# Dusk Code Check A working checklist for walking through `src/dusk/` (the core, platform- agnostic engine layer) one subsystem at a time and reviewing how it actually looks today -- not just what it's supposed to do. Pairs with `STATUS.md` (maturity snapshot) and `ROADMAP.md` (forward-looking work); this doc is about auditing what's already there. Each section below: **Purpose**, **Key files**, and a **Review status** line to fill in as each system gets walked through (e.g. `Not started` / `In progress` / `Reviewed 2026-08-01: `). First full pass completed 2026-08-01 (all 23 sections below reviewed). See "Top cross-cutting findings" right after the index for the highest-priority items across all of them before diving into any one section -- this doc is long, don't make someone read all 23 to find the load-bearing bugs. Game-specific code lives in `src/duskrpg/` (not covered here) and platform-specific implementations live in `src/dusk/` / `src/duskgl/` / `src/dusksdl2/` (also not covered here) -- see `CLAUDE.md` for the layer structure. --- ## Index - [error](#error) - [assert](#assert) - [util](#util) - [event](#event) - [time](#time) - [thread](#thread) - [log](#log) - [system](#system) - [console](#console) - [asset](#asset) - [locale](#locale) - [save](#save) - [network](#network) - [display](#display) - [ui](#ui) - [entity](#entity) - [scene](#scene) - [physics](#physics) - [animation](#animation) - [script](#script) - [input](#input) - [engine](#engine) - [game](#game) --- ## Top cross-cutting findings Ranked roughly by real-world impact, not by section order. Each links to its full writeup below. 1. **Bounds/capacity checks that matter at runtime are `assert*` calls, which compile to no-ops in release (`DUSK_ASSERTIONS_FAKED`, set whenever `NDEBUG` is defined) -- confirmed by reading `assert.h` directly.** This shows up in [entity](#entity) (`entitymanager.c`, `component.c` -- reachable from JerryScript via `moduleentity.c` with no return-value check) and [scene](#scene) (`sceneCreate`'s pool-exhaustion path, reachable from `new Scene()`). Untrusted script input can silently get back an invalid ID that later indexes a fixed array out of bounds in a release build -- the exact "validate untrusted data with errorThrow, not asserts" case CLAUDE.md/project memory already calls out, just not applied here. 2. **FIXED 2026-08-01.** `util/ref.c`'s `refUnlock` decremented an unsigned `count` guarded only by a tautological `count >= 0` assert ([util](#util)) -- a double-unlock silently underflowed to `UINT32_MAX` instead of tripping an assert. This wasn't just a `util/` nit: it's the lock/unlock primitive `asset/loader/assetentry.c` builds on (see [asset](#asset)), so an over-unlocked asset entry became permanently un-reapable rather than erroring loudly. Now asserts `count > 0` before decrementing; the pointless `count >= 0` check in `refLock` was removed too. 3. **`texture.c:42-52`'s `textureInit()` reads `texture->format` to decide which `data` fields to validate *before* the struct is zeroed a few lines later** ([display](#display)) -- it's validating whatever stale value happened to be in the caller's (possibly stack) memory, not the `format` parameter actually being requested. 4. **FIXED 2026-08-01 (confirmed real before fixing).** PSP's `timeGetRealTimeZonePSP` returned hours; every other platform (`timeGetRealTimeZoneLinux`/Dolphin) returns seconds, and `timeEpochInit`/`timeEpochGetHours` etc. add the timezone value directly to a Unix-epoch-seconds timestamp -- confirmed by reading all three platform implementations plus `timeepoch.c` directly, not just trusting the review agent's claim. The PSP function's own comment even said "Return timezone offset in hours". Now divides by `1000000.0` only (microseconds -> seconds), matching the other platforms. See [time](#time). 5. **Discussed, not changed.** `consolePrint` aborts the process (via `stringFormatVA`'s `assert(ret < destSize)`) instead of truncating when a single debug line exceeds 511 bytes. This is a real, if rare, crash risk (any format producing >511 bytes of runtime-variable content -- a long path, a long error string -- takes the whole process down over a debug print), but changing `stringFormatVA` itself would affect every caller in the codebase, and a console-local truncating rewrite is easy to do wrong (vsnprintf directly, bypassing the project's string-utils convention) without more time to get right. Left as-is pending a decision on which fix shape is wanted. See [console](#console). 6. **FIXED 2026-08-01.** `thread.c`'s `threadHandler` signaled `THREAD_STATE_STOPPED` before resetting `threadId = 0`, and `threadStartRequest` wasn't synchronized against that reset -- a real (if rare-window) race, not hypothetical: the test suite was already working around it by re-calling `threadInit()` instead of exercising true stop/start reuse. `threadId` is now reset inside the same mutex-locked section before the STOPPED signal/unlock; `test_thread_restart` now loops 20x on the same `thread_t` without re-initializing, which would have caught the old race. See [thread](#thread). 