Adds 6 benchmark scripts in tests/benchmarks/ covering all 5 scenarios from
Kanboard #37, plus a shared baseline helper:
grid_step_bench.py 100 ent / 100x100 grid / 1000 grid.step() rounds
mix of IDLE/NOISE8/SEEK/FLEE behaviors
fov_opt_bench.py 100 ent / 1000x1000 grid; entity.update_visibility()
(with DiscreteMap perspective writeback) vs bare
grid.compute_fov() (no writeback) across FOV
algorithms BASIC/SHADOW/SYMMETRIC_SHADOWCAST and
radii 8/16/32
spatial_hash_bench.py entities_in_radius() at radii (1,5,10,50) x
entity counts (100,1k,10k); compares against
naive O(n) baseline with hit-count validation
pathfinding_bench.py A* across grid sizes/densities/heuristics/weights,
plus with-vs-without `collide=` collision-label
comparison (0/10/100 blockers on 100x100)
gridview_render_bench.py 1/2/4 GridViews on shared grid; uses
automation.screenshot() to force real renders in
headless mode (mcrfpy.step alone is render-stubbed)
dijkstra_bench.py single-root, multi-root, mask, invert, descent
_baseline.py writes baseline JSON to baseline/phase5_2/
All scripts emit JSON to stdout and write a baseline copy under
tests/benchmarks/baseline/phase5_2/ for regression comparison. All run
headless; pure time.perf_counter() timing for compute benches, screenshot
wall-time for the render bench (start/end_benchmark would only capture the
no-op headless game loop, so direct timing is used).
Notable findings captured in baselines:
- spatial hash: 5x to >300x speedup over naive O(n), hits validated identical
- update_visibility: ~25-37 ms/entity perspective writeback overhead on
1000x1000 grid (full-grid demote+promote loop in UIEntity::updateVisibility)
dominates over the actual TCOD FOV cost (~3-24 ms). Worth a follow-up issue
for sparse perspective updating.
- gridview render: per-view cost scales near-linearly down (~78ms total for
1, 2, or 4 views) -- the multi-view system shares state efficiently.
Refs Kanboard #37.
tests/integration/grid_entity_e2e_test.py exercises the full
Grid + GridView + EntityBehavior stack over 100 turns with four
simultaneous entities on a 20x20 walled grid:
Player turn_order=0 manual placement, excluded from step()
Guard PATROL waypoints + target_label="player" + sight_radius=5
step() callback switches to SEEK on TARGET trigger
NPC NOISE8 random 8-directional wander
Trap SLEEP turns=10, DONE callback fires then reverts to IDLE
Player is placed near the (15,15) waypoint so the Guard both
patrols (visits >=1 waypoint) and engages SEEK once in sight.
Verifies trigger count, DONE step index, behavior_type reversion,
and no crashes / Python exceptions over the full 100-turn run.
Kanboard card 36.
Per-entity FOV memory moves from std::vector<UIGridPointState> (two-bool
visible/discovered pairs) to a 3-state DiscreteMap (0=UNKNOWN, 1=DISCOVERED,
2=VISIBLE), exposed as entity.perspective_map. The invariant
visible-subset-of-discovered becomes structural (single value per cell), and
the map is a live, serializable, first-class object rather than an implicit
internal array.
Changes:
- New DiscreteMap C++ class with shared ownership; PyDiscreteMapObject now
holds shared_ptr<DiscreteMap>. UIEntity holds the same shared_ptr.
- New mcrfpy.Perspective IntEnum (UNKNOWN/DISCOVERED/VISIBLE), modelled on
PyInputState.
- entity.perspective_map: lazy-allocated on first access with a grid;
setter validates size against grid and raises ValueError on mismatch;
None clears (next access lazy-reallocates fresh).
- updateVisibility() now demotes 2->1 then promotes visible cells to 2.
- entity.at(x, y) returns grid.at(x, y) when VISIBLE, else None.
- Fog-of-war rendering in UIGridView and UIGrid reads the 3-state map.
- Removed: UIEntity::gridstate, ensureGridstate(), entity.gridstate getter,
UIGridPointState struct + PyUIGridPointStateType.
