The example games failed on the CI runner with "ALSA: Couldn't open audio device" despite SDL_AUDIODRIVER=dummy sitting right there in their CMake -- because it never reached the process. set_tests_properties parses its PROPERTIES arguments as name/value pairs, so a semicolon-separated value list is split and every element after the first is consumed as a bogus property name: ENVIRONMENT kept only SDL_VIDEODRIVER=dummy, and the LD_LIBRARY_PATH prepend list kept only its first directory. ctest --show-only=json-v1 shows the truncation plainly. Nobody could see it. Video survived because SDL3 falls through its driver list to dummy on a headless machine with no hint at all; audio survived on every developer machine because the real device works there; the library paths survived because RPATH covered them. A runner with no sound card was the first environment where any of it mattered. Every list-valued test property now goes through set_property(TEST ...), which takes real list arguments -- the examples' ENVIRONMENT triplets and vendored-path modifications, the suites' LD_LIBRARY_PATH prepends, and the docs harness's driver variables. Verified by property dump (3 environment entries and all 7 prepends present) and by running the example tests with ALSA_CONFIG_PATH=/dev/null, which now pass where a real ALSA open would fail: the dummy driver is finally the one being asked. Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
78 lines
3.6 KiB
CMake
78 lines
3.6 KiB
CMake
# The top-down JRPG tutorial game, quoted by docs/20-tutorial-jrpg.md.
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#
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# It is a real target built by `all`, not a snippet: a tutorial whose program
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# does not compile is the failure this whole documentation effort exists to
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# stop, and the chapter's `c excerpt=` blocks fail the moment this source moves
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# under them.
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add_executable(jrpg
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jrpg.c
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world.c
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textbox.c
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)
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target_link_libraries(jrpg
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PRIVATE akstdlib::akstdlib akerror::akerror akgl
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SDL3::SDL3 SDL3_ttf::SDL3_ttf SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer
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jansson::jansson -lm)
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target_include_directories(jrpg PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}")
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target_compile_options(jrpg PRIVATE ${AKGL_WARNING_FLAGS})
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# The game finds its data through two absolute paths baked in here. A game that
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# ships would install its assets and resolve them against SDL_GetBasePath(); a
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# tutorial has to run from the build tree, from the source tree, and from
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# whatever working directory CTest hands it, so the paths are compiled in.
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get_filename_component(JRPG_REPO_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/../.." ABSOLUTE)
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target_compile_definitions(jrpg PRIVATE
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JRPG_ASSET_DIR="${JRPG_REPO_ROOT}/docs/tutorials/assets/jrpg"
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# tests/assets/akgl_test_mono.ttf, which ships beside its licence file.
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JRPG_FONT_FILE="${JRPG_REPO_ROOT}/tests/assets/akgl_test_mono.ttf"
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)
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# The vendored SDL satellite libraries land in per-project subdirectories that
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# are not on the loader's default search path, exactly as they do for the test
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# suites. AKGL_VENDORED_RPATH is set by the top-level CMakeLists.txt and is only
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# defined when something was actually vendored.
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if(AKGL_VENDORED_DEPENDENCIES)
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set_target_properties(jrpg PROPERTIES BUILD_RPATH "${AKGL_VENDORED_RPATH}")
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endif()
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# The headless smoke run. `--demo` drives the arrow keys from a script and steps
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# the physics clock by a fixed 1/60 s, so the run is deterministic and finishes
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# in well under a second; `--frames` bounds it. Between them the run walks the
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# player into a wall, opens the text box, and exercises the follower's render
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# hook -- rather than just proving that main() returns.
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#
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# add_test() reaches the real command here: the top-level CMakeLists.txt shadows
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# it to suppress the vendored projects' registrations and lifts the suppression
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# again long before examples/ is added.
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add_test(NAME example_jrpg COMMAND jrpg --frames 320 --demo)
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set_tests_properties(example_jrpg PROPERTIES TIMEOUT 120)
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# set_property, not set_tests_properties: the latter parses its PROPERTIES
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# arguments as name/value *pairs*, so a semicolon-separated value is split and
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# every element after the first is consumed as a bogus property name. The
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# audio and render entries of this list were silently lost that way --
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# invisible on any machine whose real audio device works, and found the first
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# time CI ran on a runner without one.
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set_property(TEST example_jrpg PROPERTY ENVIRONMENT
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"SDL_VIDEODRIVER=dummy"
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"SDL_RENDER_DRIVER=software"
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"SDL_AUDIODRIVER=dummy"
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)
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# LD_LIBRARY_PATH for the vendored satellite libraries. Only needed when they
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# were vendored; an installed build resolves them normally.
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if(AKGL_VENDORED_DEPENDENCIES)
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if(CMAKE_VERSION VERSION_GREATER_EQUAL "3.22")
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set(JRPG_TEST_ENV_MOD "")
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foreach(dir IN LISTS AKGL_TEST_LIBPATH)
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list(APPEND JRPG_TEST_ENV_MOD "LD_LIBRARY_PATH=path_list_prepend:${dir}")
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endforeach()
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set_property(TEST example_jrpg PROPERTY ENVIRONMENT_MODIFICATION ${JRPG_TEST_ENV_MOD})
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else()
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string(REPLACE ";" ":" JRPG_TEST_LIBPATH_JOINED "${AKGL_TEST_LIBPATH}")
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set_property(TEST example_jrpg APPEND PROPERTY ENVIRONMENT
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"LD_LIBRARY_PATH=${JRPG_TEST_LIBPATH_JOINED}:$ENV{LD_LIBRARY_PATH}")
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endif()
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endif()
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