akgl_Actor::scale is one float32_t applied to both dest.w and dest.h, so
"twice as wide, the same height" cannot be expressed. The VIC-II has had
separate x- and y-expand bits since 1982 and Commodore BASIC 7.0's SPRITE
verb exposes both, so a BASIC interpreter drawing through this library
cannot implement its own documented verb.
Reached from akbasic, whose sprites are 24x21. It works around this and
defect 26 together by installing its own renderfunc on each actor rather
than patching around the library.
Two other defects were filed alongside this one before the rebase and
both are gone: the drawn-height-from-width bug is already defect 26, and
the akgl_path_relative context leak was fixed in c622754.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
106 KiB
TODO
Internal consistency
Findings from a sweep of src/ and include/. These are consistency and
convention problems, not new functional defects — where one has a functional
consequence it is called out. Ordered roughly by blast radius. Items that
overlap the existing Defects list are cross-referenced rather than repeated.
1. Public naming conventions
-
Include guards use three different schemes.
_AKGL_ACTOR_H_,_AKGL_CHARACTER_H_,_AKGL_GAME_H_,_AKGL_HEAP_H_,_AKGL_ITERATOR_H_,_AKGL_SPRITE_H_, and_AKGL_TYPES_H_carry the project prefix;_ASSETS_H_,_CONTROLLER_H_,_DRAW_H_,_ERROR_H_,_JSON_HELPERS_H_,_PHYSICS_H_,_REGISTRY_H_,_RENDERER_H_,_TEXT_H_,_TILEMAP_H_, and_UTIL_H_do not. Pick_AKGL_<FILE>_H_everywhere.The worst case is
include/akgl/staticstring.h:6, which guards with_STRING_H_— a name several libc implementations use for their own<string.h>. The same file then does#include "string.h"(line 9) with quotes, which is a relative-first lookup that only reaches the system header by accident. Rename the guard to_AKGL_STATICSTRING_H_and use#include <string.h>. -
Function names contradict the stated convention.
AGENTS.mdsays public symbols useakgl_and types useakgl_TypeName. Exceptions:akgl_Actor_cmhf_left_onand its seven siblings (include/akgl/actor.h:196-252) embed the type name in a function name, unlike every other actor entry point (akgl_actor_*). Rename toakgl_actor_cmhf_*.akgl_game_updateFPS(include/akgl/game.h:104) is camelCase; every other function is snake_case.akgl_render_init2d(include/akgl/renderer.h:83) puts the2dat the end while the six functions it installs areakgl_render_2d_*. Make itakgl_render_2d_init.akgl_sprite_sheet_coords_for_frame(include/akgl/sprite.h:86) spells itsprite_sheet;akgl_spritesheet_initializeandakgl_heap_next_spritesheetspell itspritesheet.
-
Two public types have no prefix at all.
pointandRectanglePoints(include/akgl/util.h:13-25) are unprefixed, andRectanglePointsis PascalCase with no namespace. Both are dumped into every translation unit that includesutil.h. Rename toakgl_Point/akgl_RectanglePoints. -
Global variables use four different conventions.
window,bgm,game,gamemap,renderer,physics, andcamera(src/game.c:26-43) are unprefixed single common words exported from a shared library —rendererandcamerain particular are very likely to collide with a consuming game. Alongside them the same file exportsakgl_mixerandakgl_tracks(prefixed),_akgl_renderer/_akgl_camera/_akgl_physics/_akgl_gamemap(underscore-prefixed, which is reserved at file scope), and elsewhereHEAP_ACTOR…HEAP_STRING(src/heap.c:17-21) andGAME_ControlMaps(src/controller.c:13) are SCREAMING_SNAKE, which the convention reserves for constants and macros. Settle onakgl_for all exported objects. -
AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH(include/akgl/character.h:13) is a character constant carrying theSPRITEprefix, and lives incharacter.h. Rename toAKGL_CHARACTER_MAX_NAME_LENGTH. -
AKGL_TIME_ONESEC_MSis misnamed and the error is live.include/akgl/game.h:22defines it as1000000. One second in milliseconds is1000;1000000is the number of nanoseconds in a millisecond. The name says "one second" but the value means "one millisecond", so:src/character.c:209andsrc/sprite.c:141use it correctly as a milliseconds-to-nanoseconds scale factor.src/game.c:136uses it as documented — a one-second budget for the state lock — in a loop that advancestotaltime += 100alongsideSDL_Delay(100). The loop therefore runs 10,000 iterations of 100 ms, soakgl_game_state_lockblocks for roughly 16 minutes rather than 1 second before reporting failure.
Rename to
AKGL_TIME_ONEMS_NSto matchAKGL_TIME_ONESEC_NS, and giveakgl_game_state_locka real one-second budget.
2. Header/implementation surface drift
-
Nineteen non-static functions are defined in
src/but declared in no header. They have external linkage and public-looking names, so they are part of the ABI whether intended or not, and no consumer can call them:akgl_game_load_objectnamemap,akgl_game_load_versioncmp,akgl_game_save_actors,akgl_game_save_actorname_iterator,akgl_game_save_charactername_iterator,akgl_game_save_spritename_iterator,akgl_game_save_spritesheetname_iterator(src/game.c);akgl_get_json_properties_double,akgl_get_json_properties_float,akgl_get_json_properties_number,akgl_tilemap_load_layer_image,akgl_tilemap_load_layer_object_actor,akgl_tilemap_load_physics(src/tilemap.c);akgl_path_relative_from,akgl_path_relative_root(src/util.c);gamepad_handle_added,gamepad_handle_button_down,gamepad_handle_button_up,gamepad_handle_removed(src/controller.c).Each should be either declared in its header or made
static. Note thattilemap.halready has a "part of the internal API, exposed here for unit testing" block — the tilemap entries belong there. -
akgl_game_init_screenis declared but never defined (include/akgl/game.h:100). Same failure mode as Defects → Known and still open #10, which covers the fourakgl_controller_handle_*declarations; fold this one into that item. -
Static helpers use three different naming styles.
actor_visible(src/actor.c:185) is bare;akgl_character_load_json_innerandakgl_character_load_json_state_int_from_strings(src/character.c:101,132) andakgl_sprite_load_json_spritesheet(src/sprite.c:51) carry the full public prefix;gamepad_handle_*(src/controller.c:121+) uses a third subsystem word that appears nowhere else. Adopt one rule — the clearest is thatstatichelpers drop theakgl_prefix, since it exists to avoid external collisions. -
Parameter names disagree between declaration and definition. Doxygen documents the header spelling, so the generated docs describe names the implementation does not use:
Header Implementation character.h:41basecharcharacter.c:21objcharacter.h:69propscharacter.c:75registryheap.h:121ptrheap.c:143basecharregistry.h:97valueregistry.c:163srcjson_helpers.h:134ejson_helpers.c:149errtilemap.h:134,143desttilemap.c:646,767mapThe
tilemap.hpair is the most misleading: the parameter is the map being read and drawn, but it is nameddestand documented as "Output destination populated by the function". -
Object-pool size macros are defined twice, and the override hook is dead.
heap.h:15-29wrapsAKGL_MAX_HEAP_ACTOR,_SPRITE,_SPRITESHEET,_CHARACTER, and_STRINGin#ifndefguards so a consumer can override them, butactor.h:65,sprite.h:19-20, andcharacter.h:14define the same four unconditionally and are included fromheap.h:9-11. Whichever header lands first wins and the#ifndefnever fires, so the override mechanism cannot work. Define each pool size once —heap.his the natural home. -
Headers rely on their includers for types.
iterator.husesuint32_twithout<stdint.h>;json_helpers.husesjson_twithout<jansson.h>;util.husesSDL_FRectandboolwithout any SDL include;text.husesSDL_Colorandakerr_ErrorContextwithout including SDL orakerror.h;controller.husesakgl_Actorwithout includingactor.h. Each compiles only because of.c-file include ordering. Headers should be self-contained. -
Include spelling is split between quoted and angled forms for the same directory.
actor.h:10-11,character.h:10-11,controller.h:11,game.h:11-14,json_helpers.h:10, andstaticstring.h:9use#include "sibling.h";physics.h:11-13,registry.h:9-10,renderer.h:13,tilemap.h:10-12, andutil.h:10use#include <akgl/sibling.h>. The angled form is correct for an installed library. -
Empty parameter lists.
akgl_heap_init(),akgl_heap_init_actor(),akgl_registry_init*(),akgl_game_init(),akgl_game_init_screen(), andakgl_game_updateFPS()declare()rather than(void), whileakgl_controller_list_keyboards(void),akgl_controller_open_gamepads(void),akgl_game_lowfps(void), andakgl_game_state_lock(void)use(void). Before C23 the two are not equivalent —()suppresses argument checking.akgl_heap_init_actoris even declared()inheap.h:57and defined(void)inheap.c:48. -
AKERR_NOIGNOREis applied inconsistently at definition sites. Headers use it uniformly (exceptakgl_sprite_sheet_coords_for_frame,sprite.h:86, which omits it). Definitions are split even within one file:registry.c:55,120,163,172repeat it,registry.c:27,44,63,71,79,96,104,112do not. Since the attribute is already on the declaration, drop it from all definitions.
3. Error-handling pattern
-
*_RETURNmacros are used insideATTEMPTblocks, which skipsCLEANUP. The established pattern isFAIL_*_BREAK/CATCHinsideATTEMPTand*_RETURNoutside it. Violations:src/tilemap.c:52—SUCCEED_RETURNon the success path ofakgl_get_json_tilemap_propertyreturns directly from insideATTEMPT, bypassing theCLEANUPat line 54 that releasestmpstrandtypestr. Every successful property lookup leaks two heap strings, and the string pool is only 256 entries.src/tilemap.c:620—FAIL_RETURNinsideATTEMPT.src/controller.c:286-289,306—FAIL_ZERO_RETURN/FAIL_NONZERO_RETURNinsideATTEMPT;src/controller.c:383—SUCCEED_RETURNinsideATTEMPT, which also leavesakgl_controller_defaultwith no return statement on the path that falls out ofFINISH.src/game.c:457,462—FAIL_NONZERO_RETURNinsideATTEMPT, skipping thefcloseinCLEANUPat line 482.
-
NULL-check discipline varies by function. In
src/json_helpers.conlyakgl_get_json_string_value(line 71) andakgl_get_json_array_index_string(line 128) validatekey/dest; the other eight accessors validate only the container and then dereferencedestunconditionally. Insrc/physics.cthe arcade backends checkactorbutakgl_physics_null_gravity,_null_collide, and_null_move(lines 15-34) check onlyself. Insrc/renderer.c:65,74,akgl_render_2d_frame_startand_frame_enddereferenceself->sdl_rendererwith no check onself, whileakgl_render_2d_draw_texture(line 82) checksselffirst. -
Error-context variable naming is split between
errctxande, sometimes within one file.src/util.cusesein the path helpers (lines 32-116) anderrctxin the geometry helpers (lines 118-259);src/heap.cuseserrctxeverywhere exceptakgl_heap_init_actor(line 50).src/actor.c,character.c,json_helpers.c,registry.c,sprite.c, andtilemap.cfavorerrctx;game.c,physics.c,renderer.c, andcontroller.cfavore. Pick one.
4. Types and macros
-
float/doubleare used raw wheretypes.hdefines aliases.types.hexportsfloat32_tandfloat64_t, and the actor and character structs usefloat32_tthroughout — butakgl_get_json_number_valuetakesfloat *(json_helpers.h:55),akgl_get_json_double_valuetakesdouble *(line 66),akgl_PhysicsBackend's six drag/gravity fields aredouble(physics.h:22-27), andakgl_Tilemap's perspective fields arefloat(tilemap.h:105-108). Either use the aliases consistently or delete them. -
AKGL_COLLIDE_RECTANGLES(include/akgl/util.h:27) has unbalanced parentheses — three opens, two closes — so any use is a syntax error. It has no callers and duplicatesakgl_collide_rectangles. Delete it. -
Bitmask macros are unparenthesized.