7. **FIXED 2026-08-01.** `tools/color.py` emitted invalid C float literals (`0f`, `1f`, etc.) for any whole-number CSV channel -- confirmed by actually running the generator against `color.csv` before and after. Was dormant only because `COLOR_*_3F`/`_4F` were unreferenced anywhere in the repo; the first real use of a float color variant wouldn't have compiled. Now routes channel values through Python `float()` before interpolating (always stringifies with a decimal point, e.g. `0.0`/`1.0`), and `test/display/test_color.c` gained two tests that reference `COLOR_BLACK_3F`/`COLOR_WHITE_4F`/ `COLOR_RED_3B`/`COLOR_GRAY_3F` directly -- giving the previously-dead generated macros real compile-time + value coverage instead of silently bit-rotting again. See [display](#display). 8. **`assetModelLoaderAsync` is confirmed fully dead** -- model loading is genuinely synchronous end-to-end (verified by tracing the state machine, not just repeating STATUS.md's claim). See [asset](#asset). 9. **No cycle guard on prefab `extends` chains** in `scenePrefabResolveAndApply` -- a self-referencing or A->B->A prefab table is a stack-overflow crash from what looks like a harmless typo in hand-authored data. See [scene](#scene). 10. **Untested-code hot spots worth prioritizing** if test investment is on the table: `util/ref.c`/`random.c`/`crypt.c`/`endian.c` (zero tests), `animation/easing.c` (13 of 16 functions untested), `event/`, `console/`, `system/`, `log/`, `input/`, `engine/`, `locale/`, `save/`, and most of `display/` (mesh, shader, texture, tileset, text, screen, framebuffer) have no dedicated tests at all. Convention-only items (real, but lower stakes than the above): raw stdlib string functions (`strlen`/`strchr`/`strstr`/etc.) show up instead of `util/string.h` wrappers in `network/http/` and `asset/loader/locale/assetlocaleloader.c` ([network](#network), [asset](#asset)); several `display/mesh/` files use `//` header comments and `/* */` inline comments where CLAUDE.md wants the opposite ([display](#display)); `animation/`'s core files all use `//` copyright headers instead of `/** */` ([animation](#animation)). --- ## error **Purpose:** The engine's single error-handling convention. Every fallible function returns `errorret_t`, built with `errorOk()` / `errorThrow(fmt, ...)` / `errorChain(call)` and consumed with `errorIsOk()`/`errorIsNotOk()`/`errorCatch()`. No `errno`, no raw error codes anywhere else in the engine. **Key files:** `error.c/h`. **Review status:** Reviewed 2026-08-01. Solid, and tested unusually well (`test/error/test_error.c` covers thread isolation and concurrent throws, not just happy path). Two issues: `errorChainImpl` (error.c:86-91) hand-rolls `snprintf`/`strlen` instead of `util/string.h`'s `stringFormat`/`stringFormatVA` wrappers that `errorThrowImpl` uses one function above it -- an inconsistency, not just a style nit, since CLAUDE.md requires the wrappers everywhere. `errorThrowWithCode` (error.h:100) is dead code -- zero call sites anywhere in `src/`/`test/`. --- ## assert **Purpose:** Debug-time invariant checks -- `assertNotNull`, `assertTrue`, `assertFalse`, `assertUnreachable`, `assertIsMainThread`. Distinct from `error/`: asserts are for programmer mistakes/invariants, `errorret_t` is for runtime-recoverable failures (see `CLAUDE.md`'s note on validating untrusted data with `errorThrow` rather than asserting). **Key files:** `assert.c/h`. **Review status:** Reviewed 2026-08-01. Clean, no issues found. Impl functions + macros wrapping `__FILE__`/`__LINE__` and a proper `DUSK_ASSERTIONS_FAKED` no-op path for release builds; `assertNotNullImpl` (assert.c:109-111) does a real "touch" dereference after the null check as a belt-and-braces addition. Test coverage exercises both success and `expect_assert_failure` failure paths for every variant, including `assertDeprecated`/`assertIsMainThread`. --- ## util **Purpose:** Small stand-alone helpers with no engine-state dependencies: `array` (dynamic array), `crypt` (hashing/checksum), `endian` (byte-order swap), `math` (clamp/lerp/pow2/etc.), `memory` (`memoryAllocate`/`Free`/ `Zero`/`Copy`/`Compare` -- the only allocator the rest of the engine is allowed to call directly), `random`, `ref` (refcounted handle with lock/unlock callbacks), `sort` (bubble sort used for one-time static list ordering), `string` (`stringCopy`/`Compare`/`Format`/etc. -- required in place of libc `str*` functions per `CLAUDE.md`). **Key files:** `array.c/h`, `crypt.c/h`, `endian.c/h`, `math.c/h`, `memory.c/h`, `random.c/h`, `ref.c/h`, `sort.c/h`, `string.c/h`. **Review status:** Reviewed 2026-08-01. Several real issues, worst was in `ref.c`: `refUnlock` (ref.c:37-39) decremented `count` (`uint32_t`) guarded only by `assertTrue(ref->count >= 0, ...)