`cmake --build build --target memcheck` runs every registered CTest suite under valgrind. There are no new test programs, and there should not be any: tests/benchutil.h notices valgrind in LD_PRELOAD and drops the benchmark scale to 0.0005, which turns the perf suites into the broadest path coverage in the tree at a cost valgrind can survive. A benchmark walks one path a hundred thousand times; a leak check wants every path walked once. Same binaries, one flag apart, and the whole run is about thirty seconds. scripts/memcheck.sh wraps `ctest -T memcheck` because that command records defects and still exits 0, which cannot gate anything. It also forces the headless drivers, so the vendor GPU stack is never loaded -- that removes thousands of unfixable findings inside amdgpu_dri.so without suppressing anything, and it is what the suites are written for anyway. Only definite losses, invalid accesses and uninitialised reads count; "still reachable" is what SDL and FreeType keep for the process lifetime and says nothing about this library. The three suppressions in scripts/valgrind.supp are each a decision that a finding belongs to somebody else. Six defects, all filed in TODO.md under "Memory checking", the first of which is the one that matters: not one of the four json_load_file calls in src/ is ever matched by a json_decref, so every asset load abandons its parsed document -- 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on the order of a megabyte for a real one. A game that reloads a level on death leaks a level's worth of JSON every time. akgl_get_property also reads up to 4 KiB past the end of every property value it copies, and the savegame name tables read past the end of every registry key and write what they find into the file. tests/util.c zeroes three fixtures it used to leave as stack garbage. The library was never at fault there -- the tests handed it uninitialised floats and then made one real call with them -- but sixteen findings of noise in a new gate is how a gate gets ignored. The unit suites' TIMEOUT goes from 30 to 300 because CTest applies the same property to the checked run, where everything is twenty times slower. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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Repository Guidelines
Project Structure & Module Organization
This is a C library intended to support the development of video games. Public C headers live in include/akgl/; keep declarations there aligned with their implementations in src/. Tests are standalone C programs under tests/, with JSON, image, and map fixtures in tests/assets/. The util/ directory contains the charviewer utility and its sample assets. Third-party and companion libraries are vendored in deps/. Treat build/ and generated akgl.pc files as build outputs rather than hand-maintained source; include/akgl/SDL_GameControllerDB.h is generated too, but is tracked on purpose — see below.
Generated and Vendored Sources
include/akgl/SDL_GameControllerDB.h is generated, and is tracked deliberately
mkcontrollermappings.sh regenerates this header by fetching the community
controller database from raw.githubusercontent.com. It is committed to the
repository on purpose: it is the offline fallback that keeps the library
buildable if upstream is renamed, rate-limited, taken down, or simply
unreachable from the build machine. Do not delete it, do not add it to
.gitignore, and do not "clean up" the fact that a generated file is tracked.
Working rules:
- Never hand-edit it. It is machine-written; changes belong in
mkcontrollermappings.sh. - Do not commit incidental regeneration churn. The build regenerates the
header on every run, and the script stamps
$(date)into a comment, so an ordinary build leaves the file modified with nothing of substance changed. Revert that before committing:git checkout -- include/akgl/SDL_GameControllerDB.h. - Update it as a deliberate, standalone commit when you actually want newer mappings, so the diff is reviewable and bisectable.
- Never commit a copy with
AKGL_SDL_GAMECONTROLLER_DB_LEN 0. That is the signature of a failed fetch, not an empty upstream — see the defect note below. Check the constant before staging this file. - Formatting tooling ignores it:
scripts/reindent.shand the pre-commit hook both skip it.
Known defect (tracked in
TODO.md). The safety net is currently self-defeating.mkcontrollermappings.shhas noset -eand does not checkcurl's exit status, so when the fetch fails it writes a header withAKGL_SDL_GAMECONTROLLER_DB_LEN 0and an empty array over the good tracked copy, and exits 0. Because CMake re-runs the generator on every build, an offline build silently destroys the very fallback the file exists to provide. Until that is fixed, treat a dirtySDL_GameControllerDB.hafter a build as suspect and check the length constant before committing it.
Build, Test, and Development Commands
Configure an out-of-tree development build:
cmake -S . -B build -DCMAKE_BUILD_TYPE=RelWithDebInfo
Build all library, utility, and test targets:
cmake --build build --parallel
Run the complete test suite with failure details:
ctest --test-dir build --output-on-failure
Run one test while iterating, for example ctest --test-dir build -R sprite --output-on-failure. The rebuild.sh script also installs into a developer-specific /home/andrew/local prefix and removes existing outputs; prefer the portable commands above unless that exact workflow is intended.