- Obsolete tests deleted (test_gridpointstate_point,
issue_265_gridpointstate_dangle); 4 new tests cover lazy allocation,
identity, serialization round-trip, size validation, and the
visible-subset-of-discovered invariant.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
DijkstraMap.distance, .path_from, and .step_from forwarded their
coordinate arguments straight into TCOD's dijkstra routines, which
assert and abort() the entire process on out-of-bounds input. No
recoverable Python exception; the whole interpreter dies.
Validate at the binding layer. Out-of-range coordinates raise
IndexError with a message identifying the map dimensions.
Fuzz corpus crash
tests/fuzz/crashes/pathfinding_behavior-crash-b7ea442fd31774b9b16c8ae99c728f609c8c25d8
now runs cleanly.
closes#311
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The compute_fov binding parsed its `algorithm` argument as a raw int and
cast it directly to TCOD_fov_algorithm_t. Out-of-range values (e.g. -49
reinterpreted as 4294967247) triggered UBSan's "invalid enum load" deep
in GridData::computeFOV.
PyFOV::from_arg already does the right validation for every other
algorithm entry point: accepts the FOV IntEnum, ints in
[0, NB_FOV_ALGORITHMS), or None (default BASIC); raises ValueError
otherwise. Route the binding through it.
Fuzz corpus crash
tests/fuzz/crashes/fov-crash-d5da064d802ae2b5691c520907cd692d04de8bb2
now runs cleanly.
closes#310
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The `outline` and `font_size` property setters (and the matching kwargs
in __init__) passed a raw float straight into SFML's setOutlineThickness
and setCharacterSize. setCharacterSize takes unsigned int, so any
negative or out-of-range float produced undefined behavior — UBSan's
"value outside the representable range" report.
Clamp before the cast. Negative outline is also nonsensical, so it's
clamped to 0 for consistency (not UB, but wrong).
Fuzz corpus crash
tests/fuzz/crashes/property_types-crash-1f7141d732736d04b99d20261abd766194246ea6
now runs cleanly.
closes#309
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Fuzzes grid.get_dijkstra_map with random roots/diagonal_cost/collide,
DijkstraMap.distance/path_from/step_from/to_heightmap queries, and
grid.step() with entity behavior callbacks that mutate the entity
list mid-iteration (adjacent to #273).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Fuzzes procgen through its standardized data-container interface: direct
HeightMap and DiscreteMap operations (scalar, binary, bitwise, subscript)
plus one-directional conversions NoiseSource.sample -> HeightMap,
BSP.to_heightmap, DiscreteMap.from_heightmap, and dm.to_heightmap.
Treating HM/DM as the unified surface covers every procgen system
without fuzzing each individually.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Targets #269 (PythonObjectCache race), #270 (GridLayer dangling parent),
#275 (UIEntity missing tp_dealloc), #277 (GridChunk dangling parent).
Exercises timer/animation callbacks that mutate scene and drawable
lifetimes across firing boundaries, including scene swap mid-callback
and closure captures that can survive past their target's lifetime.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Targets #267 (PyObject_GetAttrString reference leaks), #268 (sfVector2f
NULL deref), #272 (UniformCollection weak_ptr). Exercises every exposed
property on Frame/Caption/Sprite/Grid/Entity/TileLayer/ColorLayer/Color/
Vector with both correct-type and deliberately-wrong-type values, plus
hot-loop repeated GetAttrString to stress refcount sites.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Random compute_fov/is_in_fov exercises with varying origin, radius,
light_walls, algorithm params including out-of-bounds origins and
extreme radii. Toggles grid.at(x,y).transparent between computes to
stress stale fov-state bugs.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Targets #258-#263 (gridstate overflow on entity transfer between
differently-sized grids), #273 (entity.die during iteration), #274
(spatial hash on set_grid). Dispatches 13 operations driven by
ByteStream from fuzz_common.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Pivots away from atheris (which lacks Python 3.14 support) to a single
libFuzzer-linked executable that embeds CPython, registers mcrfpy, and
dispatches each iteration to a Python fuzz_one_input(data: bytes) function
loaded from tests/fuzz/fuzz_<target>.py by MCRF_FUZZ_TARGET env var.
libFuzzer instruments the C++ engine code where all #258-#278 bugs live;
Python drives the fuzzing logic via an in-house ByteStream replacement
for atheris.FuzzedDataProvider. Python-level exceptions are caught; only
ASan/UBSan signal real bugs.