` -- tautologically always true on an unsigned type, so a double-unlock silently underflowed to `UINT32_MAX` and kept invoking `onUnlock` instead of tripping an assert (confirmed by reading ref.c directly). **Fixed 2026-08-01** -- `refUnlock` now asserts `count > 0` before decrementing; also fixed `refInit`'s doc comment, which claimed a fresh ref starts at count 1 when the code has always started it at 0. Same tautological unsigned `>= 0` assert remains in `memory.c:98` (lower stakes -- `memoryFree`'s own counter, not a shared lock/unlock primitive other subsystems build on -- left as-is). `memory.h:11` declares `static size_t MEMORY_POINTERS_IN_USE = 0;` directly in the header -- confirmed present -- meaning every TU including it gets its own private copy (only "works" because the accessors all live in memory.c). `random.c`'s `randomInt` (confirmed, random.c:15-16) does `rand() % (max - min)` with no `max > min` check (UB on `max <= min`), and `srand()` is never called anywhere in the repo -- unseeded, deterministic RNG. `sort.c:1` has `#include ` before the copyright header (confirmed). Test coverage: array/math/memory/sort/ string are thorough; `ref.c`, `random.c`, `crypt.c`, `endian.c` have **zero** tests. `randomInt`/`randomFloat` also appear unused engine-wide (dead code, not just untested). --- ## event **Purpose:** Generic pub/sub primitive -- `event_t` wraps a caller-owned array of `eventcallback_t`/user-pointer pairs; `eventInit`/`eventSubscribe`/ `eventInvoke`. Used for things like `uifullbox_t`'s transition-end callback and `uiloading_t`'s show/hide callbacks. Per `STATUS.md`: "Clean, small, finished", built to replace the old input system's callback pattern. **Key files:** `event.c/h`. **Review status:** Reviewed 2026-08-01. Well-formed -- correctly uses swap-with-last for O(1) unsubscribe, asserts on capacity overflow and duplicate-subscribe, no dead code (`eventUnsubscribe` used in 3 other files). No `errorret_t` needed here since these are programmer-error assertions rather than runtime-data validation, consistent with CLAUDE.md's assert-vs-error guidance. One gap: `test/event/` doesn't exist -- zero unit coverage, including the capacity-exceeded and double-subscribe assert paths. --- ## time **Purpose:** Frame delta/elapsed time (`TIME.delta`, exposed to JS via `moduleTime`) plus `timeepoch_t` wall-clock timestamps (used by `uifps.c` for the FPS counter). **Key files:** `time.c/h`, `timeepoch.c/h`. **Review status:** Reviewed 2026-08-01. `time.c:52-56` unconditionally formats an epoch string into a 256-byte stack buffer every single `timeUpdate()` call purely to feed a commented-out `consolePrint` -- burns the leap-year/day-counting loop three times a frame for a discarded value. `timeepoch.c`'s day-counting loops have no handling/guard for negative epoch/timezone values (pre-1970). Test coverage is solid for `time.c` (mocked ticks, boundary/backwards-time cases) but `timeepoch.c`'s date math (leap year, rollover, format specifiers) has no dedicated tests despite being the more bug-prone half. The PSP-specific timezone unit bug flagged in the cross-cutting findings (#4) was confirmed and fixed 2026-08-01 -- `timeGetRealTimeZonePSP` was returning hours where `timeepoch.c` expects seconds. --- ## thread **Purpose:** Thin cross-platform thread/mutex/thread-local wrappers. Used by the asset system's background loading and the POSIX console's input-polling thread. **Key files:** `thread.c/h`, `threadmutex.c/h`, `threadlocal.h`. **Review status:** Reviewed 2026-08-01. Conventions followed throughout. Real race condition, **fixed 2026-08-01**: `threadHandler` used to unlock `stateMutex` and signal `THREAD_STATE_STOPPED` *before* resetting `thread->threadId = 0`, but `threadStartRequest` asserts `threadId == 0` with no synchronization against that reset -- `threadStop()` immediately followed by `threadStart()` on the same struct could intermittently trip the assert. Telling sign it was real, not theoretical: `test/thread/test_thread.c` already re-called `threadInit()` before restarting specifically "so threadId/state are reset" -- the test suite was working around the bug rather than exercising true reuse. `threadId` is now reset inside the same mutex-locked section, before the signal/unlock; the test now loops stop/start 20x on the same `thread_t` with no `threadInit()` in between. Otherwise test coverage is good (real pthreads, try-lock coordination, a 4-thread x 10k-iteration mutex contention test). --- ## log **Purpose:** `logDebug`/`logError` -- the engine's only print/debug-output path. Header-only declarations; each platform provides the actual