Closes Defects items 16 and 17 and Known-and-still-open item 6. All three let an asset file, or a caller's argument, write past a fixed array. akgl_sprite_load_json took its frame count straight from the document and wrote that many entries into a 16-byte frameids -- through a uint32_t * cast of a uint8_t *, so each write touched four bytes and the overrun reached four bytes past the array, into the rest of akgl_Sprite and then the next pool slot. The count is checked first now, each id is read into an int and narrowed deliberately, and a frame number too large for a uint8_t is refused rather than truncated into an index for a different tile. The tilemap loader had the same shape twice: objects[j] with no check against AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER and tilesets[i] with none against AKGL_TILEMAP_MAX_TILESETS. akgl_tilemap_load_layers already bounded its own loop, so the pattern was in the same file. The object one is the reachable half -- 128 objects is not a large object layer. akgl_string_initialize zeroed sizeof(akgl_String) starting at `data`, which begins after the refcount in front of it, so it ran four bytes past the end of the object and onto the *next* slot's refcount -- the field the allocator reads to decide whether a slot is free. Same file, same class, fixed with it: akgl_string_copy accepted a count larger than the buffers, reading past one pool slot and writing past another, which the header documented as behaviour. Every case has a test that fails against the old code, with five new fixtures. Exactly-the-maximum is asserted alongside one-past in each, so the bound cannot be fixed by making the limit off by one. 25/25 pass, memcheck clean, reindent --check clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
272 lines
10 KiB
C
272 lines
10 KiB
C
#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <akerror.h>
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#include <akgl/registry.h>
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#include <akgl/sprite.h>
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#include <akgl/heap.h>
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#include <akgl/util.h>
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#include <akgl/error.h>
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#include <akgl/game.h>
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#include <akgl/renderer.h>
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#include "testutil.h"
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akerr_ErrorContext *test_akgl_spritesheet_initialize(void)
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{
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PREPARE_ERROR(errctx);
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akgl_SpriteSheet *sheet = NULL;
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SDL_Texture *image = NULL;
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akgl_String *tmpstr = NULL;
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// Does the image file get loaded?
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// Is the image file loaded correctly? (Surface comparison)
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// Is the spritesheet in the registry?
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ATTEMPT {
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CATCH(errctx, akgl_heap_next_spritesheet(&sheet));
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CATCH(errctx, akgl_heap_next_string(&tmpstr));
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snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/spritesheet.png");
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CATCH(errctx, akgl_spritesheet_initialize(sheet, 48, 48, "assets/spritesheet.png"));
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FAIL_ZERO_BREAK(errctx, sheet->texture, AKERR_VALUE, "akgl_spritesheet_initialize failed to load the sprite texture");
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FAIL_NONZERO_BREAK(
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errctx,
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((sheet->texture->w != 576) || (sheet->texture->h != 384)),
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AKERR_VALUE,
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"Loaded texture was not the correct size");
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snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/spritesheet.png");
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image = IMG_LoadTexture(akgl_renderer->sdl_renderer, (char *)&tmpstr->data);
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FAIL_ZERO_BREAK(errctx, image, AKGL_ERR_SDL, "Failed to load comparison image");
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CATCH(
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errctx,
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akgl_render_and_compare(
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sheet->texture,
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image,
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0, 0, 576, 384,
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"test_spritesheet_loaded_image.png")
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);
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FAIL_ZERO_BREAK(
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errctx,
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SDL_GetPointerProperty(AKGL_REGISTRY_SPRITESHEET, "assets/spritesheet.png", NULL),
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AKERR_KEY,
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"Spritesheet was not placed in the registry");
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} CLEANUP {
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IGNORE(akgl_heap_release_string(tmpstr));
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IGNORE(akgl_heap_release_spritesheet(sheet));
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if ( image != NULL )
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SDL_DestroyTexture(image);
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_akgl_sprite_initialize(void)
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{
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PREPARE_ERROR(errctx);
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akgl_SpriteSheet *testsheet = NULL;
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akgl_Sprite *testsprite = NULL;
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akgl_String *tmpstr = NULL;
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// Does the sprite get loaded?
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// Do all frames of the sprite get loaded?
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// Are all the frames of the sprite what we expect? (Surface comparison)
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// Is the sprite added to the registry?