CMake
- MCRF_FUZZER=ON builds mcrfpy_fuzz from all src/*.cpp except main.cpp
plus tests/fuzz/fuzz_common.cpp, linked with -fsanitize=fuzzer,address,
undefined. Asset+lib post-build copy added so the embedded interpreter
finds its stdlib and default_font/default_texture load.
Makefile
- fuzz-build builds only mcrfpy_fuzz (fast iterate)
- fuzz loops over six targets setting MCRF_FUZZ_TARGET for each
- fuzz-long TARGET=x SECONDS=n for deep manual runs
- fuzz-repro TARGET=x CRASH=path for crash reproduction
- Shared ASAN_OPTIONS / PYTHONHOME env via FUZZ_ENV define
tests/fuzz
- fuzz_common.cpp: LLVMFuzzerInitialize bootstraps Python, imports target,
resolves fuzz_one_input. LLVMFuzzerTestOneInput wraps bytes as PyBytes,
calls target, swallows Python errors.
- fuzz_common.py: ByteStream byte consumer + safe_reset() + EXPECTED_EXCEPTIONS
- Six target stubs (grid_entity, property_types, anim_timer_scene,
maps_procgen, fov, pathfinding_behavior) to be fleshed out in follow-up
- README with build/run/triage instructions
Verified end-to-end: make fuzz-build produces build-fuzz/mcrfpy_fuzz,
make fuzz FUZZ_SECONDS=3 ran all six targets (~2400-9800 exec/s each,
667-1883 coverage edges), make fuzz-repro loaded and replayed a corpus
input cleanly. No crashes from the stubs.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- CMakeLists MCRF_FUZZER option (clang-only, -fsanitize=fuzzer-no-link)
- Makefile fuzz-build/fuzz/fuzz-long/fuzz-repro/clean-fuzz targets
- CommandLineParser -- passthrough after --exec for forwarding libFuzzer argv
- McRFPy_API: forward script_args to sys.argv in --exec mode so atheris.Setup()
sees libFuzzer flags; set sys.argv[0] to the exec script path to match Python
script-mode conventions
- .gitignore build-fuzz/ and corpora/crashes dirs
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Entities can now specify per-tile sprite indices via the sprite_grid
property. When set, each tile in a multi-tile entity renders its own
sprite from the texture atlas instead of the single entity sprite.
API:
entity.tile_size = (3, 2)
entity.sprite_grid = [[10, 11, 12], [20, 21, 22]]
entity.sprite_grid = None # revert to single sprite
Accepts nested lists, flat lists, or tuples. Use -1 for empty tiles.
Dimensions must match tile_width x tile_height.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
CMake: Add MCRF_FREE_THREADED_PYTHON option to link python3.14t with
Py_GIL_DISABLED. Extends __lib_debug/ link path for free-threaded builds.
Makefile: Add `make tsan` and `make tsan-test` targets for ThreadSanitizer
builds using free-threaded CPython. Add build-tsan to clean-debug.
The instrumented libtcod build script (tools/build_debug_libs.sh) was
included in the prior commit - it builds libtcod-headless with ASan/TSan
instrumentation for full sanitizer coverage.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Covers build issues, runtime debugging, browser dev tools, deployment
sizing, embedding, and known limitations for Emscripten/WebAssembly builds.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds MCRF_WASM_DEBUG CMake option that enables -g4, -gsource-map, and
--emit-symbol-map for WASM builds. New Makefile targets: wasm-debug,
playground-debug, serve-wasm-debug, serve-playground-debug.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Entities can now span multiple grid cells via tile_width and tile_height
properties (default 1x1). Frustum culling accounts for entity footprint,
and spatial hash queries return multi-tile entities for all covered cells.
API: entity.tile_size = (2, 2) or entity.tile_width = 2; entity.tile_height = 3
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Textures can now specify display_size and display_origin to crop sprite
rendering to a sub-region within each atlas cell. This supports texture
atlases where content doesn't fill the entire cell (e.g., 16x24 sprites
centered in 32x32 cells).