Run only the performance suites with ctest --test-dir build -L perf --output-on-failure, or leave them out of an ordinary run with -LE perf. They take about 30 seconds together, print a table of nanoseconds per operation, and fail only when a measurement exceeds a budget set at roughly ten times the recorded baseline. AKGL_BENCH_SCALE scales every iteration count — AKGL_BENCH_SCALE=0.1 ctest --test-dir build -L perf for a quick look — and below 1.0 the budgets are reported but not enforced. The recorded baseline and what it means are in PERFORMANCE.md.
Check for memory defects with cmake --build build --target memcheck, or
scripts/memcheck.sh directly — it takes ctest's selection flags, so
scripts/memcheck.sh -R tilemap and scripts/memcheck.sh -LE perf both work.
It runs the suites that already exist under valgrind (ctest -T memcheck) with
the headless drivers forced, and exits non-zero when valgrind finds a definite
leak, an invalid access, or a read of uninitialised memory — which ctest -T memcheck on its own will not do. The whole run takes about thirty seconds
because the perf suites scale themselves down under valgrind. Suppressions for
third-party findings live in scripts/valgrind.supp; add one only when the
finding genuinely cannot be fixed from this repository.
Run mutation testing with cmake --build build --target mutation. For a quick smoke run, use scripts/mutation_test.py --target src/tilemap.c --max-mutants 10; the harness mutates only a scratch copy and excludes the intentionally failing character test.
Generate HTML and Cobertura coverage reports with cmake -S . -B build-coverage -DAKGL_COVERAGE=ON -DCMAKE_BUILD_TYPE=Debug, then build and run CTest. Reports are written to build-coverage/coverage/; this mode requires gcovr and GCC or Clang.
Coding Style
The canonical style is Emacs cc-mode stroustrup, with tabs enabled. This
is not advisory — new and edited code must match what cc-mode produces, so that
reindenting a region never shows up as a diff.
Emacs setup
.dir-locals.el in the repository root already applies the style to every
c-mode buffer, so nothing needs configuring by hand:
((c-mode . ((c-file-style . "stroustrup")
(indent-tabs-mode . t)
(tab-width . 8)
(fill-column . 100)
(require-final-newline . t))))
Interactively: C-x h C-M-\ (mark-whole-buffer + indent-region) reindents
the buffer. A correctly formatted file is a fixed point of that operation —
reindenting must produce no change.
Reindenting from the command line
scripts/reindent.sh # reindent every tracked C source in place
scripts/reindent.sh src/tilemap.c # reindent only the named files
scripts/reindent.sh --check # list non-conforming files, change nothing
--check exits 1 when something needs reindenting and 2 if Emacs is missing, so
it is usable from CI. The script drives Emacs in batch mode through
scripts/reindent.el, which reindents, normalises leading whitespace to the
canonical tab/space mix, strips trailing whitespace, and ensures a final
newline. include/akgl/SDL_GameControllerDB.h is generated and always skipped.
Note that reindent.el deliberately does not use Emacs' tabify: that
function's tabify-regexp is " [ \t]+", which is not anchored to the start of
a line, so it rewrites runs of spaces anywhere and destroys the hand-aligned
value columns in the bit-flag tables in actor.h and iterator.h. Only leading
whitespace is ever rewritten.
The pre-commit hook
scripts/hooks/pre-commit reindents staged C sources before the commit is
written. Enable it once per clone:
git config core.hooksPath scripts/hooks
It inspects the staged content rather than the working tree, so what lands in
the commit is what was checked. When a file needs reindenting it is fixed in the
working tree and re-staged — but only if the index and working tree agree for
that file. If they differ, re-staging would sweep unstaged work into the commit,
so the hook stops and tells you to reindent and stage it yourself. It steps
aside during a merge, and warns rather than blocking if Emacs is unavailable.
git commit --no-verify bypasses it.
For reference, cc-mode defines the style as:
("stroustrup"
(c-basic-offset . 4)
(c-comment-only-line-offset . 0)
(c-offsets-alist . ((statement-block-intro . +)
(substatement-open . 0)
(substatement-label . 0)
(label . 0)
(statement-cont . +))))
Indentation and whitespace
-
4 columns per level (
c-basic-offset4). -
Tabs are 8 columns wide and are used for indentation (
indent-tabs-modet,tab-width8). Emacs emits the largest possible run of tabs and pads the remainder with spaces, which produces this ladder. Editors that expand tabs, or that assume a 4-column tab, will silently corrupt it:Depth Columns Bytes 1 4 4 spaces 2 8 TAB3 12 TAB+ 4 spaces4 16 TABTAB5 20 TABTAB+ 4 spaces -
No trailing whitespace. Files end with a single newline.