AKGL_BITMASK_HAS(x, y)expands to(x & y) == ywith no outer parens, so!AKGL_BITMASK_HAS(a, b)parses as!(a & b) == b. No in-tree caller negates it today (AKGL_BITMASK_HASNOTexists for that), so this is latent rather than live.AKGL_BITMASK_CLEAR(x)(game.h:86) also carries a trailing semicolon inside the macro body, so normal use produces an empty statement. Parenthesize all five and drop the semicolon. -
The state and iterator bit macros mix forms.
AKGL_ITERATOR_OP_UPDATE(iterator.h:15) is written1while its 31 siblings are1 << n, and none of the1 << nvalues initerator.horactor.h:15-49are parenthesized. The hand-maintained trailing bit-pattern comments inactor.h:34-49are also wrong for the high word — they restart at0000 0000 0000 0001for bit 16 rather than showing the full 32-bit value. -
akgl_Frame(game.h:27-31) is defined and never used anywhere insrc/,include/,tests/, orutil/.
5. AKGL_ACTOR_STATE_STRING_NAMES disagrees with actor.h
-
The array bound differs between declaration and definition.
include/akgl/actor.h:57declares[AKGL_ACTOR_MAX_STATES+1](33);src/actor_state_string_names.c:6defines[32]. Any consumer that trusts the declared bound and reads index 32 reads past the object. -
Two entries name the wrong bit.
actor.hassigns bit 11 toAKGL_ACTOR_STATE_MOVING_INand bit 12 toAKGL_ACTOR_STATE_MOVING_OUT, butactor_state_string_names.c:18-19puts"AKGL_ACTOR_STATE_UNDEFINED_11"and"AKGL_ACTOR_STATE_UNDEFINED_12"at those indices — names for macros that do not exist. Sinceakgl_registry_init_actor_state_strings(src/registry.c:79-94) buildsAKGL_REGISTRY_ACTOR_STATE_STRINGSfrom this array andakgl_character_load_json_state_int_from_strings(src/character.c:101) resolves character-JSON state names through it, a character JSON can never bind a sprite toMOVING_INorMOVING_OUT. -
The generation comment is stale.
actor.h:53-55says the file "is built by a utility script and not kept in git, see the Makefile for lib_src/actor_state_string_names.c". There is no Makefile (the project is CMake), nolib_src/, no such script underscripts/orutil/, and the file is tracked in git atsrc/actor_state_string_names.c. Either restore the generator — which would fix items 24 and 25 by construction — or delete the comment and maintain the file by hand.
6. Doxygen drift
-
Three struct doc comments in
tilemap.hare rotated by one.akgl_TilemapObject(line 31) is documented as "Stores tileset metadata, texture, and frame offsets" (that isakgl_Tileset);akgl_TilemapLayer(line 46) as "Represents an object embedded in a tilemap layer" (that isakgl_TilemapObject);akgl_Tileset(line 61) as "Stores tile, image, or object data for one map layer" (that isakgl_TilemapLayer). -
pointis documented as "Represents a two-dimensional point" (util.h:12) but hasx,y, andz. -
Doc comments live on the definition for public functions. The convention is header-side documentation, but
akgl_path_relative_root(util.c:23),akgl_path_relative_from(util.c:97), the fourgamepad_handle_*(controller.c:114+), theakgl_game_save_*iterators andakgl_game_load_*helpers (game.c:173+), and the tilemap helpers (tilemap.c:90+) are documented only in the.c. This is the same set as item 7 — resolving that resolves this.
7. Formatting
-
A minority of files use a 2-column offset instead of the canonical 4-column one. The mix of tabs and spaces across most of
src/is not disorder: it is exactly what Emacscc-modeemits for thestroustrupstyle withindent-tabs-mode tandtab-width 8— depth 1 is four spaces, depth 2 is one tab, depth 3 is a tab plus four spaces, and so on. Twelve of the seventeen.cfiles follow that ladder cleanly.The genuine outliers indent at 2 columns:
src/json_helpers.c(82 lines, exceptakgl_get_json_with_defaultat line 149 which is 4),src/util.c(37 lines, fromakgl_rectangle_pointsat line 118 onward),src/assets.c(9),src/staticstring.c(7),src/actor.c(8, inakgl_actor_add_childat line 272), plusinclude/akgl/util.h(7) andinclude/akgl/staticstring.h(2).Resolved.
AGENTS.mdnow specifies the canonical style and the exactcc-modesettings;.dir-locals.elapplies them in Emacs; andscripts/reindent.shapplies them in batch. The whole tree (32 files acrosssrc/,include/,tests/, andutil/) has been reindented and is a fixed point ofscripts/reindent.sh --check. Verified whitespace-only: apart from three trailing blank lines removed at EOF insrc/heap.c,src/registry.c, andtests/tilemap.c,git diff -wover the reindent is empty, and the test results are unchanged (13/14,characterstill the intentional failure).scripts/hooks/pre-commitkeeps it that way — enable withgit config core.hooksPath scripts/hooks. -
Leftover debug code ships in the library.
src/controller.c:91-97logs four lines wheneverevent->type == 768 && event->key.which == 11 && event->key.key == 13— hardcoded decimal values for a specific keyboard ID on a specific developer's machine, inside the per-event inner loop. -
Large commented-out blocks.
src/sprite.c:115-120,157,185-198,210;src/character.c:192-199,215;src/assets.c:18-27,50;src/tilemap.c:583,596-598,640. All are the same abandonedSDL_GetBasePath()path-prefixing approach, superseded byakgl_path_relative. Delete them. -
Unused locals.
screenwidth/screenheight(game.c:53-54),curTime(game.c:499),curTimeandj(renderer.c:114,116—jis also shadowed by the inner loop at line 128),target(character.c:59),result(util.c:37,73),opflags(heap.c:146, declared and cleared but never read). -
akgl_game_update's default flags OR the same bit twice.src/game.c:496reads(AKGL_ITERATOR_OP_LAYERMASK | AKGL_ITERATOR_OP_LAYERMASK). Given the loop that follows walks layers and callsupdatefunc, the intent was almost certainlyAKGL_ITERATOR_OP_UPDATE | AKGL_ITERATOR_OP_LAYERMASK. -
akgl_draw_backgroundis the only public function outside the error protocol.include/akgl/draw.h:14returnsvoidand reports nothing; every other public entry point returnsakerr_ErrorContext *. It also callsSDL_SetRenderDrawColorandSDL_RenderFillRectwithout checkingrendererorrenderer->sdl_renderer. -
akgl_registry_init_actoris the only registry initializer that destroys an existing registry before recreating it (src/registry.c:47-49). The other seven leak the oldSDL_PropertiesIDon a second call. Either all of them should do it or none should. -
Redundant casts obscure the code.
(json_t *)jsonwherejsonis alreadyjson_t *,(akgl_Tilemap *)dest,(akgl_Actor *)actorobj,(char *)&obj->nameon an array that already decays — roughly 180 pointer casts acrosssrc/, a large majority of them no-ops, densest insrc/tilemap.c:150-624andsrc/character.c:144-172. They suppress exactly the conversion warnings that would catch a real mismatch. -
struct-qualified parameters in two definitions.akgl_physics_null_move(src/physics.c:29) andakgl_physics_arcade_move(src/physics.c:80) are defined withstruct akgl_PhysicsBackend *selfwhile the header and the other eight physics functions use the typedef. -
text.c:19validates the wrong argument.FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "Null filepath")checksnamea second time;filepathis never checked and is passed straight toTTF_OpenFont. Copy-paste of line 18.Resolved alongside the text measurement work;
tests/text.casserts a NULL filepath reportsAKERR_NULLPOINTER. -
akgl_path_relativeandakgl_path_relative_fromdisagree on the output parameter.akgl_path_relativeandakgl_path_relative_roottakeakgl_String *dst;akgl_path_relative_fromtakesakgl_String **dst(src/util.c:105). The**form matches the rest of the library (akgl_get_json_string_value,akgl_get_property,akgl_heap_next_string), which allocate when*destis NULL. Related: Defects → Known and still open #4, which covers the fact thatakgl_path_relative_fromnever writes*dstat all. -
dstvsdestfor output parameters.akgl_string_copyand theakgl_path_relative*family usedst; everything else usesdest.
Coverage status
Generated with:
cmake -S . -B build-coverage -DAKGL_COVERAGE=ON -DCMAKE_BUILD_TYPE=Debug
cmake --build build-coverage --parallel
ctest --test-dir build-coverage --output-on-failure
Reports land in build-coverage/coverage/ (index.html, coverage.xml).
Line coverage 79.6%, function coverage 87.2% (2189/2749 lines, 164/188
functions), up from 77.2% / 83.1% and from a 39.6% / 44.3% baseline. All 21
suites pass. (An earlier revision of this file recorded character as an
intentionally failing suite; it passes now, and nothing in tests/character.c
or src/character.c has changed since — the fix came from elsewhere in the tree
and this note was never updated.)
Note the trap described in "Known and still open" item 13 while regenerating
these numbers: a coverage tree rebuilt after a source edit fails coverage_reset
with GCOV returncode was 5. find build-coverage -name '*.gcda' -delete clears
it.
| File | Lines | Functions |
|---|---|---|
src/actor.c |
205/258 (80%) | 16/18 |
src/assets.c |
0/21 (0%) | 0/1 |
src/audio.c |
229/248 (92%) | 22/23 |
src/character.c |
104/118 (88%) | 6/7 |
src/controller.c |
300/329 (91%) | 16/16 |
src/draw.c |
253/267 (95%) | 11/12 |
src/error.c |
9/9 (100%) | 1/1 |
src/game.c |
128/235 (54%) | 12/17 |
src/heap.c |
111/111 (100%) | 12/12 |
src/json_helpers.c |
111/111 (100%) | 11/11 |
src/physics.c |
140/140 (100%) | 10/10 |
src/registry.c |
76/102 (74%) | 11/12 |
src/renderer.c |
42/75 (56%) | 7/8 |
src/sprite.c |
93/101 (92%) | 5/5 |
src/staticstring.c |
16/17 (94%) | 2/2 |
src/text.c |
48/48 (100%) | 4/4 |
src/tilemap.c |
201/426 (47%) | 10/20 |
src/util.c |
121/131 (92%) | 7/8 |
src/version.c |
2/2 (100%) | 1/1 |
Branch coverage reads 21.2% and should not be used as a target. The akerror
control-flow macros (ATTEMPT/CATCH/PROCESS/FINISH, FAIL_*_RETURN)
expand into large branch trees per call site, most of them unreachable in normal
operation — src/game.c reports over 1700 branches across 230 lines. Track line
and function coverage; treat branch coverage as a relative signal within a file.
Mutation testing
scripts/mutation_test.py was run over the three new files as a smoke check
(--max-mutants 8 to 10 each, so these are samples rather than exhaustive
scores):
| File | Score | Surviving mutants |
|---|---|---|
src/draw.c |
90% | Deleting the FAIL_ZERO_BREAK on SDL_CreateTextureFromSurface in akgl_draw_flood_fill |
src/audio.c |
75% | Deleting SUCCEED_RETURN from the static check_voice; deleting spec.freq before opening a device |
src/text.c |
50% | Three in akgl_text_rendertextat, which had no test yet, plus one SUCCEED_RETURN deletion |
The first pass over src/audio.c scored 50% and named two real gaps, both of
which are now tested: nothing asserted that an unconfigured voice is audible
(the whole reason the table defaults to a square wave at full level rather than
a zeroed struct), and no envelope test used a non-zero attack and decay
together, so the decay measuring from the wrong origin survived. src/draw.c
scored 70% first and named one: the circle was only checked at its four axis
points, which a mis-signed octant reflection survives, so it now checks that
every plotted pixel has a mirror in the other three quadrants.