API: Texture("sprites.png", 32, 32, display_size=(16, 24), display_origin=(8, 4))
Properties: display_width, display_height, display_offset_x, display_offset_y
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Covers #268 (sfVector2f_to_PyObject NULL propagation) and #272
(UniformCollection weak_ptr validity check). Combined with existing
tests for #258-#278, this completes regression coverage for the
full memory safety audit.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add stairs position to occupied set to prevent enemy/item overlap
- Remove old fog layer before creating new one on level transitions
- Reset fog_layer reference on new game to avoid stale grid reference
- Wrap FS.mkdir('/save') in try/catch for page reload resilience
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Covers two previously untested bug families from the memory safety audit:
- #265: GridPointState references after entity grid transfer
- #267, #275: Reference count leaks in collection/property access loops
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
to_bytes() returns raw uint8 cell data as Python bytes object.
from_bytes(data, size, enum=None) is a classmethod that constructs
a new DiscreteMap from serialized data with dimension validation.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
UIFrame, UICaption, and UISprite now accept "pos" as an alias for "position"
in the animation property system. UICaption and UISprite gain Vector2f
setProperty/getProperty overrides enabling animate("pos", (x, y), duration).
Color compound animation (fill_color, outline_color) was already supported.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Verifies that die() during grid.entities iteration raises RuntimeError
(iterator invalidation protection), that the safe collect-then-die
pattern works, and that die() properly removes from spatial hash.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
When transferring an entity to a new grid via entity.grid = new_grid,
the entity was removed from the old grid's spatial hash but never
inserted into the new one. This made it invisible to spatial queries
on the destination grid.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
UIEntity::setProperty() now calls spatial_hash.update() when draw_x/draw_y
change, matching the Python property setter behavior. Added
enable_shared_from_this<UIEntity> to support shared_from_this() in the
setProperty path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
GridLayer, UIGridPoint, and GridChunk each stored a raw GridData* that
could dangle if the grid was destroyed while external shared_ptrs
(e.g. Python layer wrappers) still referenced child objects. The
destructor now nulls all parent_grid pointers before cleanup. All
usage sites already had null guards, so this completes the fix.
These were the last three unfixed bugs from the memory safety audit.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
#286: Change detect_leaks=0 to detect_leaks=1 in asan-test target.
LSAN suppressions for CPython intentional leaks (interned strings, type
objects, small int cache, etc.) were already in sanitizers/asan.supp.
Now that #266 and #275 are fixed, real McRogueFace leaks will be caught.
#284: Add make massif-test target that runs stress_test_suite.py under
Valgrind Massif for heap profiling. Output goes to build-debug/massif.out,
viewable with ms_print.
Closes#286, closes#284
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Breaking API change: removes 4 camelCase function aliases from the mcrfpy
module. The snake_case equivalents (set_scale, find_all, get_metrics,
set_dev_console) remain and are the canonical API going forward.
- Removed setScale, findAll, getMetrics, setDevConsole from mcrfpyMethods[]
- Updated game scripts to use snake_case names
- Updated test scripts to use snake_case names
- Removed camelCase entries from type stubs
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Layers with z_index <= 0 now render below entities (ground level), and
only layers with z_index > 0 render above entities. Previously z_index=0
was treated as "above entities" which was unintuitive -- entities stand
on ground level (z=0) with their feet, so z=0 layers should be beneath.
Changed in both UIGrid.cpp and UIGridView.cpp render methods:
- "z_index >= 0" to "z_index > 0" for break condition
- "z_index < 0" to "z_index <= 0" for skip condition
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Fixes a systemic bug where Python tp_getset property setters bypassed the
render cache dirty flag system (#144). The animation/C++ setProperty() path
had correct dirty propagation, but direct Python property assignments
(e.g. frame.x = 50, caption.text = "Hello") did not invalidate the parent
Frame's render cache when clip_children or cache_subtree was enabled.
