CI has never gone green in the retained run history, and every failure is the same 20-second death during checkout: six submodules -- SDL, SDL_image, SDL_mixer, SDL_ttf, jansson, semver -- were registered with git@github.com: SSH URLs, and the runner has no GitHub key. The https submodules (libccd, tg, clay, and the two starfort ones) clone fine in the same run. All six now use https, which is what every stanza added since already did; these are public upstream repositories nothing here pushes to, so SSH bought nothing. Second problem, waiting right behind the first: the character, sprite and tilemap suites were the only three of seventeen that never set the dummy video/audio/software-render hints, so on a headless runner they die in SDL_Init with "No available video device" before testing anything. They now set the same three hints the other fourteen suites set. (How this survived: every local run happens on a machine with a display, and CI never got far enough to run a test.) Pre-flighted locally against every job the workflow defines, headless with no driver variables in the environment, exactly as the runner would: Debug with -Werror and coverage builds clean and all 37 tests pass including the coverage fixtures; RelWithDebInfo with -Werror builds clean and the perf suites pass their budgets at full scale; doxygen Doxyfile exits 0 under FAIL_ON_WARNINGS; and the new ui suite runs under valgrind with zero errors and no leaks. Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
787 lines
28 KiB
C
787 lines
28 KiB
C
#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <jansson.h>
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#include <akerror.h>
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#include <akgl/util.h>
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#include <akgl/heap.h>
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#include <akgl/registry.h>
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#include <akgl/tilemap.h>
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#include <akgl/actor.h>
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#include <akgl/game.h>
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#include <akstdlib.h>
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#include <akgl/json_helpers.h>
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#include "testutil.h"
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/**
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* @brief akgl_get_json_tilemap_property must give back its scratch strings on every path.
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*
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* It claims two pool strings per call -- one for the property name it is
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* comparing, one for the declared type -- and used to leave the block through a
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* `SUCCEED_RETURN` from inside `ATTEMPT` on the path where it *found* what it
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* was asked for. That returns past `CLEANUP`, so the ordinary, successful
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* lookup was the leaking one, at two of the pool's 256 entries a time. A map
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* load does this several times per layer.
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*
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* Three paths, run more times than the pool has entries: found, absent, and
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* present-but-wrong-type. Against the old code the found loop exhausts the pool
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* and comes back AKGL_ERR_HEAP long before it finishes.
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*/
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akerr_ErrorContext *test_tilemap_property_lookup_releases_strings(void)
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{
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PREPARE_ERROR(errctx);
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json_t *jsondoc = NULL;
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json_error_t jsonerr;
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akgl_String *pathstr = NULL;
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int baseline = 0;
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int propnum = 0;
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int i = 0;
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ATTEMPT {
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CATCH(errctx, akgl_heap_next_string(&pathstr));
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snprintf(
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(char *)&pathstr->data,
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AKGL_MAX_STRING_LENGTH,
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"%s%s",
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SDL_GetBasePath(),
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"assets/snippets/test_tilemap_get_json_tilemap_property.json"
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);
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jsondoc = json_load_file((char *)&pathstr->data, 0, (json_error_t *)&jsonerr);
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FAIL_ZERO_BREAK(errctx, jsondoc, AKERR_NULLPOINTER, "Failure loading json fixture: %s", (char *)jsonerr.text);
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baseline = test_string_pool_used();
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// The success path. Twice the pool size, so a leak of even one entry
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// per call cannot finish.
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for ( i = 0; i < (AKGL_MAX_HEAP_STRING * 2); i++ ) {
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CATCH(errctx, akgl_get_json_properties_integer(jsondoc, "state", &propnum));
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}
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TEST_ASSERT(
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errctx,
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test_string_pool_used() == baseline,
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"%d successful property lookups left %d pool strings claimed, expected %d",
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(AKGL_MAX_HEAP_STRING * 2),
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test_string_pool_used(),
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baseline);
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// The absent path, which reports AKERR_KEY from after FINISH.