implementation (see `src/dusk/log/`). **Key files:** `log.h` (declarations only, no `.c` in core). **Review status:** Reviewed 2026-08-01. Clean 2-function API; all three platform implementations (`dusklinux`, `duskpsp`, `duskdolphin`) match the declared signatures with correct `va_copy` usage for the dual stdout+file writes. Dolphin's `logError` correctly falls back to raw VIDEO/console init when the framebuffer isn't ready yet and blocks on a START-button dismiss loop; PSP writes to `ms0:/PSP/GAME/Dusk/*.log`. No bugs found. No `test/log/` exists -- understandable for I/O/side-effect code, but zero coverage. --- ## system **Purpose:** Very early engine init (`systemInit`), the `systemplatform_t` enum (via the `systemplatformlist.h` X-macro pattern), and native OS dialog boxes (`systemdialogtype_t`: render-blocking vs tick-blocking). **Key files:** `system.c/h`, `systemplatformlist.h`. **Review status:** Reviewed 2026-08-01. X-macro platform enum and compile-time `#error` guards for missing platform macros used correctly; all three platforms define the required `systemInitPlatform`/`systemGetActiveDialogTypePlatform`/ `systemGetCyclesPlatform`. Dead code confirmed: `systemPSPGetLanguage()` (`duskpsp/system/systempsp.c:51`) and `systemGetLanguageDolphin()` (`duskdolphin/system/systemdolphin.c:40`) are defined but never called anywhere -- likely intended for locale wiring that hasn't landed. No `test/system/` exists. --- ## console **Purpose:** In-engine dev console: fixed-size scrollback (`CONSOLE_HISTORY_MAX` lines x `CONSOLE_LINE_MAX` chars), `consolePrint`, a `dirty` flag consumers (namely `ui/debug/uiconsole.c`) watch to know when to rebuild their own cached representation. POSIX builds also poll stdin on a background thread for interactive script execution. **Key files:** `console.c/h`, `consoledefs.h`. **Review status:** Reviewed 2026-08-01. Two real issues. `consolePrint` (console.c:32-44) gets its length from `stringFormatVA(buffer, CONSOLE_LINE_MAX, ...)`, and `stringFormatVA` (util/string.c:100) **asserts** `ret < destSize` rather than truncating -- so any single debug line over 511 bytes aborts the process instead of just getting cut off, a harsh failure mode for a dev console. Separately, `consoleUpdate`'s doc ("Processes pending queued script lines") and `CONSOLE_EXEC_BUFFER_MAX` (consoledefs.h:12) describe a queued-script- execution feature that doesn't exist -- `console_t` has no exec-queue fields, `consoleUpdate` only toggles `visible`, and `CONSOLE_EXEC_BUFFER_MAX` is unreferenced elsewhere (dead constant, stale doc). No `test/console/` exists. --- ## asset **Purpose:** The asset pipeline: `dusk.dsk` zip archive reading (`assetfile.c/h`), lock/ref-counted entries (`asset/loader/assetentry.c/h`, built on `util/ref.h`), batch loading (`assetbatch.c/h`), and the loader registry (`asset/loader/assetloader.c/h`, plus one subfolder per loader type: `dmf/` mesh+model, `display/` texture+tileset, `locale/`, `json/`, `animation/`). See `CLAUDE.md`'s "Adding a new asset loader type" for the extension pattern. Per `STATUS.md`: model loading's "async" path is actually synchronous -- the one known stub in core. **Key files:** `asset.c/h`, `assetfile.c/h`, `assetbatch.c/h`, `loader/assetentry.c/h`, `loader/assetloader.c/h`. **Review status:** Reviewed 2026-08-01. Core is well-structured and the multi-pass reaper correctly handles parent/child dependency chains. Found: `assetFileInit` (assetfile.c:29) has `if(!zip_stat(...) == 0)` -- precedence makes this `(!zip_stat(...)) == 0`, which happens to evaluate correctly for zip's 0/nonzero convention but reads as broken and should just be `zip_stat(...) != 0`. More seriously, `assetEntryLock`/`Unlock` sit on top of `util/ref.c`'s confirmed double-unlock underflow bug (see **util** above) -- an over-unlocked asset entry silently becomes un-reapable forever instead of asserting. **Confirmed via code-trace** (not just citing STATUS.md): `assetModelLoaderAsync` (assetmodelloader.c:19-23) is genuinely dead -- `assetEntryStartLoading` unconditionally sets `ASSET_ENTRY_STATE_PENDING_SYNC`, and `assetModelLoaderSync`'s state machine never transitions to `PENDING_ASYNC` the way mesh/texture/ tileset/locale/json/animation all do, so model loading runs fully synchronously via `assetRequireLoaded`'s busy-loop; grep confirms `assetModelLoaderAsync` has no callers. `assetlocaleloader.c` uses raw stdlib (`strstr`/`strncmp`/`strchr`/`strtol`/`atoi`) instead of `util/string.h` wrappers throughout, and tests line-prefixes via `memoryCompare(lineBuffer, "msgid", 5)` without confirming the reused stack buffer actually holds 5 valid bytes at that point -- a short line could spuriously prefix-match against stale buffer contents. Test coverage: good breadth for entry lifecycle, tileset/JSON/animation loaders, and locale parsing; no dedicated