-
caselabels sit at the same column as theirswitch(label . 0). -
Continuation lines of a wrapped expression indent one level (
statement-cont . +).
Most of src/ already conforms. The known non-conforming files are
src/json_helpers.c, src/util.c (from akgl_rectangle_points onward),
src/assets.c, src/staticstring.c, parts of src/actor.c, and the headers
include/akgl/util.h and include/akgl/staticstring.h — all of which use a
2-column offset. Convert a file to the canonical style in its own commit, not
mixed into a behavioral change.
Braces
- Function bodies open on their own line, in column 0.
- Control statements keep the brace on the same line, one space before it.
else,else if, andwhileof ado/whilestay on the closing-brace line:} else {, not a bareelseon the next line. Note that this is a house convention rather than somethingcc-modeenforces — thestroustrupstyle governs indentation only and will not move a brace or anelsefor you.- Always brace, even single-statement bodies.
akerr_ErrorContext *akgl_actor_update(akgl_Actor *obj)
{
if ( obj->curSpriteFrameId == 0 ) {
obj->curSpriteReversing = false;
} else if ( obj->parent != NULL ) {
obj->curSpriteFrameId -= 1;
} else {
obj->curSpriteFrameId += 1;
}
}
Spacing
-
Spaces inside control-flow parentheses:
if ( x == y ) {,while ( done == false ) {,for ( i = 0; i < len; i++ ) {. This is the dominant existing convention (140 sites to 7) andcc-modewill not add or remove it. -
No space between a function name and its argument list, at both call and definition sites, and no padding inside call parentheses:
SDL_Log("x %d", n). -
Binary operators and assignment are surrounded by single spaces; unary operators are not separated from their operand.
-
The pointer
*binds to the identifier, not the type:char *name,akgl_Actor **dest. Neverchar* name. -
When a call is too long for one line, put each argument on its own line indented one level past the callee, with the closing
)on its own line. This is the established shape for theFAIL_*andCATCHmacros:FAIL_ZERO_RETURN( errctx, SDL_SetPointerProperty(AKGL_REGISTRY_ACTOR, name, (void *)obj), AKERR_KEY, "Unable to add actor to registry" );
No repository-wide formatter
There is no clang-format or linter wired into the build, and cc-mode's
indentation engine is not exactly reproducible by clang-format. Do not
introduce one without discussion, and do not reformat code you are not otherwise
changing — unrelated whitespace churn makes review harder and is the reason the
style drifted in the first place.
Naming Conventions
- Public functions:
akgl_<subsystem>_<verb>, all lower snake_case —akgl_actor_set_character,akgl_heap_next_string. No camelCase, and never embed a type name (akgl_Actor_cmhf_left_onis wrong; it should beakgl_actor_cmhf_left_on). - Public types:
akgl_TypeName—akgl_Actor,akgl_SpriteSheet,akgl_PhysicsBackend. Every type exported from a header takes the prefix; bare names likepointandRectanglePointsare defects, not precedent. - Constants and macros:
AKGL_UPPER_SNAKE_CASE. A constant belongs to the subsystem it describes: a character limit isAKGL_CHARACTER_MAX_*, notAKGL_SPRITE_MAX_CHARACTER_*. Name a constant for what its value is — a nanoseconds-per-millisecond scale factor isAKGL_TIME_ONEMS_NS. - Exported globals take the
akgl_prefix like any other public symbol. Do not add bare names (renderer,camera,window), leading-underscore names (reserved at file scope), or SCREAMING_SNAKE names for mutable objects —AKGL_UPPER_SNAKE_CASEis for constants. statichelpers drop theakgl_prefix, which exists only to avoid external collisions.- Include guards:
_AKGL_<FILE>_H_, matching the file name. Guard names without the project prefix risk colliding with system headers. - Parameter names must match between the declaration and the definition —
Doxygen publishes the header spelling. Conventional names:
destfor an output parameter (notdst),selffor a backend receiver,objfor the instance being initialized or inspected,efor an incoming error context to be inspected. - The local error context is named
errctx(92 sites to 45). New code useserrctx; convertewhen you touch a function for other reasons. - Header/source pairs are named by feature:
include/akgl/sprite.handsrc/sprite.c.
Error-Handling Protocol
The akerror control-flow macros have a shape that must be followed exactly,
because the failure mode is silent.