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for ( i = 0; i < (AKGL_MAX_HEAP_STRING * 2); i++ ) {
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TEST_EXPECT_STATUS(
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errctx,
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AKERR_KEY,
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akgl_get_json_properties_integer(jsondoc, "no_such_property", &propnum),
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"looking up a property the object does not have");
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}
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TEST_ASSERT(
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errctx,
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test_string_pool_used() == baseline,
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"absent-property lookups left %d pool strings claimed, expected %d",
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test_string_pool_used(),
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baseline);
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// The wrong-type path, which fails from inside the ATTEMPT block with
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// both scratch strings already claimed.
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for ( i = 0; i < (AKGL_MAX_HEAP_STRING * 2); i++ ) {
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TEST_EXPECT_STATUS(
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errctx,
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AKERR_TYPE,
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akgl_get_json_properties_integer(jsondoc, "character", &propnum),
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"reading a string property as an int");
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}
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TEST_ASSERT(
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errctx,
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test_string_pool_used() == baseline,
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"wrong-type lookups left %d pool strings claimed, expected %d",
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test_string_pool_used(),
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baseline);
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} CLEANUP {
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if ( jsondoc != NULL ) {
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json_decref(jsondoc);
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jsondoc = NULL;
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}
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if ( pathstr != NULL ) {
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IGNORE(akgl_heap_release_string(pathstr));
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}
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_tilemap_akgl_get_json_tilemap_property(void)
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{
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PREPARE_ERROR(errctx);
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json_t *jsondoc = NULL;
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json_error_t jsonerr;
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akgl_String *tmpstr = NULL;
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int propnum;
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ATTEMPT {
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akgl_gamemap = &akgl_default_gamemap;
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akgl_renderer = &akgl_default_renderer;
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CATCH(errctx, akgl_heap_next_string(&tmpstr));
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snprintf(
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(char *)&tmpstr->data,
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AKGL_MAX_STRING_LENGTH,
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"%s%s",
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SDL_GetBasePath(),
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"assets/snippets/test_tilemap_get_json_tilemap_property.json"
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);
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jsondoc = json_load_file((char *)&tmpstr->data, 0, (json_error_t *)&jsonerr);
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FAIL_ZERO_BREAK(errctx, jsondoc, AKERR_NULLPOINTER, "Failure loading json fixture: %s", (char *)jsonerr.text);
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CATCH(
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errctx,
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akgl_get_json_properties_string(
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jsondoc,
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"character",
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&tmpstr
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)
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);
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FAIL_NONZERO_BREAK(
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errctx,
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strcmp((char *)&tmpstr->data, "testcharacter"),
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AKERR_VALUE,
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"Incorrect value loaded from property `character` (`testcharacter` vs `%s`)",
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(char *)&tmpstr->data
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);
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CATCH(
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errctx,
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akgl_get_json_properties_integer(
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jsondoc,
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"state",
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&propnum
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)
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);
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FAIL_NONZERO_BREAK(
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errctx,
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(propnum != 6),
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AKERR_VALUE,
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"Incorrect value loaded from property `state` (6 vs %d)",
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propnum
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);
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} CLEANUP {
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if ( tmpstr != NULL ) {
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IGNORE(akgl_heap_release_string(tmpstr));
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}
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if ( jsondoc != NULL ) {
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json_decref(jsondoc);
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}
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_akgl_tilemap_compute_tileset_offsets(void)
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{
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int comparison_values[8] = {
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0, // Tile 0 X
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0, // Tile 0 Y
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10, // Tile 1 X
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0, // Tile 1 Y
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0, // Tile 2 X
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10, // Tile 2 Y
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10, // Tile 2 X
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10 // Tile 2 Y
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};
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int *comparison_ptrs[8] = {
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&akgl_gamemap->tilesets[0].tile_offsets[0][0], // Tile 0 X
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&akgl_gamemap->tilesets[0].tile_offsets[0][1], // Tile 0 Y