Re-run as a smoke check after the akbasic API work, again at 10 sampled mutants each:
| File | Score | Surviving mutants |
|---|---|---|
src/controller.c |
40% | Three SDL_Log deletions; keybuffer_head's initialiser; count > 0 in keybuffer_attach_text; the mod a text-only entry is given |
src/audio.c |
60% | The break on the last switch case; errctx->handled in the device callback; ensure_voices() in the mixer; the mixer's voice loop bound |
Only one of those was a real gap and it is now asserted: nothing checked that
a text-only ring entry reports no modifiers. Of the rest, three are equivalent
mutants rather than misses — a ring buffer whose head starts at 1 behaves
identically, count > 0 cannot be false where it is checked, and deleting the
break on a switch's last case changes nothing — and the mixer's v <=
bound reads one voice past a zeroed table, which is undefined rather than
observable. SDL_Log deletions are unobservable by construction.
What is left is honestly untestable from here. Deleting a SUCCEED_RETURN
leaves a non-void function falling off its end, which is undefined rather than
observably wrong, and the surviving SDL branches are allocation failures the
suite has no way to provoke. The three src/text.c survivors in
akgl_text_rendertextat are gone: it is tested now, against a software
renderer, and deleting any of its three backend checks fails the suite. That
was not free — the first draft of the test used a made-up SDL_Renderer
pointer, which SDL refuses on its own, so the deleted-check mutant survived it.
A live renderer was what made the check observable.
Suites
Every suite is registered through the AKGL_TEST_SUITES list in
CMakeLists.txt, which drives target creation, CTest registration, the
WORKING_DIRECTORY/TIMEOUT properties, the link line, and the
FIXTURES_REQUIRED akgl_coverage list together. Adding tests/<name>.c and the
name to that list is all a new suite needs; it can no longer be accidentally
left out of the coverage fixture.
Shared assertion helpers are in tests/testutil.h: TEST_ASSERT,
TEST_ASSERT_FEQ, TEST_EXPECT_STATUS, TEST_EXPECT_OK, TEST_EXPECT_ANY_ERROR,
and TEST_ASSERT_FLAG. All except the last expand to a break on failure, so
they belong directly inside an ATTEMPT block, not inside a loop nested in one.
Done:
tests/physics.c— both backends, the factory, and the full simulation loop including thrust clamping, drag, layer masking, parent/child positioning, and logic-interrupt handling. 100%.tests/heap.c— pool exhaustion for all five pools, refcount clamping, recursive child release, registry cleanup on release. 100%.tests/json_helpers.c— every typed accessor, both string accessors' allocate-vs-reuse paths, array bounds, andakgl_get_json_with_default. 100%.tests/controller.c— control map push and capacity, the default binding set, keyboard and gamepad dispatch including cross-device rejection, the dpad handlers, and device add/remove against the dummy drivers. 90%.tests/game.c— version gating, the save/load roundtrip, foreign-save rejection, truncated-table detection, the state lock, and FPS accounting. 54%.tests/actor.c— extended with the eight control-map handlers, automatic facing, movement logic, the animation frame state machine,akgl_actor_update, and character/sprite binding lookups. 80%.tests/audio.c— every waveform, the ADSR envelope stage by stage, gate expiry and release, the frequency sweep frame by frame, voice summing and clamping, the master level, and device open/shutdown under the dummy driver. 92%.tests/draw.c— every primitive against a 64x64 software renderer with the pixels read back, including flood-fill containment, save/paste roundtrip, and that drawing restores the renderer's draw color. 95%.tests/text.c— font loading into the registry, both measurement entry points against a monospaced fixture font, and drawing through a bound backend over a software renderer, including every way the backend can be unusable. 100%.tests/renderer.c— the 2D vtable binding, frame start and end, bothdraw_texturepaths, the refusals a bound-but-unrendered backend gives, and thedraw_meshstub. 56%;akgl_render_init2dandakgl_render_2d_draw_worldare what is left, and both want the harness.tests/headers.c— thatakgl/controller.hcompiles as the first include in a translation unit. The assertion is the compile;main()only has to return zero.
Remaining work
Needs the offscreen renderer harness
akgl_render_init2d and akgl_render_2d_draw_world in src/renderer.c (33
lines), akgl_draw_background in src/draw.c (13), src/assets.c (21),
akgl_actor_render/actor_visible in src/actor.c (53), and the drawing half
of src/tilemap.c all need a live renderer global, a window, or the world
globals.
akgl_text_rendertextat was on this list and is not any more: tests/text.c
builds a software renderer and binds a backend to it with akgl_render_bind2d
in nine lines, which is enough for anything that only needs a renderer rather
than the whole world. tests/renderer.c and tests/draw.c do the same. The
harness is still wanted, but for what is left it is a convenience rather than
the blocker it was.
Build tests/harness.c / tests/harness.h with akgl_test_init_headless() and
akgl_test_shutdown_headless(): set the dummy video and audio drivers,
SDL_Init(), akgl_heap_init(), akgl_registry_init(), create a software
SDL_CreateWindowAndRenderer, and point the global renderer at it. Seven
existing tests hand-roll this today (tests/sprite.c:194, tests/character.c:200,
tests/tilemap.c:421, tests/charviewer.c:42, plus tests/draw.c,
tests/renderer.c and tests/text.c); collapse them onto the shared harness in
the same change.
Then:
tests/renderer.cextensions —akgl_render_init2dpopulating the camera from the property registry, anddraw_worldlayer ordering.tests/renderer.cexists and covers everything that does not need a world or the registry: the vtable binding, frame start/end against a NULLsdl_renderer, bothdraw_texturepaths includingangle != 0with a NULL center, and thedraw_meshstub. Notedefflagsatsrc/renderer.c:113is uninitialized until theifbody runs.tests/assets.c— BGM loading intoAKGL_REGISTRY_MUSICunder the dummy audio driver.tests/draw.cextensions —akgl_draw_backgroundat zero, negative and oversized dimensions.tests/draw.cexists and covers every other primitive against a software renderer;akgl_draw_backgroundis the one function in the file that still reads the globalrendererrather than taking a backend.tests/tilemap.cextensions —akgl_tilemap_draw,_draw_tileset, andakgl_tilemap_load_layer_image.
Does not need a renderer
src/tilemap.c—akgl_tilemap_scale_actoris pure math over three branches (src/tilemap.c:824-830);akgl_get_json_properties_number,_float, and_doubleneed only a JSON snippet;akgl_tilemap_load_physicsneeds a fixture with the physics property block present, absent, and malformed. Together roughly 100 of the 225 uncovered lines.src/game.c—akgl_game_init,akgl_game_update,akgl_game_lowfps, andakgl_game_updateFPS's frame loop need a window; revisit after the harness lands.src/registry.c—akgl_registry_load_propertiesneeds a fixture with apropertiesobject, plus the missing-file, missing-key, and wrong-value-type cases. Assert the loop atsrc/registry.c:148-158does not leak the string heap.
Defects
Fixed while building the suites
Each was found by a test written to assert correct behavior.
akgl_physics_simulatedereferencedselfbefore its NULL check.src/physics.c:132readself->gravity_timeat declaration time, three lines aboveFAIL_ZERO_RETURN(e, self, ...). A NULL backend segfaulted.akgl_game_savenever flushed or closed its stream.CLEANUPandPROCESSwere transposed, which put thefcloseinside thePROCESSswitch, where it only ran if an error context existed and reported success. An ordinary save produced an empty file.akgl_game_save_actorswrote name-table terminators from a single char.aksl_fwrite((void *)&nullval, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp)emitted 127 bytes of adjacent stack memory into the save file and produced a sentinel the loader could not recognize.akgl_game_load_objectnamemapswallowed read failures.CATCHused directly insidewhile (1)breaks the loop, not the function, so a truncated or corrupt name table loaded as a successful game.akgl_Actor_cmhf_up_onand_down_ondereferencedbasecharunguarded, unlike their left and right counterparts.akgl_actor_logic_movementcheckedactortwice instead of checkingactor->basecharbefore dereferencing it.- The gamepad handlers checked
appstatethree times each, so a NULL event or a missing player actor was never caught andplayer->statewas dereferenced regardless.
Known and still open
-
akgl_render_and_comparecompares a texture against itself.src/util.c:228andsrc/util.c:245both drawt1;t2is never rendered, so the function always passes and the image assertions intests/sprite.cassert nothing. -
akgl_tilemap_releasedouble-frees tileset textures.src/tilemap.c:849destroysdest->tilesets[i].textureinside the layers loop; it should bedest->layers[i].texture. It also never NULLs the pointers, so a second release is a use-after-free. -
akgl_registry_initnever initializes the properties registry.akgl_registry_init_properties()is not called fromakgl_registry_init()(src/registry.c:27), soAKGL_REGISTRY_PROPERTIESstays 0 unless the caller initializes it separately.akgl_set_propertyis then a silent no-op andakgl_get_propertyalways returns the caller's default, which meansakgl_physics_init_arcadeandakgl_render_init2dsilently ignore configuration.akgl_game_initdoes call it; a caller that does not useakgl_game_initdoes not get it. -
akgl_path_relative_fromis a stub that leaks.src/util.c:105claims a heap string, never writes*dst, and never releases it. 256 calls exhaust the string pool. -
akgl_compare_sdl_surfacesmemcmps without checking geometry.src/util.c:208comparess1->pitch * s1->hbytes ofs2without verifying the surfaces share dimensions, pitch, or format. -
akgl_string_initializeoverflows by four bytes wheninitis NULL.src/staticstring.c:17doesmemset(&obj->data, 0x00, sizeof(akgl_String)), butdatastarts four bytes into the struct (afterrefcount), so the memset runs four bytes past the end. -
Savegame name lengths disagree between writer and reader.
akgl_game_save_actorswrites spritesheet names atAKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH(512) and character names atAKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH(128), butakgl_game_loadreads every table atAKGL_ACTOR_MAX_NAME_LENGTH(128). A save with any registered spritesheet cannot be read back. The current roundtrip test passes only because empty registries write nothing but zeroed sentinels. -
Heap acquire functions are asymmetric.
akgl_heap_next_stringincrementsrefcount;next_actor,next_sprite,next_spritesheet, andnext_characterdo not.tests/heap.cpins the current behavior and says so; decide whether to make them symmetric or document the split. -
tests/util.cdefinestest_akgl_collide_point_rectangle_logicbutmain()never calls it. -
controller.hdeclares functions that do not exist. It declaresakgl_controller_handle_button_down,_button_up,_added, and_removed, butsrc/controller.cdefines them asgamepad_handle_*. Anything compiled against the header alone fails to link. -
akgl_controller_pushmapandakgl_controller_defaultaccept negative map ids. Both checkcontrolmapid >= AKGL_MAX_CONTROL_MAPSbut notcontrolmapid < 0, so a negative id indexes beforeGAME_ControlMaps. -
A failed controller-DB fetch silently destroys the tracked fallback.
include/akgl/SDL_GameControllerDB.his committed deliberately so the library still builds if upstream disappears. Butmkcontrollermappings.shhas noset -eand never checkscurl's exit status: on a failed fetch it writesmappings.txtempty, then overwrites the good tracked header withAKGL_SDL_GAMECONTROLLER_DB_LEN 0and an empty initializer — and exits 0. Verified by pointing the script at an unresolvable host.Two compounding problems:
add_custom_commandatCMakeLists.txt:89-93declaresOUTPUT include/akgl/SDL_GameControllerDB.has a relative path, which CMake resolves against the binary directory, while the script writes to the source directory. The declared output never appears, so the command is permanently out of date and re-runs on every build — making every build depend on network access and leaving the file dirty in the working tree each time.const char *SDL_GAMECONTROLLER_DB[] = {\n};is an empty initializer, which is a constraint violation in ISO C and compiles only as a GCC extension.