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ATTEMPT {
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CATCH(errctx, akgl_heap_next_spritesheet(&testsheet));
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CATCH(errctx, akgl_heap_next_sprite(&testsprite));
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CATCH(errctx, akgl_heap_next_string(&tmpstr));
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snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/spritesheet.png");
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CATCH(errctx, akgl_spritesheet_initialize(testsheet, 48, 48, "assets/spritesheet.png"));
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FAIL_ZERO_BREAK(errctx, testsheet, AKERR_VALUE, "akgl_spritesheet_initialize failed");
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CATCH(errctx, akgl_sprite_initialize(testsprite, "test", testsheet));
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FAIL_NONZERO_BREAK(errctx, (testsprite->sheet != testsheet), AKERR_VALUE, "Initialized sprite uses wrong sheet");
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FAIL_ZERO_BREAK(
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errctx,
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SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "test", NULL),
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AKERR_KEY,
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"Sprite was not placed in the registry");
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} CLEANUP {
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IGNORE(akgl_heap_release_sprite(testsprite));
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IGNORE(akgl_heap_release_string(tmpstr));
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_akgl_sprite_load_json(void)
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{
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PREPARE_ERROR(errctx);
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akgl_Sprite *testsprite = NULL;
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akgl_Sprite *testsprite2 = NULL;
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akgl_String *tmpstr = NULL;
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SDL_Texture *image = NULL;
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// Does the sprite get loaded?
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// Do all frames of the sprite get loaded?
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// Are all the frames of the sprite what we expect? (Surface comparison)
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// Is the sprite added to the registry?
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ATTEMPT {
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CATCH(errctx, akgl_heap_next_string(&tmpstr));
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CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
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testsprite = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
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FAIL_ZERO_BREAK(
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errctx,
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testsprite,
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AKERR_KEY,
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"akgl_sprite_load_json succeeds but sprite is not placed in the registry");
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FAIL_ZERO_BREAK(errctx, (testsprite->width == 48), AKERR_VALUE, "width incorrect (48 : %d)", testsprite->width);
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FAIL_ZERO_BREAK(errctx, (testsprite->height == 48), AKERR_VALUE, "height incorrect (48 : %d)", testsprite->height);
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FAIL_ZERO_BREAK(errctx, (testsprite->speed == 100000000), AKERR_VALUE, "speed incorrect (100 : %d)", testsprite->speed);
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FAIL_ZERO_BREAK(errctx, (testsprite->loop == true), AKERR_VALUE, "loop incorrect (1 : %d)", testsprite->loop);
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FAIL_ZERO_BREAK(errctx, (testsprite->loopReverse == true), AKERR_VALUE, "loopReverse incorrect (1 : %d)", testsprite->loopReverse);
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FAIL_ZERO_BREAK(errctx, (testsprite->frames == 3), AKERR_VALUE, "frame count incorrect (3 : %d)", testsprite->frames);
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FAIL_ZERO_BREAK(errctx, (testsprite->frameids[0] == 12), AKERR_VALUE, "frameids[0] incorrect (12 : %d)", testsprite->frameids[0]);
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FAIL_ZERO_BREAK(errctx, (testsprite->frameids[1] == 13), AKERR_VALUE, "frameids[1] incorrect (13 : %d)", testsprite->frameids[1]);
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FAIL_ZERO_BREAK(errctx, (testsprite->frameids[2] == 14), AKERR_VALUE, "frameids[2] incorrect (14 : %d)", testsprite->frameids[2]);
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FAIL_NONZERO_BREAK(errctx, strcmp(testsprite->name, "testsprite"), AKERR_VALUE, "name incorrect (testsprite : %s)", (char *)testsprite->name);
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// Is it using the right spritesheet?
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snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/spritesheet.png");
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image = IMG_LoadTexture(akgl_renderer->sdl_renderer, (char *)&tmpstr->data);
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FAIL_ZERO_BREAK(errctx, image, AKGL_ERR_SDL, "Failed to load comparison image");
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CATCH(
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errctx,
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akgl_render_and_compare(
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testsprite->sheet->texture,
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image,
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0, 0, 576, 384,
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"test_sprite_loaded_from_json_sheet.png"
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)
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);
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// If we load a second sprite using the same sheet name, do they use the same sheet in memory?