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&akgl_gamemap->tilesets[0].tile_offsets[1][0], // Tile 1 X
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&akgl_gamemap->tilesets[0].tile_offsets[1][1], // Tile 0 Y
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&akgl_gamemap->tilesets[0].tile_offsets[2][0], // Tile 2 X
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&akgl_gamemap->tilesets[0].tile_offsets[2][1], // Tile 2 Y
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&akgl_gamemap->tilesets[0].tile_offsets[3][0], // Tile 3 X
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&akgl_gamemap->tilesets[0].tile_offsets[3][1], // Tile 3 Y
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};
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int i = 0;
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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akgl_gamemap->tilesets[0].tilecount = 4;
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akgl_gamemap->tilesets[0].columns = 2;
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akgl_gamemap->tilesets[0].firstgid = 1;
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akgl_gamemap->tilesets[0].imageheight = 20;
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akgl_gamemap->tilesets[0].imagewidth = 20;
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akgl_gamemap->tilesets[0].tilecount = 4;
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akgl_gamemap->tilesets[0].tileheight = 10;
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akgl_gamemap->tilesets[0].tilewidth = 10;
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akgl_gamemap->tilesets[0].spacing = 0;
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akgl_gamemap->tilesets[0].margin = 0;
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PREPARE_ERROR(errctx);
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ATTEMPT {
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akgl_gamemap = &akgl_default_gamemap;
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akgl_renderer = &akgl_default_renderer;
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CATCH(errctx, akgl_tilemap_compute_tileset_offsets(akgl_gamemap, 0));
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// Tile 0 X offset
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for ( i = 0; i < 8; i++ ) {
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FAIL_NONZERO_BREAK(
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errctx,
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(*comparison_ptrs[i] != comparison_values[i]),
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AKERR_VALUE,
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"Tile offset incorrectly calculated for index %d (%d vs %d)",
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i,
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*comparison_ptrs[i],
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comparison_values[i]
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);
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}
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief The loader must refuse a map that would overrun its fixed tables.
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*
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* Two loops indexed straight from the document. `curlayer->objects[j]` had no
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* check against AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER, and `dest->tilesets[i]`
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* none against AKGL_TILEMAP_MAX_TILESETS. The object one is the reachable one:
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* 128 objects is not a large object layer, and akgl_TilemapObject is big, so
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* the 129th wrote well past the end of the layer.
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*
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* akgl_tilemap_load_layers already bounded its own loop and raised
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* AKERR_OUTOFBOUNDS, so the shape to copy was in the same file.
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*/
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/**
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* @brief Releasing a map twice must not free a texture twice.
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*
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* The layers loop tested `dest->layers[i].texture` and then destroyed
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* `dest->tilesets[i].texture` -- already destroyed by the loop above it. So
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* every tileset texture was freed twice on a single release, and no image
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* layer's texture was freed at all. Neither pointer was cleared either, so a
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* second release was a use-after-free on top of that.
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*/
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/**
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* @brief A load/release cycle must give back every pooled string it took.
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*
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* Measured before the fix by counting non-zero HEAP_STRING refcounts across
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* cycles: five per cycle, exactly, and akgl_tilemap_release gave none of them
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* back. The pool is 256 entries, so the 52nd map load in a process found it
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* empty -- and until the accessors were fixed, "empty" arrived as a segfault
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* rather than as AKGL_ERR_HEAP.
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*
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* Blast radius is every level transition, and a game that reloads a level on
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* death hits it sooner.
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*/
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akerr_ErrorContext *test_akgl_tilemap_load_releases_strings(void)
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{
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akgl_String *pathstr = NULL;
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PREPARE_ERROR(errctx);
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int baseline = 0;
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int afterfirst = 0;
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int i = 0;
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ATTEMPT {
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akgl_gamemap = &akgl_default_gamemap;
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akgl_renderer = &akgl_default_renderer;
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CATCH(errctx, akgl_heap_next_string(&pathstr));
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
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SDL_GetBasePath(), "assets/testmap.tmj");
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baseline = test_string_pool_used();
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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CATCH(errctx, akgl_tilemap_load((char *)&pathstr->data, akgl_gamemap));
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CATCH(errctx, akgl_tilemap_release(akgl_gamemap));
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afterfirst = test_string_pool_used();
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TEST_ASSERT(errctx, afterfirst == baseline,
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"one load/release cycle left %d pool strings claimed, expected %d",
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afterfirst, baseline);
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// Then enough cycles that a leak of even one string per load would run
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// the pool dry, so this cannot pass by rounding.