Fix: have the script fetch to a temporary file, check
curl's status and a plausible minimum line count, and leave the existing header untouched on failure (exiting non-zero). Separately, make regeneration explicit — a dedicatedcontrollerdbtarget, or anOUTPUTthat matches where the script actually writes — so an ordinary build neither needs the network nor dirties the tree. -
A stale build tree in the source directory breaks the coverage run.
CMakeLists.txt:208andCMakeLists.txt:223pass--root "${CMAKE_CURRENT_SOURCE_DIR}"to gcovr, and gcovr searches for.gcda/.gcnofiles under the root. The--object-directoryargument on the line below each does not narrow that search: pergcovr --helpit only identifies "the path between gcda files and the directory where the compiler was originally run". So every instrumented build tree left inside the source directory is folded into the report alongside the one actually being measured.With a
build-coverage/from an earlier session still present, a freshly configured-DAKGL_COVERAGE=ONtree fails incoverage_reset, before any test runs:AssertionError: Got function akgl_game_lowfps on multiple lines: 45, 46.45 and 46 are that function's line numbers before and after an unrelated
#includewas added tosrc/game.c: gcovr found 18 stale.gcnofiles describing the old layout, merged them with the current ones, and could not reconcile the two. Movingbuild-coverage/aside makes the same tree pass 18/18. Verified with gcovr 7.0.The
build*/entry in.gitignorehides these trees fromgit status, which makes the state easier to get into and no easier to notice.A second, smaller version of the same thing: rebuilding an existing coverage tree after editing a test leaves
.gcdafiles describing the old object layout, andcoverage_reset-- whose whole job is to delete them -- fails withGCOV returncode was 5before it gets the chance.find build-coverage -name '*.gcda' -deleteclears it. Observed with gcovr 7.0.Fix: pass the build tree to gcovr as an explicit search path instead of letting it default to
--root, so only the tree under measurement is considered. Touches the twoadd_testblocks atCMakeLists.txt:204-211andCMakeLists.txt:220-229; nothing outside theAKGL_COVERAGEbranch. -
22 public symbols shipped without a version or soname bump.
42b60f7addedakgl_draw_point,_line,_rect,_filled_rect,_circle,_flood_fill,_copy_regionand_paste_region;akgl_audio_init,_shutdown,_tone,_stop,_waveform,_envelope,_volume,_voice_activeand_mix;akgl_controller_poll_keyand_flush_keys; andakgl_text_measureand_measure_wrapped.project(akgl VERSION 0.1.0)and thelibakgl.so.0.1soname were both left alone.That contradicts this repository's own stated rule, which
akbasic'sCLAUDE.mdquotes back: "for both 0.x libraries the soname carriesMAJOR.MINORdeliberately: 0.1 and 0.2 are different ABIs." Adding exported symbols under an unchanged soname has two consequences, and the first is the one that bites:- A binary compiled against the new headers links happily against a
libakgl.so.0.1built from the old tree, because the soname says they are the same ABI. It fails at symbol resolution rather than at configure time. AKGL_VERSION_AT_LEAST(0, 1, 0)is true for both trees, so a consumer cannot feature-test for the new API at all.akbasicpins the requirement by submodule commit instead, and says so in its README, which is not a thing a released library should make anybody do.
Fix: bump
project()to 0.2.0, which carries the soname tolibakgl.so.0.2through the existing logic atCMakeLists.txt:138.akstdlibConfigVersion.cmake'sSameMinorVersionequivalent then refuses the mismatch at configure time as well.Resolved by
1066ac7, which did exactly that while this was being written — the two crossed, rather than one following the other. Kept rather than deleted because the reason is still the useful part:akbasiccould not feature-test for the new API and had to pinlibakglby submodule commit in its README until this landed, which is the concrete cost of an additive release under an unchanged soname. Worth remembering the next time a handful of symbols looks too small to bump for. - A binary compiled against the new headers links happily against a
Found while rewriting the Doxygen comments
Each of these came out of reading an implementation against the contract its
header claimed. They are recorded inline as @note or @warning on the
function concerned, so a reader of the generated documentation finds them
without coming here first. Ordered by blast radius.
-
akgl_path_relativeleaks one error-context slot per call on its fallback path.src/util.c:120returnsakgl_path_relative_root(...)from inside theHANDLE(e, ENOENT)block.FINISHis what carriesRELEASE_ERROR, so returning before it never gives the context back. libakerror hands these out of a fixedAKERR_ARRAY_ERROR[128], and this is not a rare path — it is the ordinary one, taken every time an asset names a neighbour relative to its own file rather than to the working directory. Every tileset image, layer image and spritesheet in a map costs a slot, permanently. Once the array is exhausted every subsequent failure anywhere in the process has nowhere to report from.Fix: assign the result to a local,
break, and return afterFINISH; or hoist the fallback out of the handler entirely and let theHANDLEblock only record that a retry is wanted. Touchessrc/util.c:117-121only. -
akgl_sprite_load_jsondoes not bound theframesarray.src/sprite.c:165setsobj->framesfromjson_array_size()andsrc/sprite.c:167then writes that many entries intoframeids[AKGL_SPRITE_MAX_FRAMES], which is 16. A sprite definition with 17 or more frames writes past the array into the rest ofakgl_Sprite, and past the struct into the neighbouring pool slot. It is also written through auint32_t *cast of auint8_t *, so each element write touches four bytes; that happens to work on a little-endian machine because the following iterations overwrite the spill and the last write lands in the struct's alignment padding, but it is not portable and it is what makes the overflow reach four bytes pastframesrather than one.Fix: refuse a
framesarray longer thanAKGL_SPRITE_MAX_FRAMESwithAKERR_OUTOFBOUNDS, and read into anintlocal before narrowing touint8_t. Touchessrc/sprite.c:164-169. -
Two more unbounded array loads in the tilemap loader.
src/tilemap.c:387-389walks a Tiled object layer straight intocurlayer->objects[j]with no check againstAKGL_TILEMAP_MAX_OBJECTS_PER_LAYER(128), andsrc/tilemap.c:278-280fillsdest->tilesets[i]with no check againstAKGL_TILEMAP_MAX_TILESETS(16). Both are the same shape as item 16 and both are reachable from an ordinary map file: 128 objects is not a large object layer. Note thatakgl_tilemap_load_layersdoes bound its loop and raisesAKERR_OUTOFBOUNDS, so the pattern to copy is already in the same file.Fix: add the bound check at the top of each loop body, matching
akgl_tilemap_load_layers. Touchessrc/tilemap.c:387andsrc/tilemap.c:278. -
akgl_get_json_with_defaultdefaults on a status the array accessors never raise.src/json_helpers.c:164-165handlesAKERR_KEYandAKERR_INDEX, butakgl_get_json_array_index_object,_integerand_stringall report a short array asAKERR_OUTOFBOUNDS. So the "this element is optional" form silently does not work for an array — the error propagates instead of being replaced by the default. Only the object accessors, which do raiseAKERR_KEY, are actually served by this function today. Nothing in tree passes an array accessor's error here, which is why it has not been noticed.Fix: add a third
HANDLE_GROUP(err, AKERR_OUTOFBOUNDS). Note that the existing two rely onHANDLE_GROUPnot emitting abreak, so theKEYcase falls through into theINDEXbody — a third arm has to go above the one holding thememcpy, not below it. Touchessrc/json_helpers.c:164-167. -
The background music never loops.
src/assets.c:20initialisesbgmpropsto 0,src/assets.c:44setsMIX_PROP_PLAY_LOOPS_NUMBERon it, andsrc/assets.c:46plays the track with it. 0 is SDL's "no property set" sentinel, not a set this function owns, so the write is rejected — unchecked — and the play call is given no options. The music plays once and stops.akgl_load_start_bgmreports success either way.Fix:
SDL_CreateProperties()intobgmprops, check it, and destroy it inCLEANUP. Touchessrc/assets.c:20-47. -
akgl_character_sprite_addleaks a sprite reference when a state is remapped.src/character.c:51writes the new sprite over any existing entry for that state without releasing the one it displaces, whose refcount was incremented when it was added. The displaced sprite's pool slot is never reclaimed. The write itself is also unchecked, so a failure to record the mapping is reported as success.Fix: read the existing entry first and
akgl_heap_release_spriteit, and checkSDL_SetPointerProperty's return. Touchessrc/character.c:43-55. -
akgl_heap_release_characterabandons the whole state-to-sprite map.src/heap.c:150zeroes the character without walkingstate_sprites, so every sprite reference the character took inakgl_character_sprite_addis lost and theSDL_PropertiesIDholding the map is never destroyed. Loading and releasing characters in a loop — level to level — exhausts the sprite pool and leaks an SDL property set each time.akgl_character_state_sprites_iteratewithAKGL_ITERATOR_OP_RELEASEexists precisely to do this walk and is not called from here.Fix: enumerate
state_spriteswith that iterator, thenSDL_DestroyProperties, before thememset. Touchessrc/heap.c:145-151. -
akgl_path_relative_rootusesFAIL_RETURNinside itsATTEMPTblock.src/util.c:75returns pastCLEANUPon the over-long-path branch, so the two scratch strings claimed atsrc/util.c:67-68are never released. This is the exact hazard AGENTS.md documents under the error-handling protocol, and the same class as the heap-string leak already fixed inakgl_get_json_tilemap_property. Smaller blast radius than item 15 because the branch is rare, but it is a mechanical fix.Fix:
FAIL_BREAK. Touchessrc/util.c:75. -
Three smaller leaks on failure paths. All the same shape: a resource acquired before an
ATTEMPT/CLEANUPpair, or released only on the success path.src/renderer.c:26-32—akgl_render_init2dreleases the two pooled strings holding the screen dimensions only after bothaksl_atoicalls succeed, so a non-numericgame.screenwidthleaks two string slots.src/controller.c:80—akgl_controller_open_gamepadscallsSDL_free(gamepads)only after the loop completes, so a gamepad that fails to open leaks the enumeration array.src/text.c:57-64—akgl_text_rendertextatdestroys the surface and texture only on the success path, so a failed texture upload or a failed draw leaks both. On a HUD line redrawn every frame that is a leak per frame.
-
akgl_get_propertyreads past the end of the property value.src/registry.c:182copies a fixedAKGL_MAX_STRING_LENGTHbytes out of whateverSDL_GetStringPropertyreturned, rather than that string's length. The destination is a full-sized pool string so nothing is corrupted, but the source is an ordinary NUL-terminated string owned by SDL and the read runs up to PATH_MAX bytes past its end. Benign in practice and immediately fatal under ASAN, which is the reason to fix it rather than leave it.Fix:
aksl_strlcpyor an explicit length. Touchessrc/registry.c:181-186. -
akgl_character_load_json_state_int_from_stringschecks the same argument twice.src/character.c:123guardsstatesandsrc/character.c:124guardsstatesagain under the message "NULL destination integer" — the guard fordestwas never written. ANULLdestis dereferenced atsrc/character.c:132. Only reachable from inside the character loader, which always passes a real pointer, so it is a latent hole rather than a live bug.Fix: change the second guard's subject to
dest. Touchessrc/character.c:124. -
akgl_actor_rendercomputes a sprite's drawn height from its width.src/actor.c:276setsdest.h = curSprite->width * obj->scalewhere it should readcurSprite->height. Every actor is therefore drawn square, and a non-square sprite is stretched or squashed. Invisible in the current assets because they are square; it will not stay that way.Fix: one word. Touches
src/actor.c:276. Worth a test that renders a deliberately non-square sprite and asserts on the destination rectangle.
