Files
libakgl/tests/game.c
Andrew Kesterson 28fa929f6a Make savegames, optional array elements, empty text and coverage work
Closes Known-and-still-open items 7 and 13, and Defects items 18, 25 and 27.

The savegame name tables carry no length prefix, so writer and reader have to
agree on a field width exactly. The writer used each object's own maximum name
length -- 512 for a spritesheet, a filename -- and the reader used
AKGL_ACTOR_MAX_NAME_LENGTH for all four. Four AKGL_GAME_SAVE_*_NAME_WIDTH
constants drive both sides now.

The failure turned out to be worse than "cannot be read back": a reader
stepping the wrong width does not run off anything, it finds a run of zeros
inside an entry, stops early, and reports success with silently wrong maps. A
test asserting only that the load succeeded passed against the broken reader.
So akgl_game_load checks it is at EOF once the tables are read, which turns a
width disagreement into AKERR_IO instead of a corruption. That is the assertion
the new roundtrip test -- the first with all four registries populated -- hangs
on.

akgl_get_json_with_default gains a third HANDLE_GROUP for AKERR_OUTOFBOUNDS,
which is what the array index accessors report, so "this element is optional"
works for an array element and not only for an object member. The arm goes
above the one holding the memcpy: HANDLE_GROUP emits no break and every arm
falls into that body.

That test needed a second attempt. with_default returns *the context it was
given* when it does not handle the status, so TEST_EXPECT_OK -- which releases
whatever the statement returns -- double-released it against a CLEANUP block
that released it too, and a double-released context corrupts the failure rather
than reporting it. The first draft passed against the unfixed library.

akgl_text_rendertextat returns success without rasterizing for the empty
string, matching akgl_text_measure, which has always accepted it. The check
sits after the font and backend guards, so drawing nothing still refuses what
drawing something refuses. tests/text.c had this case written and unasserted
waiting for the two halves of the header to agree.

character_load_json_state_int_from_strings guards dest rather than testing
states twice. Not asserted: the function is static with one call site that
passes a real pointer, so the guard cannot fire, and reaching it from a test
would mean giving it external linkage purely for that.

Both gcovr invocations take the build tree as an explicit positional search
path. gcovr searches --root when given none, which is the source directory,
where build trees live; --object-directory does not narrow it. Verified by
building two instrumented trees with a source edit between them: the old
invocation fails with "Got function write_exact on multiple lines: 46, 48" and
exits 64, the new one exits 0 and the full coverage run passes with the stale
tree still present.

25/25 pass, reindent --check, check_api_surface and check_error_protocol clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 07:34:51 -04:00

753 lines
26 KiB
C

/**
* @file game.c
* @brief Unit tests for savegame serialization, version gating, and frame accounting.
*
* akgl_game_init() and akgl_game_update() need a window and a live frame loop,
* so they are out of scope here. Everything else in the game module is either
* pure logic or file IO and is covered below.
*/
#include <SDL3/SDL.h>
#include <stdio.h>
#include <string.h>
#include <unistd.h>
#include <akerror.h>
#include <akgl/error.h>
#include <akgl/game.h>
#include <akgl/actor.h>
#include <akgl/character.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/sprite.h>
#include <akgl/staticstring.h>
#include <akgl/renderer.h>
#include <akgl/physics.h>
#include <akgl/iterator.h>
#include "testutil.h"
/** @brief Scratch savegame path, created and removed by the tests that use it. */
static char savepath[] = "akgl_test_savegame.bin";
/** @brief Scratch path for deliberately malformed savegames. */
static char truncatedpath[] = "akgl_test_truncated.bin";
/** @brief Populate the process-wide game record with a valid identity. */
static void set_game_identity(void)
{
memset(&akgl_game, 0x00, sizeof(akgl_Game));
strncpy((char *)&akgl_game.libversion, AKGL_VERSION, 31);
strncpy((char *)&akgl_game.version, "1.2.3", 31);
strncpy((char *)&akgl_game.name, "libakgl test game", 255);
strncpy((char *)&akgl_game.uri, "https://example.invalid/akgl-test", 255);
}
akerr_ErrorContext *test_game_load_versioncmp_matching(void)
{
PREPARE_ERROR(e);
ATTEMPT {
TEST_EXPECT_OK(e, akgl_game_load_versioncmp("library", "1.2.3", "1.2.3"),
"identical versions must be compatible");
TEST_EXPECT_OK(e, akgl_game_load_versioncmp("library", "0.1.0", "0.1.0"),
"identical zero-major versions must be compatible");
TEST_EXPECT_OK(e, akgl_game_load_versioncmp("game", "10.20.30", "10.20.30"),
"identical multi-digit versions must be compatible");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_load_versioncmp_mismatched(void)
{
PREPARE_ERROR(e);
ATTEMPT {
// A savegame from a different build is refused on any component.