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for ( i = 0; i < 64; i++ ) {
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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CATCH(errctx, akgl_tilemap_load((char *)&pathstr->data, akgl_gamemap));
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CATCH(errctx, akgl_tilemap_release(akgl_gamemap));
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}
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TEST_ASSERT(errctx, test_string_pool_used() == baseline,
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"64 load/release cycles left %d pool strings claimed, expected %d",
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test_string_pool_used(), baseline);
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} CLEANUP {
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if ( pathstr != NULL ) {
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IGNORE(akgl_heap_release_string(pathstr));
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}
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_akgl_tilemap_release_is_idempotent(void)
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{
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akgl_String *pathstr = NULL;
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PREPARE_ERROR(errctx);
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int i = 0;
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ATTEMPT {
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akgl_gamemap = &akgl_default_gamemap;
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akgl_renderer = &akgl_default_renderer;
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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CATCH(errctx, akgl_heap_next_string(&pathstr));
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
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SDL_GetBasePath(), "assets/testmap.tmj");
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CATCH(errctx, akgl_tilemap_load((char *)&pathstr->data, akgl_gamemap));
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TEST_ASSERT(errctx, akgl_gamemap->numtilesets > 0,
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"the fixture map loaded no tilesets, so this test proves nothing");
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TEST_ASSERT(errctx, akgl_gamemap->tilesets[0].texture != NULL,
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"the fixture map's first tileset has no texture");
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TEST_EXPECT_OK(errctx, akgl_tilemap_release(akgl_gamemap), "releasing a loaded map");
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for ( i = 0; i < AKGL_TILEMAP_MAX_TILESETS; i++ ) {
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TEST_ASSERT(errctx, akgl_gamemap->tilesets[i].texture == NULL,
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"tileset %d's texture pointer survived release", i);
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}
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for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
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TEST_ASSERT(errctx, akgl_gamemap->layers[i].texture == NULL,
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"layer %d's texture pointer survived release", i);
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}
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// The one that used to be a use-after-free.
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TEST_EXPECT_OK(errctx, akgl_tilemap_release(akgl_gamemap), "releasing the same map again");
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TEST_EXPECT_OK(errctx, akgl_tilemap_release(akgl_gamemap), "releasing it a third time");
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TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_tilemap_release(NULL),
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"releasing a NULL map");
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} CLEANUP {
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if ( pathstr != NULL ) {
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IGNORE(akgl_heap_release_string(pathstr));
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}
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *test_akgl_tilemap_load_bounds_fixed_tables(void)
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{
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akgl_String *pathstr = NULL;
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PREPARE_ERROR(errctx);
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json_t *doc = NULL;
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json_error_t errdata;
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ATTEMPT {
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akgl_gamemap = &akgl_default_gamemap;
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akgl_renderer = &akgl_default_renderer;
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CATCH(errctx, akgl_heap_next_string(&pathstr));
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// Exactly the maximum must still load.
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
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SDL_GetBasePath(), "assets/snippets/test_tilemap_max_objects.json");
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doc = json_load_file((char *)&pathstr->data, 0, &errdata);
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FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "max-objects fixture: %s", (char *)&errdata.text);
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
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TEST_EXPECT_OK(errctx,
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akgl_tilemap_load_layer_objects(akgl_gamemap, doc, 0, pathstr),
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"loading an object layer with exactly the maximum objects");
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json_decref(doc);
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doc = NULL;
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// One more must be refused rather than written.
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
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SDL_GetBasePath(), "assets/snippets/test_tilemap_too_many_objects.json");
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doc = json_load_file((char *)&pathstr->data, 0, &errdata);
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FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "too-many-objects fixture: %s", (char *)&errdata.text);
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
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TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
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akgl_tilemap_load_layer_objects(akgl_gamemap, doc, 0, pathstr),
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"loading an object layer with one object too many");
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json_decref(doc);
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doc = NULL;
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// And the tileset table.