Found while closing the akbasic API gaps
-
akgl_text_rendertextatrefuses the empty string, andakgl_text_measureaccepts it. SDL_ttf returnsNULLwith "Text has zero width" from bothTTF_RenderText_BlendedandTTF_RenderText_Blended_Wrappedfor"", sosrc/text.c:56'sFAIL_ZERO_RETURNon the surface reportsAKERR_NULLPOINTERfor what a caller means as "draw nothing". Verified directly against SDL_ttf 3.x with the fixture font.akgl_text_measure("")is documented as legal and returns 0 wide by one line high, which is what a cursor sitting on an empty line needs, so the two halves of the same header disagree about the same string. The functional consequence is a caller that draws a line of text which may be empty — a line editor, aPRINTof an empty string, a HUD field that has not been filled in yet — has to test for it before every call or handle a failure that means nothing went wrong.Fix: return success without rasterizing when
text[0] == '\0', matching the measure side, and say so in the header. Touchesakgl_text_rendertextatonly.tests/text.chas the case written and deliberately not asserted; it would become aTEST_EXPECT_OK. Until then the header carries the wart as a@notepointing here.
Performance
The first measured baseline is in PERFORMANCE.md, produced by tests/perf.c
and tests/perf_render.c (ctest --test-dir build -L perf). Both suites hold
every measurement to a budget set at roughly ten times the recorded baseline, so
an algorithmic regression fails the suite rather than being discovered by a
player. Read PERFORMANCE.md before arguing with anything below — every claim
here has a number behind it, and several of the things I expected to be slow are
not.
Defects the perf suites found
Ordered by blast radius. Numbering continues the Defects list above.
-
akgl_path_relativeleaked an error context on every root-fallback resolution.src/util.c:118took itsENOENTbranch byreturning from inside theHANDLEblock, which skips theRELEASE_ERRORthatFINISHends with. One entry ofAKERR_ARRAY_ERRORwas lost per call, and the 129th call hit "Unable to pull an error context from the array!" and exited the process. Every tilemap load resolves several paths this way, so a game that loaded fifty levels died in the loader.Fixed. The branch now records a flag and calls
akgl_path_relative_rootafterFINISH.tests/util.ccarriestest_akgl_path_relative_releases_contexts, which resolvesAKERR_MAX_ARRAY_ERROR * 2paths through that branch and asserts the pool is where it started; against the old code that test does not fail, it terminates the suite.This is the only
returnfrom inside aHANDLEblock insrc/— the other candidates useSUCCEED_RETURN, which releases correctly. Worth a grep before anyone writes a new one, and worth a line in AGENTS.md's error-handling protocol, which warns about*_RETURNinsideATTEMPTbut not about returning out ofHANDLE. -
akgl_tilemap_loadleaks five pooled strings per load. Measured by counting non-zeroHEAP_STRINGrefcounts across load/release cycles: five per cycle, exactly, andakgl_tilemap_releasegives none of them back. The 52nd map load in a process finds the pool empty.Blast radius: every level transition. A game with fifty levels, or one that reloads a level on death, hits it. The fix is a sweep of the loader's
CLEANUPblocks —akgl_tilemap_load,akgl_tilemap_load_layers,akgl_tilemap_load_layer_tile,akgl_tilemap_load_layer_objects, andakgl_tilemap_load_tilesets_eachall claim scratch strings — and it wants a test that asserts the pool is unchanged across a load/release cycle. That is its own commit, not a footnote to a benchmark.Until it is fixed, the tilemap-load benchmark in
tests/perf_render.creclaims the pool by hand between iterations, and says so. -
Two JSON accessors turn string-pool exhaustion into a segfault.
akgl_get_json_string_valueends itsATTEMPTwithFINISH(errctx, false)atsrc/json_helpers.c:89, so a failedakgl_heap_next_stringis swallowed rather than passed up, andsrc/json_helpers.c:91thenstrncpysAKGL_MAX_STRING_LENGTHbytes through the pointer it never set.akgl_get_json_array_index_stringhas the same pair atsrc/json_helpers.c:143andsrc/json_helpers.c:145. Item 29 is what makes this reachable, and this is what item 29 looks like from the outside: notAKGL_ERR_HEAP, a crash insidestrncpywith a NULL destination.Fix:
FINISH(errctx, true)in both. One word each, but it changes what callers see on a path they currently cannot survive, so it wants a test that exhausts the pool deliberately and assertsAKGL_ERR_HEAPcomes back out of both functions. -
akgl_game_updatesegfaults ifakgl_game_initdid not run.src/game.c:182callsgame.lowfpsfunc()through the pointer with no NULL check, on every frame wheregame.fpsis under 30 — which includes the first frame, before there is a frame rate to compare against.akgl_game_initinstalls the default; nothing else does.That matters because
include/akgl/renderer.hdocuments the other path on purpose: a host that owns its own window and callsakgl_render_bind2dinstead ofakgl_render_init2d. An embedder following that documentation and then callingakgl_game_updatecrashes on frame one.akbasicis exactly that embedder.Fix: guard the call, or have
akgl_game_updateFPSinstall the default when it finds a NULL.tests/perf_render.cinstalls it by hand as a workaround and points here. -
akgl_game_updateruns the actor update sweep once per tilemap layer.src/game.c:617loopsioverAKGL_TILEMAP_MAX_LAYERSand the actor sweep nested inside it never comparesactor->layertoi, so every live actor'supdatefuncruns 16 times per frame. Measured: 68.4 ns per update, 64 actors, so 70 µs of work to do 4.4 µs of work.It hides behind the rasterizer today (a 640x480 software frame is 16 ms) and it will not hide behind a GPU backend, where a frame is nearer 2 ms and this is 3.5% of it. Fix: either filter by layer like
akgl_render_2d_draw_worlddoes, or hoist the update sweep out of the layer loop entirely — updating an actor is not a per-layer operation. The second is almost certainly right, and it is the one that needs a test assertingupdatefuncruns exactly once per actor perakgl_game_update. -
akgl_heap_release_characterleaks itsstate_spritesproperty set. Already documented inheap.hand in Carried over item 1; the perf suite makes it measurable rather than theoretical. A benchmark that loads the fixture character 10,000 times leaks 10,000 SDL property sets and 20,000 sprite references. Cross-referenced here only because the character-load benchmark had to be written around it.
Targets
What a library like this should hit. These are not predictions of what the current code does — several are missed today, and each says which. The frame budget throughout is 16.67 ms (60 fps); where a target is stated per-operation it is because that is the number that survives a change of renderer.
The one that governs the rest: libakgl's own bookkeeping should never be the reason a frame is late. Everything the library decides — pool scans, registry lookups, state-to-sprite mapping, physics, visibility, error contexts — should fit in 5% of a frame, leaving 95% for the pixels and the game's own logic. At 64 actors and a screenful of tiles that is a ceiling of about 800 µs.
| # | Target | Today | Verdict |
|---|---|---|---|
| 1 | Library bookkeeping under 5% of a 60 fps frame at 64 actors + 1200 tiles | ~0.3% (excluding pixel work) | met |
| 2 | One actor's logic update under 200 ns | 68.4 ns | met |
| 3 | One actor's render bookkeeping, excluding the blit, under 500 ns | ~250 ns, by subtraction rather than direct measurement | met, weakly measured |
| 4 | Physics sweep under 25 ns per live actor, and proportional to live actors rather than pool size | 19 ns per live actor, but 63.9 ns for an empty pool | partly |
| 5 | Tilemap draw bookkeeping under 100 ns per tile, excluding the blit | ~25 ns | met |
| 6 | Pool acquire under 100 ns regardless of how full the pool is | 3.9 ns empty, 250.9 ns on the last free string slot | missed |
| 7 | Pool release proportional to the bytes actually used, not to the slot's capacity | 47.2 ns, a fixed 4 KiB wipe | missed |
| 8 | Re-drawing an unchanged line of text under 1 µs | 12.6 µs, every frame, no cache | missed |
| 9 | Zero texture creation or destruction per frame in steady state | one create + one destroy per line of text per frame | missed |
| 10 | A handled, routine condition costs no more than twice the path that succeeds | 616.5 ns vs 68.4 ns — 9x | missed |
| 11 | 256 actors simulated, updated and made ready to draw in under 1 ms | ~22 µs at 64 actors (5.8 µs measured logic + estimated render bookkeeping); linear, so ~90 µs extrapolated | met, untested at that size |
| 12 | Collision for 256 actors under 2 ms without the caller writing a broad phase | no broad phase exists; the naive loop is 1.9 ms at 256 actors | missed |
| 13 | Level load under 100 ms for a map with 8 tilesets, 4 layers and 64 actors | 11.9 ms for a 2x2 map with one tileset | unknown at that size |
| 14 | Fixed per-load overhead under 1% of a level load | 11.5% — zeroing 26 MB of akgl_Tilemap |
missed |
| 15 | Static footprint under 4 MB in the default configuration | 28 MB, 94% of it one tilemap | missed |
| 16 | No pool leaks across a load/release cycle of any asset type | tilemap leaks 5 strings per cycle (item 29) | missed |
| 17 | Pool exhaustion reports AKGL_ERR_HEAP and never crashes |
item 30 crashes | missed |
| 18 | Every benchmark held to 10x its recorded baseline, enforced in CI | done, ctest -L perf |
met |
Notes on the ones worth arguing about:
-
6 and 7 are the same fix. The acquire scan is 64x slower on a full string pool than an empty one purely because the pool is a megabyte and the scan touches one refcount per 4 KiB. A free-list index — one
intper layer, remembering where the last free slot was — takes both to constant time without changing the "nomalloc" rule at all. That is the change I would make first, and it is worth doing before anyone raisesAKGL_MAX_HEAP_*, because the cost of the current design grows with the ceiling rather than with the usage. -
8 and 9 are one cache. A single entry keyed on (font, string, colour, wrap) would cover the common case — a HUD field that changes once a second — and a four- or eight-entry ring would cover the rest. This is the clearest optimisation in the library and it is maybe forty lines.
-
10 is a design target, not a speed target. The answer is not a faster error context. It is that "this character has no sprite for this state" is a question with a boolean answer, and reporting it through
AKERR_KEYcosts nine times the update it replaces.akgl_character_sprite_getwants a companion that returnsNULLwithout raising. -
12 is a scope decision, not a defect. The library deliberately does not own a broad phase, and at 64 actors the naive all-pairs loop is 0.7% of a frame — genuinely fine. At 256 it is 11%. Either the ceiling stays where it is and this target is dropped, or a uniform grid keyed on tile size goes in. I do not think a spatial index belongs here yet; I think the target belongs on record so that raising
AKGL_MAX_HEAP_ACTORis a decision made with the number in front of it. -
14 and 15 are the same fix too.
akgl_Tilemapis 26 MB because every layer carries a 512x512intgrid and every tileset a 65,536-entry offset table, sized for the worst case at compile time. The pool rule does not require this: a layer could carry an index into one shared cell arena sized byAKGL_TILEMAP_MAX_WIDTH * AKGL_TILEMAP_MAX_HEIGHTonce rather than sixteen times, and the offset table could be sized bytilecountrather than by the maximum. That is a real refactor with a real ABI break, so it belongs to 0.4 rather than to a patch release — but 28 MB of BSS on a handheld or an ESP32-class target is the difference between fitting and not. -
13 is untested and should not stay that way. The only map fixture in the tree is 2x2 with one tileset, which is why the load benchmark measures a PNG decode and a
memsetrather than a map. A realistic fixture — 128x128, four layers, several tilesets — would make target 13 measurable and would probably find something.
Memory checking
cmake --build build --target memcheck runs the suites that already exist
under valgrind — ctest -T memcheck with the headless drivers forced, wrapped by
scripts/memcheck.sh so that a finding is an exit status rather than a line in a
log nobody reads. There are no memory-check test programs, and there should never
be any: tests/benchutil.h notices that it is running under valgrind and divides
every benchmark's iteration count by two thousand, which turns the perf suites
into the broadest path coverage in the tree at a cost valgrind can survive. The
whole run is about thirty seconds.