tests for mesh/model/texture loader internals or `assetfile.c`'s line reader. --- ## locale **Purpose:** Active-locale tracking (`LOCALE.locale`/`LOCALE.entry`) over `.po`-derived locale assets loaded through the asset system. See `assets/locale/en_US.po` -- per memory, currently placeholder/test content, not real shipped game text. **Key files:** `localemanager.c/h`, `localeinfo.h`. **Review status:** Reviewed 2026-08-01. Clean, no bugs found -- correctly balances `assetEntryLock`/`Unlock` in both `SetLocale` and `Dispose` (unlocks the old entry before adopting the new one). Minor nit: `localeinfo.h` declares `static const localeinfo_t` globals (`LOCALE_EN_US` etc.) directly in the header, so every including TU gets its own duplicate copy -- harmless given how few TUs include it. No `test/locale/` directory; `test/asset/test_assetlocale.c` tests the loader, not `localemanager.c` itself. --- ## save **Purpose:** Slot-based save data (`SAVE_FILE_COUNT_MAX` fixed slots), yyjson documents persisted with size + CRC32 checksum. `saveLoad`/ `saveSave` read/write JSON fresh every call; callers own the returned doc and must free it. Actual file I/O goes through platform stream hooks (`saveplatform_t`, one impl per platform) -- core `save.c` must never touch the filesystem directly. `savesettings.c/h` layers engine settings (display/audio/input/general) on top. Per `CLAUDE.md`: "mature, but undocumented" beyond the one paragraph there -- no tests. **Key files:** `save.c/h`, `savefile.h`, `savestream.c/h`, `savesettings.c/h`. **Review status:** Reviewed 2026-08-01. Clean and convention-compliant -- `save.c` genuinely never touches the filesystem directly (every I/O path goes through `saveXxxPlatform` macros, all three platforms define them), yyjson doc ownership is honored at every call site checked, and CRC32 is validated before parsing with every error path freeing `buf`. One real gap: `saveFileLoad`'s `memoryAllocate(file->size)` (savestream.c:122) allocates straight from an on-disk size field with no sanity bound before the allocation -- a corrupted/tampered save could request an oversized allocation, worth a max-size guard given the "never trust incoming data" principle (arguably applies to save files, not just network packets). Confirmed no `test/save/` exists. `saveDelete`/ `saveExists`/`saveGet` are public API not yet called anywhere in the repo -- likely just unconsumed so far, not truly dead. --- ## network **Purpose:** Connection-state layer only (`networkstate_t`: `DISCONNECTED`/`CONNECTING`/`CONNECTED`/`DISCONNECTING`) plus a one-off HTTP client (`network/http/`: request/header/URL/thread/process split across files). **Not** a multiplayer/replication protocol yet -- that's `ROADMAP.md` items 8-17. Platform-specific connection polling (PSP's `sceNetApctl`, GameCube/Wii's `if_config()`) lives under `src/dusk/network/`. Has HTTP tests only (`test/network/http/`). **Key files:** `network.c/h`, `networkinfo.c/h`, `http/networkhttp.c/h`, `http/networkhttprequest.c/h`, `http/networkhttpthread.c/h`. **Review status:** Reviewed 2026-08-01. Genuinely stays a thin connection-state layer (grepped for "packet"/"replicat"/"multiplayer"/ "udp" -- no hits, no scope creep). The HTTP client correctly validates untrusted server input with `errorThrow` rather than trusting it (malformed status lines, oversized headers, bad `Content-Length`, early-closed connections all throw) -- exactly what CLAUDE.md calls out. `networkhttpthread.c`'s request handoff is actually correct despite request fields being written outside the mutex: the final `state = PENDING` write happens under the same mutex the worker acquires, giving a valid release/acquire handoff (worth a comment, not a bug). One recurring convention violation: `networkhttpprocess.c`/`networkhttpurl.c` use raw stdlib `strlen`/`strchr`/`strstr`/`strncasecmp`/`strcspn` instead of `util/string.h` wrappers in several places -- `util/string.h` currently has no direct substitute for `strchr`/`strstr`/`strcspn`, so this may be a missing-utility gap rather than pure oversight. No leaks found (request/response bodies freed exactly once via `networkHttpRequestReset`, redirect loop frees the intermediate body). Real test coverage exists: `test/network/http/test_networkhttp.c` runs six tests against a fake loopback server (GET/POST/PUT, query encoding, redirects, connection-refused), each asserting zero leaked allocations. --- ## display **Purpose:** The engine's most mature, most-optimized subsystem -- platform-agnostic rendering built on top of `duskgl`/`duskdolphin`. Subfolders: `mesh/` (primitive builders: cube/sphere/capsule/plane/ triprism/quad, plus the shared `meshvertex_t`/`mesh_t` API), `shader/` (currently one material type, unlit), `spritebatch/` (the shared `SPRITEBATCH_SPRITES_MAX`-capacity quad batcher everything 2D goes through -- flushes on shader/material change), `texture/` (texture + tileset + palette), `text/` (`font_t`/`FONT_DEFAULT`'s baked-in bitmap glyphs, `textBuildSpriteCache`/`textDrawSpriteCache`'s build-once/ translate-per-frame pattern), `screen/` (scan-safe area), `framebuffer/`. `color.csv` + `tools/color/csv/__main__.py` code-generate `color.h` -- never hand-edit the generated header. **Key files:** `display.c/h`, `mesh/mesh.c/h`, `spritebatch/spritebatch.c/h`, `spritebatch/spritebatchsprite.c/h`, `text/font.c/h`, `text/text.c/h`, `texture/texture.c/h`, `texture/tileset.c/h`, `shader/shader.c/h`. **Review status:** Reviewed 2026-08-01. "Most mature" oversold it slightly -- real bugs found, several confirmed by direct read: - **texture.c:42-52 (confirmed)** -- `textureInit()` branches on `texture->format` to validate the incoming `data` union *before* `memoryZero(texture, ...)` runs a few lines later, so it's reading whatever stale/uninitialized value was already in the caller's struct, not the `format` parameter actually being requested. Validation is effectively checking garbage. - `spritebatchsprite.c:20-25` -- `spriteBatchSpriteTilesetPosition`'s zero-width/height early return zeroes `sprite.min`/`max` but leaves `uvMin`/`uvMax` uninitialized (stack garbage); the existing zero-size test doesn't check uv fields, so this isn't caught. - `mesh.c:43` -- `meshFlush`'s offset assert (`vertexOffset < vertCount - 1`) wrongly rejects a valid offset at the very last vertex; off-by-one. - `text.c:34-37` -- bounds assert uses `tileIndex <= tileCount` (should be `<`), currently unreachable in practice since a preceding clamp already guards it, but the assert itself is wrong. - `framebuffer.c:23-28` -- `frameBufferBind(NULL)` recurses into binding the backbuffer without `errorChain`, discarding any failure and unconditionally returning `errorOk()`. - `displayInit()`'s six static "SIMPLE" primitive meshes (quad/cube/sphere/plane/capsule/triprism) are never disposed in `displayDispose()` -- one VBO+VAO leaked per primitive on the non-legacy GL path. - **Confirmed and fixed 2026-08-01.** `tools/color.py` (not the `tools/color/csv/__main__.py` path CLAUDE.md's doc comment names -- that's a stale path, only a `__pycache__/` remnant exists there; the live script is `tools/color.py`) emitted invalid C float literals for whole-number CSV channels (`0`, `1` -- every black/white/primary color), e.g. `color3f(0f, 0f, 0f)`. Was harmless *only* because `COLOR_*_3F`/`_4F` were never referenced anywhere in `src/`/`test/` -- confirmed by actually running the generator before and after the fix, not just reading the source. Now routes channel values through Python `float()` first (always stringifies with a decimal point); `test/display/test_color.c` gained tests referencing `COLOR_BLACK_3F`/`COLOR_WHITE_4F`/`COLOR_RED_3B`/`COLOR_GRAY_3F` directly so the previously-dead macros now have real compile-time + value coverage. - Style drift: `mesh.h` uses `//` header comments instead of `/** */`; sphere/capsule/triprism use `/* */` block comments inside function bodies where CLAUDE.md mandates `//`; every primitive builder's JSDoc still documents a `@param color` that no longer exists in the signature (leftover from before color moved out of `meshvertex_t`). - The primitive `*Buffer()` flexible-geometry functions (sphereBuffer, capsuleBuffer, etc.) are confirmed unused outside their own `*Init()` -- only the fixed default mesh instances are actually consumed (via `script/module/display/modulemesh.c`). Test coverage: `test/display/` only registers `test_color.c` and `test_spritebatchsprite.c` -- mesh/shader/texture/tileset/palette/text/ font/screen/framebuffer all have zero unit tests. --- ## ui **Purpose:** Flat, static, singleton-driven widget framework -- no scene graph. Top level is a compile-time X-macro registry (`uielementlist.h`/`uielement.c/h`) of `{init, update, draw, dispose, order}` tuples (screens: frame/confirm/settings/overlays/console/fps), spliced with `duskrpg`'s own list. Composition below that is `uimenu_t` (`widget/uimenu.c/h`) -- a flat tagged-union array of widgets laid out in a simple row/column grid via the `MENU_*` authoring macros; no nesting. Widgets: `uilabel`/`uiwidgetlabel` (cached glyph sprites, the pattern every other widget's text now uses), `uibutton`, `uicheckbox`, `uislider`, `uidropdown`, `uitab`, `uiscrolling` (empty placeholder). `focus/` is the gamepad/keyboard directional-navigation stack (no mouse/ pointer hit-testing exists anywhere). `frame/` is the 9-slice box plus the confirm dialog and settings screens. `overlay/` is fullscreen fades/loading/crop bars. `debug/` is the FPS counter and dev console renderer. As of 2026-07-31: slider/tab/frame (`uiFrameDrawCached`)/duskrpg's textbox all cache their sprite geometry instead of rebuilding it every frame; console