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memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s",
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SDL_GetBasePath(), "assets/snippets/test_tilemap_too_many_tilesets.json");
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doc = json_load_file((char *)&pathstr->data, 0, &errdata);
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FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "too-many-tilesets fixture: %s", (char *)&errdata.text);
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snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
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TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
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|
akgl_tilemap_load_tilesets(akgl_gamemap, doc, pathstr),
|
|
"loading a map with one tileset too many");
|
|
TEST_ASSERT(errctx, akgl_gamemap->numtilesets <= AKGL_TILEMAP_MAX_TILESETS,
|
|
"numtilesets reached %d, past the %d the table holds",
|
|
akgl_gamemap->numtilesets, AKGL_TILEMAP_MAX_TILESETS);
|
|
} CLEANUP {
|
|
if ( doc != NULL ) {
|
|
json_decref(doc);
|
|
}
|
|
if ( pathstr != NULL ) {
|
|
IGNORE(akgl_heap_release_string(pathstr));
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_load_layer_objects(void)
|
|
{
|
|
akgl_String *pathstr;
|
|
PREPARE_ERROR(errctx);
|
|
json_t *doc = NULL;
|
|
json_t *layers = NULL;
|
|
json_t *objectlayer = NULL;
|
|
json_error_t errdata;
|
|
akgl_Actor *testactor;
|
|
|
|
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
|
|
ATTEMPT {
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
CATCH(errctx, akgl_heap_next_string(&pathstr));
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/testmap.tmj");
|
|
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
|
|
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "Failed to load testmap: %s", (char *)&errdata.text);
|
|
CATCH(errctx, akgl_get_json_array_value(doc, "layers", &layers));
|
|
CATCH(errctx, akgl_get_json_array_index_object(layers, 1, &objectlayer));
|
|
CATCH(errctx, akgl_tilemap_load_layer_objects(akgl_gamemap, objectlayer, 1, pathstr));
|
|
|
|
testactor = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "testactor", NULL);
|
|
FAIL_ZERO_BREAK(
|
|
errctx,
|
|
testactor,
|
|
AKERR_NULLPOINTER,
|
|
"Test Actor was not loaded from the test map"
|
|
);
|
|
if ( (testactor->basechar != SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "testcharacter", NULL)) ||
|
|
(testactor->layer != 1) ||
|
|
(testactor->state != 6) ||
|
|
(testactor->visible != true) ||
|
|
(testactor->x != 16) ||
|
|
(testactor->y != 16) ) {
|
|
FAIL_BREAK(errctx, AKERR_VALUE, "Test actor was loaded with incorrect values (check gdb)");
|
|
}
|
|
} CLEANUP {
|
|
if ( pathstr != NULL ) {
|
|
IGNORE(akgl_heap_release_string(pathstr));
|
|
}
|
|
if ( doc != NULL ) {
|
|
json_decref(doc);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_load_layer_tile(void)
|
|
{
|
|
akgl_String *pathstr;
|
|
PREPARE_ERROR(errctx);
|
|
json_t *doc = NULL;
|
|
json_t *layers = NULL;
|
|
json_t *tilelayer = NULL;
|
|
json_t *tiledata = NULL;
|
|
json_error_t errdata;
|
|
|
|
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
|
|
|
|
ATTEMPT {
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
CATCH(errctx, akgl_heap_next_string(&pathstr));
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/testmap.tmj");
|
|
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
|
|
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "Failed to load testmap: %s", (char *)&errdata.text);
|
|
CATCH(errctx, akgl_get_json_array_value(doc, "layers", &layers));
|
|
CATCH(errctx, akgl_get_json_array_index_object(layers, 0, &tilelayer));
|
|
CATCH(errctx, akgl_get_json_array_value(tilelayer, "data", &tiledata));
|
|
CATCH(errctx, akgl_tilemap_load_layer_tile(akgl_gamemap, tilelayer, 0, pathstr));
|
|
if ( (akgl_gamemap->layers[0].data[0] != 1) ||
|
|
(akgl_gamemap->layers[0].data[1] != 2) ||
|
|
(akgl_gamemap->layers[0].data[2] != 3) ||
|
|
(akgl_gamemap->layers[0].data[3] != 4) ) {
|
|
FAIL_BREAK(errctx, AKERR_VALUE, "Test tilemap layer 0 tiles loaded with incorrect values (check gdb)");
|
|
}
|
|
} CLEANUP {
|
|
if ( pathstr != NULL ) {
|
|
IGNORE(akgl_heap_release_string(pathstr));
|
|
}
|
|
if ( doc != NULL ) {
|
|
json_decref(doc);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
/**
|
|
* @brief A layer image path too long for the field must say so, not load the wrong file.