The two halves fit together on purpose. A benchmark is a program that walks one path a hundred thousand times; a leak check wants every path walked once. Same binaries, same registration, one flag apart.
Third-party findings are suppressed in scripts/valgrind.supp, and the run
forces SDL_VIDEO_DRIVER=dummy / SDL_RENDER_DRIVER=software /
SDL_AUDIO_DRIVER=dummy so the vendor GPU stack is never loaded — that removes
thousands of unfixable findings inside amdgpu_dri.so without suppressing
anything at all. Only definite losses and invalid accesses are counted; "still
reachable" is what SDL and FreeType keep for the process lifetime and says
nothing about this library.
Defects the memory checker found
All six are fixed. They are kept here rather than deleted because the sizes
are measured and the reasoning is worth having next time somebody asks why a
loader ends in a CLEANUP block, or why a name field is staged through a zeroed
buffer. cmake --build build --target memcheck is clean, and the CI job that
runs it gates: the next one of these fails the build on the push that
introduces it.
Ordered by blast radius as they were found. Numbering continues the lists above. Every size below is measured, not estimated.
-
Every JSON loader leaks its parsed document. There are four
json_load_filecalls insrc/and not onejson_decrefanywhere in the library, so the whole parsed tree — objects, hashtables, strings — is abandoned on both the success and failure paths:Loader Site Leaked per call akgl_sprite_load_jsonsrc/sprite.c:140~1,500 bytes akgl_character_load_jsonsrc/character.c:232~2,150 bytes akgl_tilemap_loadsrc/tilemap.c:693~9,000 bytes (2x2 fixture map) akgl_registry_load_propertiessrc/registry.c:134not exercised by any test Blast radius: every asset load, forever. The map figure is for the 2x2 fixture; a real map's JSON is the size of its layer data, so a 128x128 map leaks on the order of a megabyte per load. A game that reloads a level on death leaks a level's worth of JSON each time, and this is the one item in this list that grows without bound.
Fixed.
json_decrefin theCLEANUPblock of each, on the success path as well as the failure one, with the handle nulled after so a second pass cannot double-release.akgl_registry_load_propertiesneeded its loop moved inside theATTEMPTblock first:propsis a borrowed reference into the document and was read after the block ended, so every exit from that loop leaked the document. The test is the memcheck run -- nothing in the public API can observe a jansson refcount, and inventing a hook to prove it would be testing the test. -
akgl_get_propertyreads up to 4 KiB past the end of the property value.src/registry.c:181copies a fixedAKGL_MAX_STRING_LENGTHbytes out of whateverSDL_GetStringPropertyreturns, and what it returns is anSDL_strdupof the value — four bytes for"0.0". Valgrind reports an invalid read on every call, twelve of them intests/physics.calone, becauseakgl_physics_init_arcadereads six properties andakgl_render_init2dreads two more.This has been in
registry.has a@noteabout the copy being "a fixed #AKGL_MAX_STRING_LENGTH bytes rather than the length" — filed as waste. It is not waste, it is an out-of-bounds read: today it walks into the rest of SDL's heap and returns garbage past the terminator, and on a value that lands at the end of a page it is a segfault in a getter.Fixed. The copy is bounded by the value's own length plus its terminator, and a value too long for an akgl_String is now refused with AKERR_OUTOFBOUNDS instead of silently truncated. The documented AKERR_NULLPOINTER for "unset with no default" is unchanged -- it is raised deliberately now rather than arriving from inside
aksl_memcpy.tests/registry.cfills the destination with a sentinel, reads a three-byte property back, and asserts every byte past the terminator still holds the sentinel; that assertion fails against the old code. -
The savegame name tables read past the end of every registry key, and write what they find into the file.
akgl_game_save_actorname_iterator(src/game.c:219) writesAKGL_ACTOR_MAX_NAME_LENGTH— 128 — bytes starting at the key SDL handed it, and SDL allocated that key to fit the name. Valgrind catches it on a 40-byte allocation. The three sibling iterators do the same thing atsrc/game.c:248,src/game.c:280andsrc/game.c:308, with 128, 512 and 128 byte fixed widths; only the actor one is reached by the current tests, because the other registries are empty in the save roundtrip.Two consequences, and the second is the interesting one. The read can fault if the key sits at the end of a page. And whatever it reads goes into the save file, so a savegame contains up to 500 bytes of this process's heap per registered object — anything that happened to be next to the key. That is a file a player might send someone.
Fixed. All four iterators now write through
write_name_field, which stages the key into a zeroed fixed-width buffer, so the padding is deterministic and nothing but the name leaves the process. A negative-array-size typedef fails the build if any of the four widths ever outgrows the staging buffer. Still open and unrelated to the overread: Defects -> Known and still open item 7, the same tables disagreeing about their widths between writer and reader. -
akgl_controller_list_keyboardsleaks the array SDL gives it.src/controller.c:188callsSDL_GetKeyboards, which allocates, and never callsSDL_freeon the result. Four bytes per call in the test environment — one keyboard id — but it is per call, and the function is shaped like something a game calls when a device is hotplugged.Fixed. One
SDL_free, in aCLEANUPblock so a failure inside the loop cannot take the array with it. Still worth asking the same question of every SDL enumeration insrc/controller.c:SDL_GetGamepadshas the same contract, and the dummy driver reports no gamepads, so no test reaches it. -
A font, once loaded, is never freed and cannot be.
akgl_text_loadfont(src/text.c:20) opens aTTF_Font, puts the pointer inAKGL_REGISTRY_FONT, and that is the last anyone can do about it: the header exposes no way to close a font, andSDL_Quitdestroying the property registry drops the last reference. 10,523 bytes per font — 736 of them SDL_ttf's, the rest FreeType's.This is bounded by how many fonts a game loads, so it is not the runaway that item 34 is. It was a gap in the API rather than only a leak: a game that switches fonts between scenes, or a tool like
charviewerthat reloads one while the user picks a size, had no way to give the old one back.Fixed, and this one is a new public symbol rather than a repair:
akgl_text_unloadfont(char *name)clears the registry entry and closes the font.akgl_text_loadfontcalls it when it replaces a live name, which closes the second leak the header used to document as intended behaviour -- but only after the new font has opened, so a failed reload leaves the caller with the font they already had. The version goes to 0.4.0 with it: an 0.3 consumer cannot be handed this library and told it is the same ABI.Still open: nothing closes the registry's remaining fonts at shutdown. A game that exits without unloading leaks them exactly once, which valgrind reports against the process rather than against a loop, and which
akgl_game_shutdownwould be the natural home for if it existed. -
Vendored
deps/semver's own unit test leaks 188 bytes across 16 blocks, from thecallocs intest_strcut_firstandtest_strcut_second(deps/semver/semver_unit.c:8and:21). Not libakgl's code and not libakgl's to fix; recorded so that nobody re-diagnoses it, and becausesemver_unitis registered as one of our CTest tests and so shows up in our memcheck run.Suppressed, which is what this list said the answer would be if it ever became noise, and gating the job made it noise. The two entries in
scripts/valgrind.suppname the functions rather than the file, so a rewrite of those cases stops being suppressed and comes back as a finding. They are the only entries there that hide a real leak in a program this build runs; the alternative was a fork of a vendored dependency.
Not defects, and why
tests/util.cfixtures were reading uninitialised stack floats. Three null-pointer tests declaredSDL_FRectandpointfixtures without initializing them and then made one real call with them at the end, which is sixteen "conditional jump depends on uninitialised value" findings for a test that is not about coordinates. The fixtures are zeroed now. The library was never at fault; a memory checker that reports noise gets ignored, which is the only reason this was worth touching.- "Still reachable" at exit is not counted. SDL's global state, the hint
table, the property registry and FreeType's library instance are one per
process and are reclaimed by
SDL_Quit/TTF_Quit. Counting them would bury the six findings above under a hundred that mean nothing. - The GPU driver's findings are avoided rather than suppressed. Running the
suite against the real driver produces thousands of findings inside
amdgpu_dri.so; running it headless produces none, and headless is what the suites are written for anyway.
Found while embedding libakgl in a consumer
-
ShadowingFixed in the same release it was introduced in, and worth keeping because the CMake behaviour behind it is not obvious and will catch the next person.add_test()unconditionally broke every embedding consumer.18399f2moved the vendored-dependency block out from behindif(CMAKE_SOURCE_DIR STREQUAL CMAKE_CURRENT_SOURCE_DIR)— which was the point of that commit — and took theadd_test()/set_tests_properties()override out with it. The override's own comment claimed "an embedding consumer'sadd_test()still reaches CTest". It does not, and cannot.CMake chains command overrides exactly one level deep. Overriding
add_testmakes the builtin available as_add_test; overriding it a second time rebinds_add_testto the first override and the builtin becomes unreachable to everybody, permanently — there is no__add_test. Verified directly rather than inferred from the documentation:function(add_test) _add_test(${ARGV}) endfunction() # _add_test -> builtin function(add_test) _add_test(${ARGV}) endfunction() # _add_test -> the first override if(COMMAND __add_test) ... endif() # absentSo two projects in one tree cannot both shadow it.
akbasicshadows it first — it has to, forlibakerrorandlibakstdlib, which register their tests unconditionally — and its own registrations then recursed until CMake stopped at "Maximum recursion depth of 1000 exceeded". A consumer had no way to work around it: once the builtin is gone it is gone for that project too.Fix: the override is guarded on being top-level again, exactly as it was before
18399f2and exactly aslibakstdlibguards its own. The vendored-dependency block stays unconditional, which is what that commit was actually for. An embeddedlibakglleavesadd_testalone and lets its consumer suppress what it does not want — machinery the consumer has to have anyway.
Build notes
The vendored SDL satellite libraries are built into per-project subdirectories
that are not on the loader's default search path, and LD_LIBRARY_PATH is
searched ahead of RPATH — so a developer who has previously run rebuild.sh had
their installed libakgl.so shadow the one under test, and a developer who had
not saw every test abort before main() with "cannot open shared object file".
CMakeLists.txt now sets BUILD_RPATH on the library, the utility, and every
test target, and prepends the build tree to LD_LIBRARY_PATH for the CTest run.
API gaps blocking akbasic
akbasic (the C port of the BASIC interpreter, source.starfort.tech/andrew/akbasic) is
being built to link into libakgl as a scripting engine for game authors.
All ten items are resolved. Items 1 through 4 landed first and akbasic has since
consumed every one of them: its libakgl-backed text sink, its graphics backend, its sound
backend and its input backend are written and tested, and the BASIC 7.0 graphics verbs
(GRAPHIC, COLOR, DRAW, BOX, CIRCLE, PAINT, SCALE, SSHAPE, GSHAPE, LOCATE),
the sound verbs (SOUND, ENVELOPE, VOL, PLAY, TEMPO) and the console input verbs
(GET, GETKEY, SCNCLR) all work against them.
Doing that turned up items 5 through 9. Four were things akbasic had to work around to
build at all; each workaround is commented at its site over there with the words "filed
upstream". Those workarounds can now be deleted — including the five add_subdirectory
lines for the vendored SDL projects and the hand-assigned render vtable in
tests/akgl_backends.c.
Building the standalone SDL frontend on top of all that — a real window, a real event pump
and a line editor — turned up item 10, and re-confirmed items 6 and 7: both workarounds
had to be written a second time, in src/frontend_akgl.c, because a host that owns a window is
exactly the caller they inconvenience.
These were filed here rather than worked around in akbasic because growing libakgl to serve
a consumer is the wanted outcome. Each entry says what the BASIC verb needs, what the
akgl_* entry point should look like, and what would cover it.
Items 7, 9 and 10 add public symbols and item 9 adds three fields to akgl_AudioVoice, so the
project version goes to 0.3.0 and the soname with it — an 0.2 consumer cannot be handed
this library and told it is compatible.