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load_versioncmp("library", "2.2.3", "1.2.3"),
"a differing major version must be refused");
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load_versioncmp("library", "1.3.3", "1.2.3"),
"a differing minor version must be refused");
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load_versioncmp("library", "1.2.4", "1.2.3"),
"a differing patch version must be refused");
// Unparseable versions are a value error, distinct from a mismatch.
TEST_EXPECT_STATUS(e, AKERR_VALUE, akgl_game_load_versioncmp("library", "1.2.3", "not-a-version"),
"an unparseable current version must be refused");
TEST_EXPECT_STATUS(e, AKERR_VALUE, akgl_game_load_versioncmp("library", "not-a-version", "1.2.3"),
"an unparseable savegame version must be refused");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_game_load_versioncmp(NULL, "1.2.3", "1.2.3"),
"versioncmp with a NULL version type");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_game_load_versioncmp("library", NULL, "1.2.3"),
"versioncmp with a NULL new version");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_game_load_versioncmp("library", "1.2.3", NULL),
"versioncmp with a NULL current version");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_load_versioncmp_releases_semver(void)
{
PREPARE_ERROR(e);
int i = 0;
bool leaked = false;
ATTEMPT {
// semver_parse allocates; the comparison must free both sides on the
// success and the failure path or a long session will drift.
for ( i = 0; i < 2000; i++ ) {
akerr_ErrorContext *result = akgl_game_load_versioncmp("library", "1.2.3", "1.2.3");
if ( result != NULL ) {
result->handled = true;
result = akerr_release_error(result);
leaked = true;
}
result = akgl_game_load_versioncmp("library", "9.9.9", "1.2.3");
if ( result != NULL ) {
result->handled = true;
result = akerr_release_error(result);
}
}
TEST_ASSERT(e, leaked == false,
"a matching version comparison started failing partway through a long run");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_save_roundtrip(void)
{
PREPARE_ERROR(e);
akgl_Game expected;
ATTEMPT {
CATCH(e, akgl_registry_init());
CATCH(e, akgl_heap_init());
set_game_identity();
akgl_game.fps = 60;
akgl_game.framesSinceUpdate = 7;
memcpy(&expected, &akgl_game, sizeof(akgl_Game));
TEST_EXPECT_OK(e, akgl_game_save((char *)&savepath), "saving a game");
// Scribble over the live state so a successful load has to restore it.
akgl_game.fps = 0;
akgl_game.framesSinceUpdate = 0;
TEST_EXPECT_OK(e, akgl_game_load((char *)&savepath), "loading the game back");
TEST_ASSERT(e, akgl_game.fps == 60, "fps restored as %d, expected 60", akgl_game.fps);
TEST_ASSERT(e, akgl_game.framesSinceUpdate == 7,
"framesSinceUpdate restored as %d, expected 7", akgl_game.framesSinceUpdate);
TEST_ASSERT(e, strncmp((char *)&akgl_game.name, (char *)&expected.name, 256) == 0,
"the game name was not preserved across a save and load");
TEST_ASSERT(e, strncmp((char *)&akgl_game.version, (char *)&expected.version, 32) == 0,
"the game version was not preserved across a save and load");
} CLEANUP {
unlink((char *)&savepath);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_load_rejects_foreign_saves(void)
{
PREPARE_ERROR(e);
ATTEMPT {
CATCH(e, akgl_registry_init());
CATCH(e, akgl_heap_init());
// A save written by a different game must not load into this one.
set_game_identity();
CATCH(e, akgl_game_save((char *)&savepath));
strncpy((char *)&akgl_game.name, "a completely different game", 255);
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load((char *)&savepath),
"a savegame with a foreign game name must be refused");
unlink((char *)&savepath);
// Same for a differing URI.
set_game_identity();
CATCH(e, akgl_game_save((char *)&savepath));
strncpy((char *)&akgl_game.uri, "https://example.invalid/other", 255);
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load((char *)&savepath),
"a savegame with a foreign URI must be refused");
unlink((char *)&savepath);
// A save written against a different library version must be refused.