|
|
*
|
|
* The join is `"%s/%s"` of a directory and an image name into a
|
|
* #AKGL_TILEMAP_MAX_TILESET_FILENAME_SIZE buffer, and both inputs are
|
|
* #AKGL_MAX_STRING_LENGTH wide, so it can overflow. It used to be a raw
|
|
* `snprintf` under a silenced `-Wformat-truncation`: the path was quietly cut
|
|
* short and handed to `IMG_LoadTexture`, which failed with SDL's "couldn't
|
|
* open" against a filename the caller never wrote -- the length problem
|
|
* reported as a missing-file problem, pointing at the wrong thing.
|
|
*
|
|
* `aksl_snprintf` treats truncation as the error it is. The directory here is
|
|
* filled to capacity so the join cannot fit whatever the image name is.
|
|
*/
|
|
akerr_ErrorContext *test_akgl_tilemap_layer_image_path_too_long(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
akgl_String *dirname = NULL;
|
|
json_t *layer = NULL;
|
|
json_error_t errdata;
|
|
|
|
ATTEMPT {
|
|
CATCH(errctx, akgl_heap_next_string(&dirname));
|
|
CATCH(errctx, aksl_memset((void *)&dirname->data, 'd', sizeof(dirname->data)));
|
|
dirname->data[sizeof(dirname->data) - 1] = '\0';
|
|
|
|
layer = json_loads("{\"image\": \"tiles.png\"}", 0, &errdata);
|
|
FAIL_ZERO_BREAK(errctx, layer, AKERR_VALUE, "Failed to build the test layer: %s", errdata.text);
|
|
|
|
TEST_EXPECT_STATUS(
|
|
errctx,
|
|
AKERR_OUTOFBOUNDS,
|
|
akgl_tilemap_load_layer_image(akgl_gamemap, layer, 0, dirname),
|
|
"joining an image name onto a directory that fills the field");
|
|
} CLEANUP {
|
|
if ( dirname != NULL ) {
|
|
IGNORE(akgl_heap_release_string(dirname));
|
|
}
|
|
if ( layer != NULL ) {
|
|
json_decref(layer);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_load_layers(void)
|
|
{
|
|
akgl_String *pathstr;
|
|
PREPARE_ERROR(errctx);
|
|
json_t *doc = NULL;
|
|
json_error_t errdata;
|
|
int i = 0;
|
|
|
|
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
|
|
|
|
ATTEMPT {
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
CATCH(errctx, akgl_heap_next_string(&pathstr));
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/testmap.tmj");
|
|
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
|
|
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "Failed to load testmap: %s", (char *)&errdata.text);
|
|
CATCH(errctx, akgl_tilemap_load_layers(akgl_gamemap, doc, pathstr));
|
|
FAIL_NONZERO_BREAK(
|
|
errctx,
|
|
(akgl_gamemap->numlayers != 3),
|
|
AKERR_VALUE,
|
|
"Map layer count incorrect"
|
|
);
|
|
for ( i = 0; i < akgl_gamemap->numlayers; i++ ) {
|
|
if ( (akgl_gamemap->layers[i].opacity != 1) ||
|
|
(akgl_gamemap->layers[i].visible != true) ||
|
|
(akgl_gamemap->layers[i].id != (i + 1)) ||
|
|
(akgl_gamemap->layers[i].x != 0) ||
|
|
(akgl_gamemap->layers[i].y != 0) ) {
|
|
FAIL(errctx, AKERR_VALUE, "Map layer data loaded incorrectly (see gdb)");
|
|
goto _test_akgl_tilemap_load_layers_cleanup;
|
|
}
|
|
}
|
|
// Layer 2 should have 1 object loaded
|
|
if ( (akgl_gamemap->layers[1].objects[0].actorptr != SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "testactor", NULL)) ||
|
|
(akgl_gamemap->layers[1].objects[1].name[0] != '\0' ) ||
|
|
(akgl_gamemap->layers[1].objects[1].id != 0) ) {
|
|
FAIL_BREAK(errctx, AKERR_VALUE, "Map layer 2 should have 1 loaded object (testactor) and nothing else (see gdb)");
