize(tmpstr, NULL));
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CATCH(errctx, akgl_heap_next_string(&spritename));
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CATCH(errctx, akgl_string_initialize(spritename, NULL));
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json = (json_t *)json_load_file(filename, 0, &error);
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FAIL_ZERO_BREAK(
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errctx,
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json,
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AKERR_NULLPOINTER,
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"Error while loading sprite from %s on line %d: %s", filename, error.line, error.text
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);
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CATCH(errctx, sprite_load_json_spritesheet((json_t *)json, &sheet, dirname(filename_copy->data)));
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CATCH(errctx, akgl_get_json_string_value((json_t *)json, "name", &spritename));
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CATCH(errctx,
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akgl_sprite_initialize(
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(akgl_Sprite *)obj,
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spritename->data,
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(akgl_SpriteSheet *)sheet)
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);
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CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "width", &obj->width));
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CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "height", &obj->height));
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CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "speed", &obj->speed));
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obj->speed = obj->speed * AKGL_TIME_ONEMS_NS;
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CATCH(errctx, akgl_get_json_boolean_value((json_t *)json, "loop", &obj->loop));
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CATCH(errctx, akgl_get_json_boolean_value((json_t *)json, "loopReverse", &obj->loopReverse));
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CATCH(errctx, akgl_get_json_array_value((json_t *)json, "frames", &frames));
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// Bounded before anything is written. frameids is
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// AKGL_SPRITE_MAX_FRAMES bytes, and this loop used to take its count
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// straight from the document -- so a definition with seventeen frames
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// wrote past the array, past the rest of akgl_Sprite, and into the
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// neighbouring pool slot.
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framecount = (int)json_array_size((json_t *)frames);
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FAIL_NONZERO_BREAK(
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errctx,
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(framecount > AKGL_SPRITE_MAX_FRAMES),
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AKERR_OUTOFBOUNDS,
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"Sprite %s declares %d frames; the maximum is %d",
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(char *)&obj->name,
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framecount,
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AKGL_SPRITE_MAX_FRAMES
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);
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obj->frames = framecount;
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for ( i = 0 ; i < framecount; i++ ) {
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// Read into an int and narrow deliberately. The old form wrote
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// through a uint32_t * cast of a uint8_t *, so every element write
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// touched four bytes; it only appeared to work because the next
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// iteration overwrote the spill and the last one landed in the
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// struct's alignment padding.
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CATCH(errctx, akgl_get_json_array_index_integer((json_t *)frames, i, &frameid));
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FAIL_NONZERO_BREAK(
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errctx,
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((frameid < 0) || (frameid > UINT8_MAX)),
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AKERR_OUTOFBOUNDS,
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"Sprite %s frame %d is %d; frame numbers are 0..%d",
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(char *)&obj->name,
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i,
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frameid,
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UINT8_MAX
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);
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obj->frameids[i] = (uint8_t)frameid;
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}
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} CLEANUP {
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// The sprite copies every field it wants out of the document and the
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// sheet is found by resolved path, so nothing here points into the
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// parsed tree once this block runs. Released on both paths.
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if ( json != NULL ) {
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json_decref(json);
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json = NULL;
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}
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if ( errctx != NULL && errctx->status != 0 ) {
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IGNORE(akgl_heap_release_sprite(obj));
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IGNORE(akgl_heap_release_spritesheet(sheet));
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}
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IGNORE(akgl_heap_release_string(spritename));
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IGNORE(akgl_heap_release_string(filename_copy));
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//IGNORE(akgl_heap_release_string(tmpstr));
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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 *akgl_sprite_initialize(akgl_Sprite *spr, char *name, akgl_SpriteSheet *sheet)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, spr, AKERR_NULLPOINTER, "Null sprite reference");
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FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "Empty sprite name");
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FAIL_ZERO_RETURN(errctx, sheet, AKERR_NULLPOINTER, "Null spritesheet reference");
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memset(spr, 0x00, sizeof(akgl_Sprite));
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memcpy(spr->name, name, AKGL_SPRITE_MAX_NAME_LENGTH);
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spr->sheet = sheet;
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FAIL_ZERO_RETURN(
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errctx,
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SDL_SetPointerProperty(AKGL_REGISTRY_SPRITE, (char *)&spr->name, (void *)spr),
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AKERR_KEY,
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"Unable to add sprite to registry");
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spr->refcount += 1;
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_spritesheet_initialize(akgl_SpriteSheet *sheet, int sprite_w, int sprite_h, char *filename)
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{
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PREPARE_ERROR(errctx);
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//akgl_String *tmpstr = NULL;
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, sheet, AKERR_NULLPOINTER, "Null spritesheet pointer");
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FAIL_ZERO_BREAK(errctx, filename, AKERR_NULLPOINTER, "Null filename pointer");
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memset(sheet, 0x00, sizeof(akgl_SpriteSheet));
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//CATCH(errctx, akgl_heap_next_string(&tmpstr));
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//CATCH(errctx, akgl_string_initialize(tmpstr, NULL));
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strncpy((char *)&sheet->name, filename, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH);
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sheet->texture = IMG_LoadTexture(akgl_renderer->sdl_renderer, filename);
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FAIL_ZERO_BREAK(errctx, sheet->texture, AKGL_ERR_SDL, "Failed loading asset %s : %s", filename, SDL_GetError());
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FAIL_ZERO_BREAK(
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errctx,
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SDL_SetPointerProperty(AKGL_REGISTRY_SPRITESHEET, (char *)sheet->name, (void *)sheet),
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AKERR_KEY,
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"Unable to add spritesheet to registry: %s",
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SDL_GetError());
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sheet->refcount += 1;
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} CLEANUP {
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//IGNORE(akgl_heap_release_string(tmpstr));
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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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