set_game_identity();
strncpy((char *)&akgl_game.libversion, "99.98.97", 31);
CATCH(e, akgl_game_save((char *)&savepath));
set_game_identity();
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load((char *)&savepath),
"a savegame from a different library version must be refused");
unlink((char *)&savepath);
// And one written against a different game version.
set_game_identity();
strncpy((char *)&akgl_game.version, "4.5.6", 31);
CATCH(e, akgl_game_save((char *)&savepath));
set_game_identity();
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load((char *)&savepath),
"a savegame from a different game version must be refused");
} CLEANUP {
unlink((char *)&savepath);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_save_load_nullpointers(void)
{
PREPARE_ERROR(e);
ATTEMPT {
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_game_save(NULL),
"akgl_game_save(NULL)");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_game_load(NULL),
"akgl_game_load(NULL)");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_game_save_actors(NULL),
"akgl_game_save_actors(NULL)");
// A path under a directory that does not exist cannot be opened.
TEST_EXPECT_ANY_ERROR(e, akgl_game_save("no_such_directory/save.bin"),
"saving into a nonexistent directory");
TEST_EXPECT_ANY_ERROR(e, akgl_game_load("no_such_file_anywhere.bin"),
"loading a nonexistent savegame");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_load_truncated_table(void)
{
PREPARE_ERROR(e);
FILE *fp = NULL;
char partial[64];
ATTEMPT {
CATCH(e, akgl_registry_init());
CATCH(e, akgl_heap_init());
set_game_identity();
// A valid header followed by a table that ends before its sentinel. The
// name-map reader loops until it sees the sentinel, so it has to notice
// EOF instead of spinning.
memset(&partial, 0x00, sizeof(partial));
fp = fopen((char *)&truncatedpath, "wb");
FAIL_ZERO_BREAK(e, fp, AKERR_IO, "unable to create the truncated savegame fixture");
FAIL_ZERO_BREAK(e, fwrite(&akgl_game, 1, sizeof(akgl_Game), fp), AKERR_IO,
"unable to write the truncated savegame header");
FAIL_ZERO_BREAK(e, fwrite(&partial, 1, sizeof(partial), fp), AKERR_IO,
"unable to write the truncated savegame body");
fclose(fp);
fp = NULL;
TEST_EXPECT_ANY_ERROR(e, akgl_game_load((char *)&truncatedpath),
"loading a savegame whose name table is truncated");
} CLEANUP {
if ( fp != NULL ) {
fclose(fp);
}
unlink((char *)&truncatedpath);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_save_writes_name_tables(void)
{
PREPARE_ERROR(e);
akgl_Actor *actor = NULL;
FILE *fp = NULL;
long filesize = 0;
long minimum = 0;
ATTEMPT {
CATCH(e, akgl_registry_init());
CATCH(e, akgl_heap_init());
set_game_identity();
// One registered actor, so the actor table has a real entry ahead of its
// terminating sentinel.
CATCH(e, akgl_heap_next_actor(&actor));
CATCH(e, akgl_actor_initialize(actor, "saved_actor"));
TEST_EXPECT_OK(e, akgl_game_save((char *)&savepath), "saving a game with one actor");
fp = fopen((char *)&savepath, "rb");
FAIL_ZERO_BREAK(e, fp, AKERR_IO, "unable to reopen the savegame");
fseek(fp, 0, SEEK_END);
filesize = ftell(fp);
// The header, then four name tables each ending in a name-sized and a
// pointer-sized sentinel, plus the one real actor entry.
minimum = (long)sizeof(akgl_Game)
+ (long)(AKGL_ACTOR_MAX_NAME_LENGTH + sizeof(akgl_Actor *)) * 2
+ (long)(AKGL_SPRITE_MAX_NAME_LENGTH + sizeof(akgl_Sprite *))
+ (long)(AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH + sizeof(akgl_SpriteSheet *))
+ (long)(AKGL_CHARACTER_MAX_NAME_LENGTH + sizeof(akgl_Character *));
TEST_ASSERT(e, filesize >= minimum,
"the savegame is %ld bytes, expected at least %ld for the header and four name tables",
filesize, minimum);
} CLEANUP {
if ( fp != NULL ) {
fclose(fp);
}
unlink((char *)&savepath);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_state_lock(void)
{
PREPARE_ERROR(e);
ATTEMPT {
set_game_identity();
akgl_game.statelock = SDL_CreateMutex();
FAIL_ZERO_BREAK(e, akgl_game.statelock, AKGL_ERR_SDL, "unable to create the state mutex");
TEST_EXPECT_OK(e, akgl_game_state_lock(), "taking the state lock");
TEST_EXPECT_OK(e, akgl_game_state_unlock(), "releasing the state lock");
// The lock is reusable after a matched unlock.