-
No way to measure rendered text.
include/akgl/text.hexposesakgl_text_loadfont()andakgl_text_rendertextat(), and nothing that reports how large a string will be in a given font. A terminal-style text surface cannot be built on that: a cursor needs the advance width of one cell, and wrapping needs to know where a string crosses the right margin. The reference interpreter got this from SDL2_ttf'sfont.SizeUTF8("A")and derived its whole character grid from it.Wants
akerr_ErrorContext AKERR_NOIGNORE *akgl_text_measure(TTF_Font *font, char *text, int *w, int *h);overTTF_GetStringSize, and probably a companionakgl_text_measure_wrapped(font, text, wraplength, w, h)matching thewraplengthargumentakgl_text_rendertextatalready takes. Tests: a known string in a known font at a known size, the empty string, and a wrapped string wide enough to force two lines.This is the only one of the four that blocks work already designed and waiting.
akbasiccannot render any output throughlibakgluntil it lands.Resolved.
akgl_text_measure(font, text, w, h)andakgl_text_measure_wrapped(font, text, wraplength, w, h)are ininclude/akgl/text.h, overTTF_GetStringSizeandTTF_GetStringSizeWrapped. Neither needs a renderer. A negativewraplengthis refused withAKERR_OUTOFBOUNDSrather than passed through, because SDL_ttf reads it as a very large unsigned width and silently stops wrapping.tests/text.ccovers both againsttests/assets/akgl_test_mono.ttf, a 10 KB monospaced ASCII subset added for the purpose — being monospaced, it lets the suite assertwidth("AAAA") == 4 * width("A")instead of hardcoding glyph metrics that FreeType is free to round differently. Same change fixed item 39 below:akgl_text_loadfontcheckednametwice and never checkedfilepath. -
No immediate-mode drawing.
include/akgl/draw.hdeclares exactly one function,akgl_draw_background(int w, int h), andsrc/draw.cis at 0% coverage. BASIC 7.0's graphics verbs are all immediate-mode plotting against the current screen:DRAW(line and point),BOX,CIRCLE,PAINT(flood fill),LOCATE(set the pixel cursor),COLOR, andSSHAPE/GSHAPE(save and restore a rectangle of pixels).Wants an
akgl_draw_*family taking the renderer the host already initialized --akgl_draw_line,_rect,_filled_rect,_circle,_point,_flood_fill,_copy_region-- in the shape of the existingakgl_render_2d_draw_texture. SDL3'sSDL_RenderLine/SDL_RenderRect/SDL_RenderFillRectcover most of it; the circle and the flood fill do not exist in SDL3 and need writing. Tests belong with the offscreen renderer harness described under "Remaining work": render a known shape, read the target back, and compare against a reference surface with the existingakgl_compare_sdl_surfaces.Resolved.
include/akgl/draw.hnow declaresakgl_draw_point,_line,_rect,_filled_rect,_circle,_flood_fill,_copy_regionand_paste_region, all taking theakgl_RenderBackend *the host initialized, in the shape ofakgl_render_2d_draw_texture. Decisions worth knowing:- Color is an argument, not state. There is no current-color global to
get out of step with the caller's own. Each call saves and restores the
renderer's draw color, so drawing a line does not change what the host's
next
SDL_RenderClearpaints.tests/draw.casserts that. - The circle is a midpoint circle, integer arithmetic with eight-way
symmetry, plotted eight points per step through
SDL_RenderPoints. - The flood fill reads the target back, fills on the CPU, and blits only
the bounding box of what changed. It keeps a fixed
AKGL_DRAW_MAX_FLOOD_SPANS(4096) stack of horizontal runs at file scope rather than recursing per pixel; running out reportsAKERR_OUTOFBOUNDSand leaves the region partially filled, which is stated in the header. It is therefore not reentrant — neither is anything else that draws to a singleSDL_Renderer. _copy_regionallocates when*destisNULLand otherwise copies into the caller's surface, matchingakgl_get_json_string_valueand friends. A region that would be clipped by the target edge is refused rather than silently returning a smaller surface.
tests/draw.cdraws into a 64x64 software renderer under the dummy video driver and reads pixels back, so it did not need the offscreen harness. That harness is still wanted forsrc/renderer.c,src/text.candsrc/assets.c.akgl_draw_backgroundis untouched and still outside the error protocol (item 35). - Color is an argument, not state. There is no current-color global to
get out of step with the caller's own. Each call saves and restores the
renderer's draw color, so drawing a line does not change what the host's
next
-
No audio API at all.
SDL3_mixeris a vendored dependency andregistry.hdeclaresAKGL_REGISTRY_MUSIC, but there is nosrc/audio.c, noinclude/akgl/audio.h, and noakgl_*symbol that opens a mixer, loads a chunk, or plays a note. BASIC 7.0's sound verbs areSOUND(a tone on a voice, with a duration),PLAY(a string of notes in a Commodore-specific notation),ENVELOPE(ADSR per voice),FILTER,VOLandTEMPO.PLAYandENVELOPEwant a synthesised voice rather than a sample, which SDL3_mixer does not provide directly -- the honest first step is a small tone generator feedingSDL_AudioStream, withakgl_audio_init,akgl_audio_tone(voice, hz, ms),akgl_audio_envelope(voice, a, d, s, r)andakgl_audio_volume(level). This is the largest of the four and the one most worth designing before writing. Tests can run under the dummy audio driver and assert state transitions rather than sound.Resolved.
include/akgl/audio.handsrc/audio.cadd a three-voice tone generator overSDL_AudioStream:akgl_audio_init,_shutdown,_tone,_stop,_waveform,_envelope,_volume,_voice_activeand_mix. It is deliberately separate from the SDL3_mixer side of the library, which plays audio assets; nothing inaudio.creads a file. Decisions worth knowing:- The voice table works with no device open.
akgl_audio_initconnects it to one; without that a host can still pull samples itself throughakgl_audio_mix. That is not only for embedding — it is what makes the suite deterministic. A device pulls samples on SDL's audio thread whenever it likes, so a test that opened one and then asserted on voice state would be racing the callback.tests/audio.cmixes by hand and opens a device only in its last test. - Phase is derived from the frame counter, not accumulated. A float
increment of
hz / 44100is not exact, and adding it 44100 times a second walks a held note off pitch. - A voice that was never configured is audible. A zeroed voice has a sustain of 0.0, which is silence with no error to explain it, so the table defaults to a square wave held at full level.
- Three voices summing past full scale are clamped, not scaled, so one voice plays at the level it was asked for rather than a third of it.
- Everything that touches the table takes the stream lock when a device is open, since the callback reads it on another thread.
Still missing for a complete BASIC sound vocabulary:
FILTER(SDL3 has no filter primitive; this would need writing),TEMPOand thePLAYnote-string parser, both of which belong in the interpreter rather than here. - The voice table works with no device open.
-
No non-blocking keystroke read.
include/akgl/controller.his built around SDL event handlers the host pumps (akgl_controller_handle_eventand friends), which suits a game loop and does not suitGETandGETKEY-- those ask "is there a keystroke waiting, yes or no" and must not require the interpreter to own the event loop. Goal 3 ofakbasicforbids it owning one.Wants
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_poll_key(int *keycode, bool *available);reading a small ring buffer thatakgl_controller_handle_eventalready fills, so the host keeps pumping events and the interpreter drains characters at its own pace. Tests: push syntheticSDL_EVENT_KEY_DOWNevents through the existing handler and drain them, plus the empty-buffer and overflow cases.Resolved.
akgl_controller_poll_key(int *keycode, bool *available)andakgl_controller_flush_keys(void)are ininclude/akgl/controller.h, over a fixedAKGL_CONTROLLER_KEY_BUFFER(32) ring insrc/controller.c.akgl_controller_handle_eventrecords everySDL_EVENT_KEY_DOWNbefore it scans the control maps, so a key bound to an actor still reaches a polling caller — the scan returns as soon as a binding claims the event, and doing it afterwards would have lost exactly the keys a game also acts on. An empty buffer is success withavailablefalse, not an error. A full buffer drops the newest key rather than overwriting the oldest, matching the Commodore keyboard buffer and keeping what was typed first.tests/controller.ccovers drain order, the release-is-not-a-keystroke case, a key shared with a control map, flush, both NULL arguments, and overflow plus reuse afterwards. -
An embedded
libakgldemands its dependencies be installed, while vendoring them.CMakeLists.txt:17gates the whole vendored-dependency block onCMAKE_SOURCE_DIR STREQUAL CMAKE_CURRENT_SOURCE_DIR, sodeps/SDL,deps/SDL_image,deps/SDL_mixer,deps/SDL_ttfanddeps/janssonare added only when this repository is the top-level project. Embedded withadd_subdirectory(), theelse()branch at:51runsfind_package(SDL3 REQUIRED)and friends instead, and configure fails on a machine that has none of them installed — with the submodules sitting right there indeps/, already checked out by the recursive clone the consumer just did.akbasicworks around it by adding those five subdirectories itself, immediately beforeadd_subdirectory(deps/libakgl). That works only because every lookup in theelse()branch is guarded withif(NOT TARGET ...)— which is the same escape hatchakerror::akerrorandakstdlib::akstdlibalready rely on, and it should not be the documented answer. Fix: add the vendored dependencies on both paths, still guarded byif(NOT TARGET ...)so a consumer that has already declared them wins. The suppression of their CTest registration should move with them.Resolved. The vendored block no longer sits behind
CMAKE_SOURCE_DIR STREQUAL CMAKE_CURRENT_SOURCE_DIR. Anakgl_add_vendored_dependency(<target> <dir>)macro adds each of the seven submodules when nothing has already declared that target and the submodule is actually checked out; thefind_packagelookups for anything left over run afterwards, unchanged, so a checkout without submodules still resolves against the system. A macro rather than a function becauseadd_subdirectory()inside a function runs in that function's variable scope.The CTest suppression moved with them, and is lifted again before this project registers its own suites, so an embedding consumer's
add_test()still reaches CTest. Two smaller consequences of the move:find_package(PkgConfig)now runs only when something has to come from the system (a fully vendored build needs no pkg-config of its own, thoughdeps/SDL_mixerasks for it separately), and the build-tree RPATH block keys on whether anything was vendored rather than on being the top-level project, so an embedded build's tests can also find the satellite libraries.Verified by configuring and building a scratch consumer that embeds this repository with
CMAKE_DISABLE_FIND_PACKAGE_SDL3,_SDL3_image,_SDL3_mixer,_SDL3_ttf,_akerror,_akstdliband_janssonall set, so any reliance on an installed copy would have failed the configure. It configures, builds and links. The fiveadd_subdirectorylines inakbasic'sCMakeLists.txtcan be deleted. -
include/akgl/controller.hdoes not compile on its own. Lines 35, 36 and 41 declare handler function pointers taking anakgl_Actor *, and the header includes onlySDL3/SDL.h,akerror.handtypes.h— none of which declares that type. Any translation unit that includesakgl/controller.hbeforeakgl/actor.hfails with "unknown type name 'akgl_Actor'".src/controller.cnever notices because it includesakgl/game.hfirst.This is the house rule in
AGENTS.md— keep headers self-contained, include what you use. Fix:#include "actor.h"incontroller.h, or forward-declarestruct akgl_Actorif the include order makes that circular. A one-line test that includes onlyakgl/controller.hwould have caught it and would keep catching it.Resolved.
controller.hincludes<akgl/actor.h>. Not a forward declaration:akgl_Actoris a typedef of a named struct, and repeating a typedef is C11, not C99. The include closes no cycle —actor.hreaches onlytypes.handcharacter.h, neither of which knows about the controller.tests/headers.cis the test, and it is a whole suite for one#includeon purpose: a second#includeafter the first proves nothing about the second, because by then the first has dragged its dependencies in. Covering another header means another file shaped like that one. It also stopped being true thattests/controller.chas to includeakgl/actor.hfirst, and the comment there saying so is gone. -
There is no way to attach a 2D backend to a renderer the caller already has.