- Inside an
ATTEMPTblock use the_BREAKvariants (FAIL_ZERO_BREAK,FAIL_NONZERO_BREAK,FAIL_BREAK) andCATCH. Outside it use the_RETURNvariants. - Never use a
*_RETURNmacro inside anATTEMPTblock. It returns past theCLEANUPblock, so every release,fclose, and free inCLEANUPis skipped. This has already caused a heap-string leak on the success path ofakgl_get_json_tilemap_property. CLEANUPmust precedePROCESS. Transposing them moves the cleanup body into thePROCESSswitch, where it runs only when an error context exists.CATCHreports failure bybreaking, which binds to the innermost enclosing loop orswitch. ACATCHwritten directly inside awhileexits the loop rather than the function — put theATTEMPTblock inside the loop.- Never
returnfrom inside aHANDLEblock either.FINISHends withRELEASE_ERROR, so leaving before it means the handled context is never given back toAKERR_ARRAY_ERROR— one leaked slot per call, and the 129th call aborts the process with "Unable to pull an error context from the array!".SUCCEED_RETURNis safe because it releases first; a barereturn, or areturn f(...)that tail-calls the fallback, is not. Set a flag in theHANDLEblock and act on it afterFINISH. This has already cost a process-killing leak inakgl_path_relative; see TODO.md, "Performance". - Validate every pointer parameter before dereferencing it, including the ones a sibling function happens not to check.
API Surface
Every function with external linkage must be declared in a header, and every
declaration must have a definition. A non-static function that appears in no
header is still in the ABI but is unreachable by callers; a declaration with no
definition is a link error for anyone compiling against the header alone. If a
function is exposed only so tests can reach it, declare it under the existing
"part of the internal API" comment block in the relevant header.
Headers must be self-contained: include what you use, so that a translation unit
including a single akgl header compiles without a particular include order.
Within the project use the angled form, #include <akgl/sibling.h>.
Declare no-argument functions as (void), not ().
Rules
- Add yourself (agent program name, model name and version) as a co-author on every commit message
- Avoid dynamic memory allocation. Use the
akgl_heap_*methods to retrieve necessary objects at runtime, and to release them when done. If the akgl heap facilities don't provide the kind of object needed, create a new heap layer to support that type of object.
Testing Guidelines
Tests use simple executable return codes and are registered through CTest in CMakeLists.txt; there is no declared coverage threshold. Add focused tests as tests/<feature>.c, create a matching test_<feature> target, and register it with add_test. Put reusable fixtures in tests/assets/ and keep paths compatible with tests launched from the build tree. Coverage mode wraps the suite in a CTest fixture so counters are reset before tests and reports are generated afterward.
Performance suites
tests/perf.c (nothing that draws) and tests/perf_render.c (everything that
does) are benchmarks, built and registered like any other suite but listed in
AKGL_PERF_SUITES so they carry the perf label and a longer timeout. The
harness is tests/benchutil.h. Three rules keep the numbers honest, and all
three were learned by getting them wrong first:
- Nothing that checks an error goes inside the clock.
PASSandCATCHcallakerr_valid_error_address, which walksAKERR_ARRAY_ERROR— more work than several of the calls being measured. UseBENCH_LOOP, which stashes the context and stops at the first failure, and hand it toPASSafterwards. - Flush the renderer before stopping the clock. SDL batches: a
draw_*call queues a command and returns.BENCH_FLUSH_STOPintests/perf_render.cis there because the first version of that suite measured queueing, reported a tilemap frame 250 times faster than it is, and paid the real cost at teardown insideSDL_DestroyTexture. - A drawing benchmark needs a raw-SDL control that does the same pixel work.
Without one there is no way to separate what libakgl costs from what the
rasterizer costs, and the answer is not the one you would guess — see
PERFORMANCE.md.
Budgets are per-operation ceilings at roughly ten times the recorded baseline;
they are enforced only in an optimized build at full scale. When a change moves
a number for a good reason, re-record the baseline in PERFORMANCE.md in the
same commit and say why it moved.
These two suites are also the memory-check vehicle. tests/benchutil.h detects
valgrind from LD_PRELOAD and drops the scale to
AKGL_BENCH_VALGRIND_SCALE, so the same binaries walk every path once instead
of a hundred thousand times, and the timings a checked run prints are labelled
as meaningless. Do not add memory-check suites: a new path worth checking
belongs in a benchmark, where it gets both.
Commit & Pull Request Guidelines
Recent commits use concise, imperative summaries such as Fix a scale bug... and often explain related changes in one sentence. Keep each commit scoped and describe user-visible behavior. Pull requests should summarize the change, identify affected modules, list the CMake/CTest commands run, and link relevant issues. Include screenshots only for rendering, map, or charviewer changes.