Changes by file:
- UIDrawable.cpp: Add markCompositeDirty() to set_float_member (x/y),
set_pos, set_grid_pos; add markDirty() for w/h resize
- UICaption.cpp: Add markDirty() to set_text, set_color_member,
set_float_member (outline/font_size); markCompositeDirty() for position
- UICollection.cpp: Add markContentDirty() on owner in append, remove,
pop, insert, extend, setitem, and slice assignment/deletion
- UISprite.cpp: Add markDirty() to scale/sprite_index/texture setters;
markCompositeDirty() to position setters
- UICircle.cpp: Add markDirty() to radius/fill_color/outline_color/outline;
markCompositeDirty() to center setter
- UILine.cpp: Add markDirty() to start/end/color/thickness setters
- UIArc.cpp: Add markDirty() to radius/angles/color/thickness setters;
markCompositeDirty() to center setter
- UIGrid.cpp: Add markDirty() to center/zoom/camera_rotation/fill_color/
size/perspective/fov setters
Closes#288, closes#289, closes#290, closes#291
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Create self-contained demo game script (src/scripts_demo/game.py) showcasing:
BSP dungeon generation, Wang tile autotiling, FOV with fog of war,
turn-based bump combat, enemy AI, items/treasure, title screen
- Add MCRF_DEMO CMake option for building with demo scripts
- Add web/index.html landing page with dark theme, controls reference,
feature list, and links to GitHub/Gitea
- Build with: emcmake cmake -DMCRF_SDL2=ON -DMCRF_DEMO=ON -DMCRF_GAME_SHELL=ON
Note: Makefile wasm-demo/serve-demo targets also added locally but Makefile
is gitignored. Use CMake directly or force-add the Makefile to track it.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Categorize open issues #53–#304 into 14 system-related groups,
prioritized by impact. Recommends tackling dirty-flag bugs (#288-#291)
and dangling-pointer bugs (#270, #271, #277) first.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
All tutorial parts (1-13) used the old string-based key/action
comparison API removed in 6d5e99a. Every handle_keys function now
uses mcrfpy.Key.* and mcrfpy.InputState.PRESSED enums.
Additional fixes across all parts:
- Replace manual FOV computation with ColorLayer.draw_fov() which
handles FOV calculation and explored-state tracking in one call
- Replace old grid.add_layer("color") with ColorLayer() constructor
- Fix entity removal bug: entities.remove(index) -> remove(entity_ref)
- Remove manual exploration tracking (draw_fov handles it internally)
- Use tuple positions for compute_fov/is_in_fov: (x, y) not x, y
All 14 parts (0-13) tested and passing in headless mode.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Removed custom __eq__/__ne__ that allowed comparing enums to legacy string
names (e.g., Key.ESCAPE == "Escape"). Removed _legacy_names dicts and
to_legacy_string() functions. Kept from_legacy_string() in PyKey.cpp as
it's used by C++ event dispatch. Updated ~50 Python test/demo/cookbook
files to use enum members instead of string comparisons. Also updates
grid.position -> grid.pos in files that had both types of changes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Grid.position was a redundant alias for Grid.pos. Removed get_position/
set_position functions, getsetters entry, and setProperty/getProperty/
hasProperty branches. Updated all tests to use grid.pos.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
sprite_number was a legacy alias for sprite_index. All code should use
sprite_index directly. Removed from getsetters, setProperty/getProperty/
hasProperty in UISprite and UIEntity, animation property handling, and
type stubs.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Review of session 1b14b941 found two issues:
- Exported type count was 44 in audit doc but array has 46 entries
(EntityCollection3DIterType and one other were not counted)
- No regression test existed for the Color.__eq__/__ne__ fix
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
The previous label IDs were incorrect (possibly from an older state).
Updated to match the live Gitea API as of 2026-04-09. Key differences:
- ID 2 is Minor Feature (was Alpha Release)
- ID 3 is Tiny Feature (was Bugfix)
- ID 8 is Bugfix (was tier2-foundation)
- System labels start at 9 (were at 11)
- Priority labels start at 17 (were at 7)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Color had __hash__ but no __eq__/__ne__, violating the Python convention
that hashable objects must support equality comparison. Two Color objects
with identical RGBA values would not compare equal.
Now supports comparison with Color objects, tuples, and lists:
Color(255, 0, 0) == Color(255, 0, 0) # True
Color(255, 0, 0) == (255, 0, 0) # True
Color(255, 0, 0) != (0, 0, 0) # True
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>