TEST_EXPECT_OK(e, akgl_game_state_lock(), "retaking the state lock");
TEST_EXPECT_OK(e, akgl_game_state_unlock(), "releasing the state lock again");
} CLEANUP {
if ( akgl_game.statelock != NULL ) {
SDL_DestroyMutex(akgl_game.statelock);
akgl_game.statelock = NULL;
}
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/**
* @brief akgl_game_update_fps must not call a lowfpsfunc nobody installed.
*
* `game.fps` is 0 for the first second of the process, which is under the
* threshold, so this fires on frame one. Only akgl_game_init installs the
* default -- and renderer.h documents the other path deliberately: a host that
* owns its own window calls akgl_render_2d_bind instead. Such an embedder
* crashed here on its first frame, through a NULL function pointer.
*/
akerr_ErrorContext *test_game_updateFPS_without_a_lowfps_handler(void)
{
PREPARE_ERROR(e);
ATTEMPT {
set_game_identity();
// Exactly the state a host that never called akgl_game_init is in.
akgl_game.lowfpsfunc = NULL;
akgl_game.fps = 0;
akgl_game.framesSinceUpdate = 0;
akgl_game.lastFPSTime = SDL_GetTicksNS();
akgl_game_update_fps();
TEST_ASSERT(e, akgl_game.lowfpsfunc != NULL,
"akgl_game_update_fps left lowfpsfunc NULL");
TEST_ASSERT(e, akgl_game.lowfpsfunc == &akgl_game_lowfps,
"akgl_game_update_fps installed something other than the default");
// And it keeps working on the frames after.
akgl_game_update_fps();
TEST_ASSERT(e, akgl_game.framesSinceUpdate == 2,
"frames counted as %d over two updates, expected 2",
akgl_game.framesSinceUpdate);
} CLEANUP {
akgl_game.lowfpsfunc = &akgl_game_lowfps;
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/** @brief Cleared while the helper thread should keep holding the state mutex. */
static SDL_AtomicInt lockholder_release;
/** @brief Takes the state mutex and sits on it until lockholder_release is set. */
static int SDLCALL lockholder_thread(void *userdata)
{
SDL_Mutex *statelock = (SDL_Mutex *)userdata;
SDL_LockMutex(statelock);
while ( SDL_GetAtomicInt(&lockholder_release) == 0 ) {
SDL_Delay(10);
}
SDL_UnlockMutex(statelock);
return 0;
}
/**
* @brief akgl_game_state_lock must give up on a contended mutex in about a second.
*
* The uncontended path above never reaches the retry loop, which is where the
* budget lives and where the defect was: the loop counted against a constant
* named "one second in milliseconds" that held 1000000, so it retried 10,000
* times at 100 ms and blocked for roughly sixteen minutes before reporting
* failure. The upper bound below is the assertion that matters. The lower bound
* is there so a build that gave up immediately -- reporting failure without
* waiting at all -- cannot pass either.
*/
akerr_ErrorContext *test_game_state_lock_budget(void)
{
PREPARE_ERROR(e);
SDL_Thread *holder = NULL;
Uint64 started = 0;
Uint64 elapsed = 0;
ATTEMPT {
set_game_identity();
akgl_game.statelock = SDL_CreateMutex();
FAIL_ZERO_BREAK(e, akgl_game.statelock, AKGL_ERR_SDL, "unable to create the state mutex");
SDL_SetAtomicInt(&lockholder_release, 0);
holder = SDL_CreateThread(lockholder_thread, "akgl_test_lockholder", (void *)akgl_game.statelock);
FAIL_ZERO_BREAK(e, holder, AKGL_ERR_SDL, "unable to start the lock-holding thread");
// Wait until the helper actually owns the mutex. Without this the
// measurement races the thread start and the lock is taken on the first
// try, which measures nothing.