|
|
}
|
|
// Layer 1 and 3 should have no objects
|
|
for ( i = 0; i < AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER ; i++ ) {
|
|
if ( akgl_gamemap->layers[0].objects[i].id != 0 ) {
|
|
FAIL(errctx, AKERR_VALUE, "Map layers 1 and 3 should have no objects loaded but found objects");
|
|
goto _test_akgl_tilemap_load_layers_cleanup;
|
|
}
|
|
}
|
|
for ( i = 0; i < AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER ; i++ ) {
|
|
if ( akgl_gamemap->layers[2].objects[i].id != 0 ) {
|
|
FAIL(errctx, AKERR_VALUE, "Map layers 1 and 3 should have no objects loaded but found objects");
|
|
goto _test_akgl_tilemap_load_layers_cleanup;
|
|
}
|
|
}
|
|
// Layers 1 and 3 should have tile data
|
|
if ( (akgl_gamemap->layers[0].data[0] != 1) ||
|
|
(akgl_gamemap->layers[0].data[1] != 2) ||
|
|
(akgl_gamemap->layers[0].data[2] != 3) ||
|
|
(akgl_gamemap->layers[0].data[3] != 4) ||
|
|
(akgl_gamemap->layers[2].data[0] != 0) ||
|
|
(akgl_gamemap->layers[2].data[1] != 5) ||
|
|
(akgl_gamemap->layers[2].data[2] != 0) ||
|
|
(akgl_gamemap->layers[2].data[3] != 6)
|
|
) {
|
|
FAIL_BREAK(errctx, AKERR_VALUE, "Map layers 1 and 3 should have tile data but it is incorrect");
|
|
}
|
|
_test_akgl_tilemap_load_layers_cleanup:
|
|
} CLEANUP {
|
|
if ( pathstr != NULL ) {
|
|
IGNORE(akgl_heap_release_string(pathstr));
|
|
}
|
|
if ( doc != NULL ) {
|
|
json_decref(doc);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_load_tilesets(void)
|
|
{
|
|
akgl_String *pathstr = NULL;
|
|
PREPARE_ERROR(errctx);
|
|
json_t *doc = NULL;
|
|
json_error_t errdata;
|
|
SDL_Texture *image = NULL;
|
|
|
|
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
|
|
|
|
ATTEMPT {
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
CATCH(errctx, akgl_heap_next_string(&pathstr));
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/testmap.tmj");
|
|
doc = json_load_file((char *)&pathstr->data, 0, &errdata);
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets");
|
|
FAIL_ZERO_BREAK(errctx, doc, AKERR_NULLPOINTER, "Failed to load testmap: %s", (char *)&errdata.text);
|
|
CATCH(errctx, akgl_tilemap_load_tilesets(akgl_gamemap, doc, pathstr));
|
|
FAIL_NONZERO_BREAK(errctx, (akgl_gamemap->numtilesets != 1), AKERR_VALUE, "Incorrect number of tilesets loaded for map");
|
|
if ( (akgl_gamemap->tilesets[0].columns != 48 ) ||
|
|
(akgl_gamemap->tilesets[0].firstgid != 1) ||
|
|
(akgl_gamemap->tilesets[0].imageheight != 576) ||
|
|
(akgl_gamemap->tilesets[0].imagewidth != 768) ||
|
|
(akgl_gamemap->tilesets[0].margin != 0) ||
|
|
(akgl_gamemap->tilesets[0].spacing != 0) ||
|
|
(akgl_gamemap->tilesets[0].tilecount != 1728) ||
|
|
(akgl_gamemap->tilesets[0].tileheight != 16) ||
|
|
(akgl_gamemap->tilesets[0].tilewidth != 16) ) {
|
|
FAIL_BREAK(errctx, AKERR_VALUE, "Tileset loaded with incorrect values");
|
|
}
|
|
FAIL_NONZERO_BREAK(
|
|
errctx,
|
|
strcmp((char *)&akgl_gamemap->tilesets[0].name, "World_A1"),
|
|
AKERR_VALUE,
|
|
"Tileset loaded with incorrect name");
|
|
|
|
snprintf((char *)&pathstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), "assets/World_A1.png");
|
|
image = IMG_LoadTexture(akgl_renderer->sdl_renderer, (char *)&pathstr->data);
|
|
FAIL_ZERO_BREAK(errctx, image, AKGL_ERR_SDL, "Failed to load comparison image");