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snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/testsprite2.json");
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CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
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testsprite2 = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
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FAIL_ZERO_BREAK(
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errctx,
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testsprite,
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AKERR_KEY,
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"akgl_sprite_load_json succeeds but second sprite is not placed in the registry");
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FAIL_ZERO_BREAK(
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errctx,
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(testsprite->sheet == testsprite2->sheet),
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AKERR_VALUE,
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"Previously loaded spritesheets are not reused");
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} CLEANUP {
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if ( testsprite != NULL ) {
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IGNORE(akgl_heap_release_sprite(testsprite));
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}
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if ( testsprite2 != NULL ) {
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IGNORE(akgl_heap_release_sprite(testsprite2));
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}
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IGNORE(akgl_heap_release_string(tmpstr));
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if ( image != NULL )
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SDL_DestroyTexture(image);
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief A sprite definition must not be able to write past `frameids`.
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*
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* `frameids` is AKGL_SPRITE_MAX_FRAMES bytes and the loader took its count
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* straight from the document, so a definition with seventeen frames wrote past
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* the array, past the rest of akgl_Sprite, and into the next pool slot. It also
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* wrote through a `uint32_t *` cast of a `uint8_t *`, four bytes at a time,
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* which is why the overrun reached four bytes past the array rather than one.
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*
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* The neighbouring slot is claimed and stamped first, so the test fails on the
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* corruption rather than on whatever the corruption happens to do later.
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*/
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akerr_ErrorContext *test_akgl_sprite_load_json_bounds_frames(void)
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{
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PREPARE_ERROR(errctx);
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akgl_Sprite *loaded = NULL;
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int i = 0;
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ATTEMPT {
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// Exactly the maximum is legal and must still load.
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TEST_EXPECT_OK(errctx, akgl_sprite_load_json("assets/testsprite_maxframes.json"),
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"loading a sprite with exactly AKGL_SPRITE_MAX_FRAMES frames");
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loaded = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite_maxframes", NULL);
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FAIL_ZERO_BREAK(errctx, loaded, AKERR_KEY, "the max-frames sprite is not in the registry");
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TEST_ASSERT(errctx, loaded->frames == AKGL_SPRITE_MAX_FRAMES,
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"max-frames sprite loaded %d frames, expected %d",
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loaded->frames, AKGL_SPRITE_MAX_FRAMES);
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for ( i = 0; i < AKGL_SPRITE_MAX_FRAMES; i++ ) {
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TEST_ASSERT(errctx, loaded->frameids[i] == (uint8_t)i,
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"max-frames sprite frame %d is %d, expected %d",
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i, loaded->frameids[i], i);
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}
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// One more than the maximum is refused, and nothing is registered.
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TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
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akgl_sprite_load_json("assets/testsprite_toomanyframes.json"),
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"loading a sprite with more frames than the array holds");
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TEST_ASSERT(errctx,
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SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite_toomanyframes", NULL) == NULL,
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"a sprite with too many frames was registered anyway");
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// A frame number a uint8_t cannot hold is refused rather than truncated
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// to something that indexes a different tile.
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TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
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akgl_sprite_load_json("assets/testsprite_widecount.json"),
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"loading a sprite whose frame number does not fit a uint8_t");
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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int main(void)
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{
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PREPARE_ERROR(errctx);
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ATTEMPT {
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CATCH(errctx, akgl_error_init());
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TEST_TRAP_UNHANDLED_ERRORS();
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akgl_renderer = &akgl_default_renderer;
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SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO )) {
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FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't initialize SDL: %s", SDL_GetError());
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}
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if (!SDL_CreateWindowAndRenderer("net/aklabs/libakgl/test_sprite", 640, 480, 0, &akgl_window, &akgl_renderer->sdl_renderer)) {
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FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
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}
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akgl_renderer->draw_texture = &akgl_render_2d_draw_texture;
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CATCH(errctx, akgl_heap_init());
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CATCH(errctx, akgl_registry_init_sprite());
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CATCH(errctx, akgl_registry_init_spritesheet());
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CATCH(errctx, test_akgl_spritesheet_initialize());
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CATCH(errctx, test_akgl_sprite_initialize());
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CATCH(errctx, test_akgl_sprite_load_json());
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CATCH(errctx, test_akgl_sprite_load_json_bounds_frames());
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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return 0;
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}
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