while ( SDL_TryLockMutex(akgl_game.statelock) == true ) {
SDL_UnlockMutex(akgl_game.statelock);
SDL_Delay(1);
}
started = SDL_GetTicksNS();
TEST_EXPECT_STATUS(
e,
AKGL_ERR_SDL,
akgl_game_state_lock(),
"taking a state lock another thread is holding");
elapsed = SDL_GetTicksNS() - started;
TEST_ASSERT(
e,
elapsed >= (AKGL_TIME_ONESEC_NS / 2),
"state lock gave up after %" SDL_PRIu64 " ns without waiting out its budget",
elapsed);
TEST_ASSERT(
e,
elapsed < (5 * (Uint64)AKGL_TIME_ONESEC_NS),
"state lock waited %" SDL_PRIu64 " ns on a %d ms budget",
elapsed,
AKGL_GAME_STATE_LOCK_BUDGET_MS);
} CLEANUP {
SDL_SetAtomicInt(&lockholder_release, 1);
if ( holder != NULL ) {
SDL_WaitThread(holder, NULL);
}
if ( akgl_game.statelock != NULL ) {
SDL_DestroyMutex(akgl_game.statelock);
akgl_game.statelock = NULL;
}
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/** @brief Counts calls made to the low-FPS callback. */
static int lowfps_calls = 0;
/** @brief Low-FPS callback stub that only records that it fired. */
static void stub_lowfps(void)
{
lowfps_calls += 1;
}
akerr_ErrorContext *test_game_updateFPS(void)
{
PREPARE_ERROR(e);
int16_t framesbefore = 0;
ATTEMPT {
set_game_identity();
akgl_game.lowfpsfunc = &stub_lowfps;
// Below the 30 FPS floor, every update notifies the callback.
akgl_game.fps = 10;
akgl_game.lastFPSTime = SDL_GetTicksNS();
lowfps_calls = 0;
framesbefore = akgl_game.framesSinceUpdate;
akgl_game_update_fps();
TEST_ASSERT(e, lowfps_calls == 1,
"a sub-30 FPS update fired the low-FPS callback %d times, expected 1", lowfps_calls);
TEST_ASSERT(e, akgl_game.framesSinceUpdate == (framesbefore + 1),
"updateFPS did not count the frame (%d, expected %d)",
akgl_game.framesSinceUpdate, framesbefore + 1);
TEST_ASSERT(e, akgl_game.lastIterTime != 0, "updateFPS did not stamp lastIterTime");
// At or above the floor, the callback stays quiet.
akgl_game.fps = 60;
akgl_game.lastFPSTime = SDL_GetTicksNS();
lowfps_calls = 0;
akgl_game_update_fps();
TEST_ASSERT(e, lowfps_calls == 0,
"a 60 FPS update fired the low-FPS callback %d times, expected 0", lowfps_calls);
// Once a full second has elapsed, the frame counter rolls into fps.
akgl_game.fps = 60;
akgl_game.framesSinceUpdate = 45;
akgl_game.lastFPSTime = SDL_GetTicksNS() - (2 * (SDL_Time)AKGL_TIME_ONESEC_NS);
akgl_game_update_fps();
TEST_ASSERT(e, akgl_game.fps == 45,
"after a second elapsed, fps rolled over as %d, expected 45", akgl_game.fps);
TEST_ASSERT(e, akgl_game.framesSinceUpdate == 1,
"the frame counter restarted at %d, expected 1", akgl_game.framesSinceUpdate);
// The shipped default callback only logs, so it just has to not crash.
akgl_game.fps = 1;
akgl_game_lowfps();
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/**
* @brief A save with a registered spritesheet must read back.
*
* The four name tables carry no length prefix, so the reader finds each entry
* by stepping a fixed width. The writer used each object's own maximum name
* length -- 512 for a spritesheet, which is a filename -- and the reader used
* AKGL_ACTOR_MAX_NAME_LENGTH for all four. The other three are 128 as well, so
* only the spritesheet table was wrong, and that was enough: every entry after
* it was read out of the middle of its neighbour.
*
* The existing roundtrip test passed because empty registries write nothing but
* the zeroed sentinel. This one puts a name in each of the four registries, and
* a long one in the spritesheet registry, so the widths actually have to agree.
*
* The registry values are placeholder pointers rather than real objects: the
* save tables record name-to-address pairs and the loader looks each name up in
* the live registry, so what the pointers point at never matters here.