|
|
|
|
CATCH(
|
|
errctx,
|
|
akgl_render_and_compare(
|
|
akgl_gamemap->tilesets[0].texture,
|
|
image,
|
|
0, 0, 768, 576,
|
|
"test_akgl_tilemap_loaded_tileset.png")
|
|
);
|
|
|
|
} CLEANUP {
|
|
if ( pathstr != NULL ) {
|
|
IGNORE(akgl_heap_release_string(pathstr));
|
|
}
|
|
if ( doc != NULL ) {
|
|
json_decref(doc);
|
|
}
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_load(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
|
|
memset((void *)akgl_gamemap, 0x00, sizeof(akgl_Tilemap));
|
|
|
|
ATTEMPT {
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
CATCH(errctx, akgl_tilemap_load("assets/testmap.tmj", akgl_gamemap));
|
|
} CLEANUP {
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_draw(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
|
|
ATTEMPT {
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
} CLEANUP {
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
|
|
akerr_ErrorContext *test_akgl_tilemap_draw_tileset(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
|
|
ATTEMPT {
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
} CLEANUP {
|
|
} PROCESS(errctx) {
|
|
} FINISH(errctx, true);
|
|
SUCCEED_RETURN(errctx);
|
|
}
|
|
|
|
int main(void)
|
|
{
|
|
PREPARE_ERROR(errctx);
|
|
|
|
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
|
|
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
|
|
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
|
|
|
|
ATTEMPT {
|
|
CATCH(errctx, akgl_error_init());
|
|
akgl_gamemap = &akgl_default_gamemap;
|
|
akgl_renderer = &akgl_default_renderer;
|
|
SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest");
|
|
|
|
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO )) {
|
|
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't initialize SDL: %s", SDL_GetError());
|
|
}
|
|
|
|
if (!SDL_CreateWindowAndRenderer("net/aklabs/libakgl/test_sprite", 768, 576, 0, &akgl_window, &akgl_renderer->sdl_renderer)) {
|
|
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
|
|
}
|
|
akgl_renderer->draw_texture = &akgl_render_2d_draw_texture;
|
|
|
|
CATCH(errctx, akgl_registry_init());
|
|
CATCH(errctx, akgl_heap_init());
|
|
CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
|
|
CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
|
|
CATCH(errctx, akgl_character_load_json("assets/testcharacter.json"));
|
|
|
|
CATCH(errctx, test_tilemap_akgl_get_json_tilemap_property());
|
|
CATCH(errctx, test_tilemap_property_lookup_releases_strings());
|
|
CATCH(errctx, test_akgl_tilemap_compute_tileset_offsets());
|
|
CATCH(errctx, test_akgl_tilemap_load_layer_objects());
|
|
CATCH(errctx, test_akgl_tilemap_load_layer_tile());
|
|
CATCH(errctx, test_akgl_tilemap_layer_image_path_too_long());
|
|
CATCH(errctx, test_akgl_tilemap_load_layers());
|
|
CATCH(errctx, test_akgl_tilemap_load_tilesets());
|
|
CATCH(errctx, test_akgl_tilemap_load_bounds_fixed_tables());
|
|
CATCH(errctx, test_akgl_tilemap_release_is_idempotent());
|
|
CATCH(errctx, test_akgl_tilemap_load_releases_strings());
|
|
//CATCH(errctx, test_akgl_tilemap_load());
|
|
//CATCH(errctx, test_akgl_tilemap_draw_tileset());
|
|
//CATCH(errctx, test_akgl_tilemap_draw());
|
|
} CLEANUP {
|
|
} PROCESS(errctx) {
|
|
} FINISH_NORETURN(errctx);
|
|
|
|
}
|