Closes Defects items 20, 22, 23 and 29, and the residual of item 38. The tilemap load leak was five pooled strings per load; the property-lookup fix in an earlier commit took it to two, and the last two were each a claim with no matching release -- the string every layer's `type` was read into, and the dirname the map's relative paths resolve against. tests/tilemap.c asserts the pool is exactly where it started after one load/release cycle and after 64. Finding those two was a matter of dumping the contents of every still-claimed slot after a cycle rather than reading the code again; 'tilelayer' and an assets directory named themselves immediately. Same file, same class, fixed with it: akgl_tilemap_load_layer_objects released its scratch string after reading each object's name and then kept using the slot, because akgl_get_json_string_value reuses a non-NULL destination without taking another reference. The slot was free while still live, so any other claim could have been handed it. akgl_character_sprite_add wrote over an existing binding without releasing the sprite it displaced, so a character that rebinds a state while alive leaked a sprite slot per rebind -- teardown only gives back what the map holds at the end. The new reference is taken before the write and given back if the write fails, so there is no window where a sprite is bound with nothing behind it. The write was unchecked too. Three failure-path leaks moved into CLEANUP blocks: akgl_render_2d_init's two pooled strings, akgl_controller_open_gamepads' enumeration array, and akgl_text_rendertextat's surface and texture -- the last being a leak per frame on a HUD line. akgl_text_unloadallfonts() closes every font in the registry and destroys it, which is what item 38 left open. Deliberately not a whole akgl_game_shutdown: tearing down the mixer, SDL_ttf and SDL in the right order is a design question, and this is the part that was simply missing. It is a new public symbol, which 0.5.0 already covers -- this release has not shipped. Every fix has a test that fails against the old code. 25/25 pass, memcheck clean, reindent --check, check_api_surface and check_error_protocol all clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
736 lines
26 KiB
C
736 lines
26 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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/**
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* @brief A load/release cycle must give back every pooled string it took.
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*
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* Measured before the fix by counting non-zero HEAP_STRING refcounts across
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* cycles: five per cycle, exactly, and akgl_tilemap_release gave none of them
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* back. The pool is 256 entries, so the 52nd map load in a process found it
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* empty -- and until the accessors were fixed, "empty" arrived as a segfault
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* rather than as AKGL_ERR_HEAP.
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*
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* Blast radius is every level transition, and a game that reloads a level on
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* death hits it sooner.
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*/
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akerr_ErrorContext *test_akgl_tilemap_load_releases_strings(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 baseline = 0;
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int afterfirst = 0;
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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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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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baseline = test_string_pool_used();
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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CATCH(errctx, akgl_tilemap_load((char *)&pathstr->data, akgl_gamemap));
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CATCH(errctx, akgl_tilemap_release(akgl_gamemap));
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afterfirst = test_string_pool_used();
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TEST_ASSERT(errctx, afterfirst == baseline,
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"one load/release cycle left %d pool strings claimed, expected %d",
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afterfirst, baseline);
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// Then enough cycles that a leak of even one string per load would run
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// the pool dry, so this cannot pass by rounding.
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for ( i = 0; i < 64; i++ ) {
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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CATCH(errctx, akgl_tilemap_load((char *)&pathstr->data, akgl_gamemap));
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CATCH(errctx, akgl_tilemap_release(akgl_gamemap));
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}
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TEST_ASSERT(errctx, test_string_pool_used() == baseline,
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"64 load/release cycles left %d pool strings claimed, expected %d",
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test_string_pool_used(), baseline);
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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_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);
|
|
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "too-many-tilesets fixture: %s", (char *)&errdata.text);
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
|
|
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
|
|
akgl_tilemap_load_tilesets(akgl_gamemap, doc, pathstr),
|
|
"loading a map with one tileset too many");
|
|
TEST_ASSERT(errctx, akgl_gamemap->numtilesets <= AKGL_TILEMAP_MAX_TILESETS,
|
|
"numtilesets reached %d, past the %d the table holds",
|
|
akgl_gamemap->numtilesets, AKGL_TILEMAP_MAX_TILESETS);
|
|
} CLEANUP {
|
|
if ( doc != NULL ) {
|
|
json_decref(doc);
|
|
}
|
|
if ( pathstr != NULL ) {
|
|
IGNORE(akgl_heap_release_string(pathstr));
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_load_layer_objects(void)
|
|
{
|
|
akgl_String *pathstr;
|
|
PREPARE_ERROR(errctx);
|
|
json_t *doc = NULL;
|
|
json_t *layers = NULL;
|
|
json_t *objectlayer = NULL;
|
|
json_error_t errdata;
|
|
akgl_Actor *testactor;
|
|
|
|
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, 1, &objectlayer));
|
|
CATCH(errctx, akgl_tilemap_load_layer_objects(akgl_gamemap, objectlayer, 1, pathstr));
|
|
|
|
testactor = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "testactor", NULL);
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
testactor,
|
|
AKERR_NULLPOINTER,
|
|
"Test Actor was not loaded from the test map"
|
|
);
|
|
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_releases_strings());
|
|
//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);
|
|
|
|
}
|