*/
akerr_ErrorContext *test_game_save_roundtrip_with_a_spritesheet(void)
{
PREPARE_ERROR(e);
char longsheetname[AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH];
akgl_Actor placeholder_actor;
akgl_Sprite placeholder_sprite;
akgl_SpriteSheet placeholder_sheet;
akgl_Character placeholder_character;
int i = 0;
ATTEMPT {
CATCH(e, akgl_registry_init());
CATCH(e, akgl_heap_init());
set_game_identity();
// A spritesheet name that does not fit the width the reader used to
// assume. Filled to just under the field so the terminator still fits.
memset(&longsheetname, 0x00, sizeof(longsheetname));
for ( i = 0; i < (AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH - 1); i++ ) {
longsheetname[i] = 'a' + (i % 26);
}
FAIL_ZERO_BREAK(e, SDL_SetPointerProperty(AKGL_REGISTRY_ACTOR, "roundtrip_actor",
(void *)&placeholder_actor),
AKERR_KEY, "could not register the actor");
FAIL_ZERO_BREAK(e, SDL_SetPointerProperty(AKGL_REGISTRY_SPRITE, "roundtrip_sprite",
(void *)&placeholder_sprite),
AKERR_KEY, "could not register the sprite");
FAIL_ZERO_BREAK(e, SDL_SetPointerProperty(AKGL_REGISTRY_SPRITESHEET, (char *)&longsheetname,
(void *)&placeholder_sheet),
AKERR_KEY, "could not register the spritesheet");
FAIL_ZERO_BREAK(e, SDL_SetPointerProperty(AKGL_REGISTRY_CHARACTER, "roundtrip_character",
(void *)&placeholder_character),
AKERR_KEY, "could not register the character");
TEST_EXPECT_OK(e, akgl_game_save((char *)&savepath),
"saving a game with all four registries populated");
// The load is what walks the four tables in order. If any width
// disagrees with the writer's, the table after it starts mid-entry and
// the read runs off the end of the file.
TEST_EXPECT_OK(e, akgl_game_load((char *)&savepath),
"loading back a save with a registered spritesheet");
TEST_ASSERT(e, strncmp((char *)&akgl_game.name, "libakgl test game", 256) == 0,
"the game identity did not survive the roundtrip");
} CLEANUP {
unlink((char *)&savepath);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/** @brief Counts akgl_game_update calls into each actor's updatefunc, by actor index. */
static int updatecounts[AKGL_MAX_HEAP_ACTOR];
/** @brief updatefunc stub: record that this actor was updated. */
static akerr_ErrorContext *counting_updatefunc(akgl_Actor *obj)
{
PREPARE_ERROR(e);
int i = 0;
for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
if ( &akgl_heap_actors[i] == obj ) {
updatecounts[i] += 1;
break;
}
}
SUCCEED_RETURN(e);
}
/** @brief Physics backend stub: akgl_game_update calls simulate, and it must not matter here. */
static akerr_ErrorContext *stub_simulate(akgl_PhysicsBackend *self, akgl_Iterator *opflags)
{
PREPARE_ERROR(e);
SUCCEED_RETURN(e);
}
/** @brief Render backend stub: akgl_game_update calls draw_world; drawing is not under test. */
static akerr_ErrorContext *stub_draw_world(akgl_RenderBackend *self, akgl_Iterator *opflags)
{
PREPARE_ERROR(e);
SUCCEED_RETURN(e);
}
/**
* @brief akgl_game_update must call each live actor's updatefunc exactly once.
*
* The sweep used to sit inside a walk over AKGL_TILEMAP_MAX_LAYERS and never
* compared actor->layer to the layer it was on, so every live actor updated
* sixteen times a frame -- 70 microseconds of work to do 4.4 of it, and every
* bit of per-frame actor logic running sixteen times over. It hid behind a
* software rasterizer and would not have hidden behind a GPU backend.
*
* Counting is the assertion. A timing test would measure the machine.