akgl_render_init2d()(src/renderer.c:17) does two separable things: it creates a window and anSDL_Rendererfrom thegame.screenwidth/game.screenheightproperties and writes to thecameraglobal, and it installs the six function pointers that make anakgl_RenderBackendusable. A caller who already owns anSDL_Rendererwants only the second half — and that caller is not hypothetical, it is precisely the embedding host the API-gap section above exists to serve, since an embedded interpreter must not create the window.Today the only options are to call
akgl_game_init()and let libakgl own the window, or to assign the six pointers by hand, which is whatakbasic'stests/akgl_backends.cdoes. Fix: split outakgl_render_bind2d(akgl_RenderBackend *self)that installs the vtable and nothing else, and haveakgl_render_init2d()call it after it has made its window.tests/renderer.ccould then cover the vtable half without a display at all.Resolved.
akgl_render_bind2d(akgl_RenderBackend *self)installs the six pointers and returns;akgl_render_init2d()calls it once the window and the camera exist. It deliberately does not touchself->sdl_renderer, which is the whole point — a host that already owns one keeps it, and a host that does not gets a backend whose entry points all reportAKERR_NULLPOINTERinstead of crashing.tests/renderer.cis new and needs no display: it covers the binding (including that the caller'sSDL_Renderersurvives it, and that binding a backend without one is legal), frame start and end and bothdraw_texturepaths against a software renderer under the dummy video driver, the refusals a bound-but-unrendered backend gives, and thedraw_mesh"not implemented" stub.src/renderer.cgoes from 10% line coverage to 56%; what is left isakgl_render_init2ditself andakgl_render_2d_draw_world, both of which want the offscreen harness and the world globals.akbasic's hand-assigned vtable intests/akgl_backends.ccan be deleted. -
akgl_text_rendertextat()dereferences an uninitialised backend vtable.src/text.ccallsrenderer->draw_texture(renderer, ...)with no NULL check on eitherrendereror the function pointer, so a backend that has anSDL_Rendererbut has not been throughakgl_render_init2d()segfaults on the first line of text. That is exactly the state item 7 leaves a host in, and it is the same class of defect the draw commit at42b60f7added a test for — "a backend that exists but was never given an SDL_Renderer, which is the state a host is in between allocating one and initializing it; every draw entry point has to report it rather than dereference it." The text path still has it.Fix:
FAIL_ZERO_RETURNonrenderer, onrenderer->sdl_rendererand onrenderer->draw_texture, reportingAKGL_ERR_SDLorAKERR_NULLPOINTERas the draw entry points do. Test alongside the existingtests/draw.cbackend-without-a-renderer case.Resolved. All three are checked, with
AKERR_NULLPOINTERto match the draw entry points, and they are checked before anything is rasterized rather than after: refusing early costs nothing and leaks nothing, where refusing after the rasterize would hit the leak the@noteon this function already describes.tests/text.cgrew a software renderer under the dummy video driver — bound with the newakgl_render_bind2d, which is what made this cheap — and covers all three refusals plus the successful draw, wrapped and unwrapped.src/text.cgoes from 58% to 100% line coverage, and the threeakgl_text_rendertextatmutants the mutation run left surviving are dead. The third case is the one that matters: with a liveSDL_Rendererbehind a backend that was never bound, the old code got all the way to a NULL function pointer. Checking it against a made-up renderer pointer, as the first draft of the test did, is worth nothing — SDL refuses the bogus handle and the call fails for the wrong reason, which a deleted-check mutant survives.Found while writing that test and filed below as item 27: SDL_ttf refuses the empty string on both rasterizing paths, so drawing an empty line is an error while measuring one is not.
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SOUND's frequency sweep has noakgl_audio_*equivalent. BASIC 7.0'sSOUND voice, freq, dur, dir, min, stepramps the pitch fromfreqtowardmininstepincrements per tick, in the directiondirselects — a siren, a laser, the whole reasonSOUNDhas six arguments.akgl_audio_tone(voice, hz, ms)holds one pitch for one duration, and nothing changes pitch over the life of a note.akbasicrefuses those three arguments rather than faking them, and the reasoning is worth recording because it is what makes this alibakglgap rather than an interpreter one: the only way to fake a sweep from the interpreter is to re-issue tones from its step loop, which ties audible pitch to how often the host happens to call it — a tune that changes key with the frame rate. It has to be advanced on the mixer's own frame counter, which is where the phase is already derived from and which only this library can see.Fix:
akgl_audio_sweep(int voice, float32_t from_hz, float32_t to_hz, float32_t step_hz, uint32_t ms), advanced inakgl_audio_mix()beside the envelope. Tests would driveakgl_audio_mixby hand and assert the frame at which the pitch has moved, exactly astests/audio.calready does for the envelope stages.Resolved.
akgl_audio_sweep(voice, from_hz, to_hz, step_hz, ms)is ininclude/akgl/audio.h, with the step taken inakgl_audio_mix()off the mixer's own frame counter. Decisions worth knowing:- One step every 1/60 second (
AKGL_AUDIO_SWEEP_TICK_HZ), because that is the rate the machine this vocabulary comes from advanced its sweep at, and its tunes are written for it. It divides 44100 exactly, so a step boundary always lands on a whole frame — which is what lets the suite assert the exact frame the pitch moves on rather than a tolerance. - Direction comes from the two frequencies, not from the sign of the step.
step_hzstays positive;to_hzbelowfrom_hzsweeps down. A negative step is refused rather than silently meaning something. - It arrives and holds. The last step is clamped to
to_hzrather than overshooting, and equal frequencies are a legal held tone rather than an error, so a caller computing its own limits does not have to special-case them. akgl_audio_toneis now the same start path with a step of 0, which is also what makes a voice reused for a plain tone stop sweeping. That is one function,start_note, rather than two copies of the same six assignments.- A swept voice accumulates its phase instead of deriving it from the frame counter. Deriving assumes a constant frequency; under a sweep it jumps the waveform at every step, which is an audible click. The drift the derived form exists to avoid is not something a note that is changing pitch anyway can be said to suffer from.
tests/audio.cdrives the mixer by hand: one tick's frames do not move the pitch, the next frame does, both directions clamp at their target, a gate shorter than the sweep cuts it off part way, and a plain tone on a swept voice stays put.src/audio.cholds at 92%.Still missing for a complete
SOUND: the oscillating third direction (C128dir2), which is a re-issue on arrival rather than a third kind of sweep, andFILTER,TEMPOand thePLAYnote-string parser as before. - One step every 1/60 second (
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The keystroke ring carries a keycode and nothing else, so Shift is invisible.
akgl_controller_handle_event()(src/controller.c:104-105) pushesevent->key.keyinto the ring and drops the rest of the event, andakgl_controller_poll_key(int *keycode, bool *available)hands back only that. Item 4 asked for a non-blocking keystroke read and got one; what it did not ask for, and what a line editor turns out to need, is which character the keystroke actually produced.akbasichas now built one — anINPUTand a REPL prompt drawn in the window, insrc/sink_akgl.c— and the consequence is concrete: no shifted character is reachable, so",!,(,),:and;cannot be typed at all, and lower case cannot be typed either. A BASIC line editor that cannot type a double quote cannot enter a string literal. The interpreter folds letters to upper case, which is what a C128 does anyway and is the right resolution for letters; it is not a resolution for punctuation, and there is nothing the caller can do about it because the modifier state was discarded two layers down.Note this is not solvable by the caller polling
SDL_GetModState()at read time: by then the key is long released, and the whole point of a ring is that reads are decoupled from events.Fix: widen the ring entry to carry the modifier state and the composed text SDL already computes. Either
typedef struct akgl_Keystroke { SDL_Keycode key; SDL_Keymod mod; char text[8]; /* UTF-8, from SDL_EVENT_TEXT_INPUT; "" for a non-printing key */ } akgl_Keystroke; akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_poll_keystroke(akgl_Keystroke *dest, bool *available);alongside the existing
akgl_controller_poll_key(), which stays as it is so nothing breaks — a game asking "was the up arrow pressed" wants exactly what it already gets. Fillingtextmeans handlingSDL_EVENT_TEXT_INPUTas well asSDL_EVENT_KEY_DOWN, which is the only correct way to get a character out of SDL anyway: it is what makes a keyboard layout, a compose key and a dead key work, none of which a keycode can express.Tests would push a shifted key-down plus its text-input event through
akgl_controller_handle_event()and assert both the keycode and the composed character come back, mirroring whattests/controller.calready does for the plain ring.Resolved.
akgl_Keystroke(keycode,SDL_Keymod, and eight bytes of UTF-8) andakgl_controller_poll_keystroke(akgl_Keystroke *dest, bool *available)are ininclude/akgl/controller.h; the ring now holds those instead of bare keycodes.akgl_controller_poll_key()is untouched from its caller's side. Decisions worth knowing:- The text is attached to the press that is still waiting for it, tracked by a flag rather than by "whatever entry is newest". Without the flag, a press dropped by a full buffer hands its text to some older key that happens to be sitting at the end of the ring — which is wrong in exactly the case where things are already going badly.
- Text with no press behind it is buffered on its own, with a keycode of 0. An input
method commit and a character finished by a dead key have no key press of their own, and
a line editor wants the character regardless.
akgl_controller_poll_key()discards those on the way past rather than reporting a keystroke with no key. - Oversized text is cut on a code point boundary. An IME can commit several characters at once and an entry holds one; truncating on a byte boundary would leave a partial UTF-8 sequence that nothing downstream can render.
- SDL only sends
SDL_EVENT_TEXT_INPUTwhile text input is started, so a host that wantstextpopulated callsSDL_StartTextInput()on its window. Without itkeyandmodstill arrive. That is documented on the function rather than left to be discovered.
tests/controller.ccovers the shifted-key case end to end (the"that started this), a non-printing key composing to nothing, a text-only entry through both pollers, text that outlived its own press, the code-point-boundary truncation, and both NULL arguments.src/controller.cholds at 91%.
Carried over
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Make character-to-sprite state bindings release their references symmetrically.
akgl_character_sprite_add()increments the sprite refcount for every state-map binding, but no corresponding removal API exists. Replacing a state binding also leaves the previous sprite's refcount incremented. Whenakgl_heap_release_character()drops the character refcount to zero, it clears the character registry entry and zeroes the structure without enumeratingstate_sprites, decrementing the bound sprites, or destroying the SDL property map. Implement binding removal/replacement so each removed binding releases exactly one sprite reference. On final character release, enumerate every remaining binding (the existingakgl_character_state_sprites_iterate()release path may be reusable), release each reference, destroystate_sprites, and then clear the character. Add tests for removal, replacement, duplicate sprite bindings across multiple states, and final character release.akgl_character_state_sprites_iterateis still uncovered and is the natural place to start;tests/actor.cnow coversakgl_character_sprite_getand the composite-state binding behavior it depends on. -
An actor cannot be scaled per axis.
akgl_Actor::scaleis onefloat32_tapplied to bothdest.wanddest.h, so there is no way to express "twice as wide, the same height". The VIC-II has had separate x- and y-expand bits since 1982 and Commodore BASIC 7.0'sSPRITEverb exposes both, so a BASIC interpreter drawing through libakgl cannot implement its own documented verb.Two shapes are plausible and the choice is a design decision rather than an obvious fix: add
scale_x/scale_yand keepscaleas a convenience that writes both, or replacescaleoutright and take the ABI break while the major version is still 0. The second is cleaner and the soname already carriesMAJOR.MINOR.Related to defect 26, and reached the same way:
akbasic's sprites are Commodore sprites, 24 wide and 21 high, andSPRITE n,,,,1expands one axis. It works around both by installing its ownrenderfuncon each actor rather than patching around the library.