*/
akerr_ErrorContext *test_game_update_visits_each_actor_once(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend stubphysics;
akgl_RenderBackend stubrenderer;
akgl_Iterator opflags;
akgl_Actor *actors[3] = { NULL, NULL, NULL };
int layers[3] = { 0, 1, 1 };
int i = 0;
int live = 0;
ATTEMPT {
set_game_identity();
akgl_game.statelock = SDL_CreateMutex();
FAIL_ZERO_BREAK(e, akgl_game.statelock, AKGL_ERR_SDL, "unable to create the state mutex");
akgl_game.lowfpsfunc = &akgl_game_lowfps;
CATCH(e, akgl_heap_init());
CATCH(e, akgl_registry_init_actor());
memset(&stubphysics, 0x00, sizeof(akgl_PhysicsBackend));
memset(&stubrenderer, 0x00, sizeof(akgl_RenderBackend));
stubphysics.simulate = &stub_simulate;
stubrenderer.draw_world = &stub_draw_world;
akgl_physics = &stubphysics;
akgl_renderer = &stubrenderer;
akgl_gamemap = &akgl_default_gamemap;
for ( i = 0; i < 3; i++ ) {
char name[32];
snprintf((char *)&name, sizeof(name), "sweepactor%d", i);
CATCH(e, akgl_heap_next_actor(&actors[i]));
CATCH(e, akgl_actor_initialize(actors[i], (char *)&name));
actors[i]->updatefunc = &counting_updatefunc;
actors[i]->layer = layers[i];
}
// The default sweep: every live actor, once.
memset(&updatecounts, 0x00, sizeof(updatecounts));
TEST_EXPECT_OK(e, akgl_game_update(NULL), "one default game update");
live = 0;
for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
if ( akgl_heap_actors[i].refcount == 0 ) {
TEST_ASSERT(e, updatecounts[i] == 0,
"a free actor slot %d was updated %d times", i, updatecounts[i]);
continue;
}
live += 1;
TEST_ASSERT(e, updatecounts[i] == 1,
"actor %d updated %d times in one frame, expected 1",
i, updatecounts[i]);
}
TEST_ASSERT(e, live == 3, "%d live actors, expected 3", live);
// Two frames means two updates, not thirty-two.
memset(&updatecounts, 0x00, sizeof(updatecounts));
TEST_EXPECT_OK(e, akgl_game_update(NULL), "the second game update");
TEST_EXPECT_OK(e, akgl_game_update(NULL), "the third game update");
for ( i = 0; i < 3; i++ ) {
TEST_ASSERT(e, updatecounts[i] == 2,
"actor %d updated %d times over two frames, expected 2",
i, updatecounts[i]);
}
// AKGL_ITERATOR_OP_LAYERMASK now means what it says: only layer 1.
memset(&updatecounts, 0x00, sizeof(updatecounts));
AKGL_BITMASK_CLEAR(opflags.flags);
AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_UPDATE);
AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_LAYERMASK);
opflags.layerid = 1;
TEST_EXPECT_OK(e, akgl_game_update(&opflags), "a layer-masked game update");
TEST_ASSERT(e, updatecounts[0] == 0,
"the layer 0 actor updated %d times under a layer 1 mask", updatecounts[0]);
TEST_ASSERT(e, updatecounts[1] == 1,
"the first layer 1 actor updated %d times, expected 1", updatecounts[1]);
TEST_ASSERT(e, updatecounts[2] == 1,
"the second layer 1 actor updated %d times, expected 1", updatecounts[2]);
} CLEANUP {
for ( i = 0; i < 3; i++ ) {
if ( actors[i] != NULL ) {
IGNORE(akgl_heap_release_actor(actors[i]));
}
}
if ( akgl_game.statelock != NULL ) {
SDL_DestroyMutex(akgl_game.statelock);
akgl_game.statelock = NULL;
}
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
int main(void)
{
PREPARE_ERROR(errctx);
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
ATTEMPT {
CATCH(errctx, akgl_error_init());
TEST_TRAP_UNHANDLED_ERRORS();
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init());
CATCH(errctx, test_game_load_versioncmp_matching());
CATCH(errctx, test_game_load_versioncmp_mismatched());
CATCH(errctx, test_game_load_versioncmp_releases_semver());
CATCH(errctx, test_game_save_roundtrip());
CATCH(errctx, test_game_load_rejects_foreign_saves());
CATCH(errctx, test_game_save_load_nullpointers());
CATCH(errctx, test_game_load_truncated_table());
CATCH(errctx, test_game_save_writes_name_tables());
CATCH(errctx, test_game_save_roundtrip_with_a_spritesheet());
CATCH(errctx, test_game_state_lock());
CATCH(errctx, test_game_state_lock_budget());
CATCH(errctx, test_game_updateFPS());
CATCH(errctx, test_game_updateFPS_without_a_lowfps_handler());
CATCH(errctx, test_game_update_visits_each_actor_once());
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}