uses a fixed-size vertex buffer instead of alloc/free. Still open: sprite-batch flushes are keyed on material/color, so per-widget highlight-color changes still force a flush per widget (see `ROADMAP.md` item 5 in the debt backlog). No JS bindings exist for UI yet. `test/ui/`/`test/display/test_spritebatchsprite.c` cover the new caching *logic* only -- nothing exercises real `uiXxxDraw()` calls, since those need a live GL context (`FONT_DEFAULT`/`UI_FRAME` textures) this repo's test binaries don't have. **Key files:** `ui.c/h`, `uielement.c/h`, `focus/uifocus.c/h`, `widget/uimenu.c/h`, `widget/uilabel.c/h`, `frame/uiframe.c/h`, `debug/uiconsole.c/h`. **Review status:** Reviewed 2026-07-31 (this session's sprite-caching pass) -- see notes above; per-material flush granularity and hit-testing still open. --- ## entity **Purpose:** Fixed-size-array ECS. `entitymanager_t` owns `ENTITY_COUNT_MAX` entities, each with up to `ENTITY_COMPONENT_COUNT_MAX` components stored in a tagged union (`componentdata_t` -- flagged in `PSP_OPTIMIZATION_PLAN.md` as the biggest PSP memory-waste candidate, since every entity reserves space for every component type's largest variant). `componentlist.h`'s `X()` macro auto-generates the component enum/union/dispatch table from `entity/component/**`; engine-level `entityprefablist.h` is an empty sentinel (real prefabs live in `duskrpg/entity/entityprefablist.h`, resolved via `entityPrefabResolveAndApply`). No JSON serialize/deserialize (removed by design in favor of C-coded prefabs or JerryScript `Entity`/`Component`). **Key files:** `entitymanager.c/h`, `entity.c/h`, `component.c/h`, `componentlist.h`, `entityprefab.c/h`. **Review status:** Reviewed 2026-08-01. Structurally sound (sentinel prefab list, X-macro shape both match CLAUDE.md), but there's a real security-relevant gap: **every capacity/bounds guard (`entitymanager.c:35`, `entity.c:56`, `component.c:37-39,58-62,75-76, 140-141`) is an `assert*` call**, and `assert.h` compiles these to `((void)0)` under `DUSK_ASSERTIONS_FAKED` (auto-set whenever `NDEBUG` is defined -- confirmed by reading assert.h directly, this is a real release-mode no-op, not a hypothetical). `moduleentity.c:30,67` create entities/components from JerryScript with no return-value check, so a script that exceeds `ENTITY_COUNT_MAX`/the per-entity component cap silently gets back an invalid ID in release builds, which then indexes fixed arrays out-of-bounds later. This directly contradicts the project's own "untrusted-data limits need errorThrow, not asserts" guidance -- and script input is about as untrusted as it gets. Minor: `component.h:100`/`component.c:52` misplace the `*` in `void * componentGetData(`. Dead code: `entityUpdateRemove`/ `entityDisposeRemove`/`entityDisposeAdd` have zero call sites. --- ## scene **Purpose:** Same shape as `entity/` one level up -- `SCENE_COUNT_MAX` fixed-count scenes, each an isolated entity-manager pool; engine-level `sceneprefablist.h` is an empty sentinel (real prefabs in `duskrpg/scene/`). As of the `Scene.set()` work (2026-07-31), JerryScript can install a `{init, update, dispose}` module as the active scene via `modulescene.c`'s `moduleSceneSetStatic`/`moduleSceneUpdateCurrent`/ `moduleSceneTeardownCurrent` (see `script` below) -- scene IDs are reused from a small pool immediately after `sceneDestroy`, so don't assume a freshly created scene has a "new" ID. **Key files:** `scene.c/h`, `scenebase.h`, `sceneprefab.c/h`. **Review status:** Reviewed 2026-08-01. Shares entity/'s assert-not- errorThrow bounds gap (`sceneCreate` hits `assertUnreachable` then falls through to `SCENE_ID_INVALID` on pool exhaustion in release -- reachable from `new Scene()` in JS). Additional finding: `scenePrefabResolveAndApply`/`scenePrefabInit` (sceneprefab.c:31-54) recurse through a prefab's `extends` chain with **no cycle guard** -- a self-referencing or A→B→A prefab table causes unbounded recursion/ stack overflow from what's otherwise a one-typo mistake in a hand-authored prefab list. No dead code, no use-after-free. Tests cover create/destroy/isolation/update cadence well but have zero coverage for pool exhaustion, `sceneRender()`, or `sceneprefab.c` (no prefab test file exists at all). --- ## physics **Purpose:** `physicsworld_t` step simulation over `physicsbodytype_t` (static/dynamic/kinematic) and `physicshapetype_t` (cube/sphere/capsule/ plane/custom, plus mesh shapes via `physicsshapemesh.c/h`). `triggersystem.c/h` layers trigger-volume enter/exit events on top. Per `STATUS.md`: "mature, recently churned" -- a revert/re-disable of "old ent code" suggests component wiring isn't fully settled yet. Well tested (`test/physics/`). **Key files:** `physicsworld.c/h`, `physicsbodytype.h`, `physicsshape.h`, `physicsshapemesh.c/h`, `triggersystem.c/h`. **Review status:** Reviewed 2026-08-01. `STATUS.md`'s "component wiring isn't fully settled" caveat looks stale on closer look: `physicsWorldStep`/`triggerSystemStep` are live-wired in `scene.c:89-90` and `duskrpg`'s player prefab actively uses both PHYSICS and TRIGGER -- no `#if 0`/TODO/commented-out code found; the disable-then-revert in history reads like a same-day whole-ECS revert, not something physics-specific. Two real bugs found instead: `physicsbodytype.h:23-27` documents kinematic bodies as capable of being a player controller, but `physicsworld.c:124,166-167` only ever writes `onGround` for the dynamic side of a collision pair -- a kinematic controller's `onGround` is permanently false (latent today, since the one existing player prefab uses DYNAMIC, not KINEMATIC). `physicstest.c:213`'s barycentric interior-test branch has no guard against a zero-area triangle (divide-by-zero/NaN risk in mesh-sphere collision). Dead code: `physicsShapeMeshCreate` (mesh-terrain collision) has zero production callers despite being well-tested in isolation; `entityPhysicsGetShape`/`GetCollideMask` are unwired to the JS module. Test depth is genuinely strong for what's implemented (gravity convergence, dynamic-vs-dynamic separation, mask filtering, mesh sphere/capsule resting) -- "well tested" is earned for the features that exist, though the unused mesh-collision path and missing trigger→JS bridge mean the subsystem's *integration* maturity is a bit narrower than its test depth suggests. --- ## animation **Purpose:** Keyframe + easing only -- no blend trees or state machines yet. `keyframe_t`/`keyframeset_t` interpolate values over time via `easing.c/h`'s easing functions; `animation.c/h` ties a keyframe set to playback state. Per `STATUS.md`: terse commit history ("ANIM") suggests still iterating. **Key files:** `animation.c/h`, `easing.c/h`, `keyframe.c/h`, `keyframeset.c/h`. **Review status:** Reviewed 2026-08-01. All 8 core files use `//` copyright headers instead of the required `/** */` block, inconsistent with the correctly-formatted `entityanimation.{c,h}` next door. Math checks out: all 16 easing functions satisfy f(0)=0/f(1)=1 with no precision issues, and keyframe interpolation clamps (doesn't extrapolate) outside the time range with no reachable divide-by-zero -- though it doesn't validate that keyframe times are ascending. 15 of 16 `easing.h` declarations lack Javadoc. Biggest gap: **no `test_easing.c` exists** -- only linear/in-quad get incidental coverage via `test_keyframe.c`, so 13 of 16 easing functions are completely untested. Dead code (test-only, unused by any `duskrpg` game code): `keyframeSetGetValues`, `keyframeSetFireCallback`, `animationSetEvent`, `entityAnimationSetKeyframes`/`GetValue`. --- ## script **Purpose:** Embedded JerryScript integration. `scriptmanager.c/h` owns the JerryScript context lifecycle and the exec/call helpers (`scriptManagerExec`/`ExecFile`/`CallGlobal`/`CallValue`, the last two sharing exception + promise-draining logic). `scriptproto.c/h` is the `scriptproto_t` prototype-wrapping helper every module builds on. `module/` holds each registered JS-facing module: - `modulebase.h` -- the shared macro toolkit (`moduleBaseFunction`, `moduleBaseRequireArgs`/`RequireString`/etc., `moduleBaseDefineProp`/ `Func`/`StaticFunc`, `moduleBaseSetWrappedPointer`, `moduleBaseThrowError`). - `moduleplatform.h`, `entity/moduleentity.c/h` + `entity/component/*` (generic `Component` plus typed Position/Physics/ Renderable wrappers via `modulecomponentlist.c/h`), `scene/modulescene.c/h` (`Scene`, including `Scene.set()`), `display/modulemesh.c/h`, `time/moduletime.c/h`, `require/modulerequire.c/h` (CommonJS-style `require()`/`module.exports`, with a directory stack for relative resolution -- `scriptManagerExecFile` now pushes its own file's directory before exec so a top-level entry script's relative `require()` calls resolve correctly). - `modulelist.c/h` -- registers/disposes every module above in order; `moduleListDispose()` is now actually called from `scriptManagerDispose()` (was a latent bug -- it wasn't, until 2026-07-31). Entry point convention: `assets/scripts/init.js` does `require('./scenefile.js')` + `Scene.set(module)`. Has unit tests (`test/script/`), including one that reads the real shipped `overworldscene.js` off disk rather than an embedded copy. **Key files:** `scriptmanager.c/h`, `scriptproto.c/h`, `module/modulebase.h`, `module/modulelist.c/h`, `module/require/modulerequire.c/h`, `module/scene/modulescene.c/h`. **Review status:** Reviewed 2026-07-31 (this session's Scene.set() + require()-dir-stack work) -- see notes above. --- ## input **Purpose:** Bind-based input (`inputaction.c/h` maps `INPUT_BIND_*` names to raw `inputbutton_t`s per platform), with a configurable analog deadzone. Platform button/axis backends live under `src/dusk/input/`; capability macros (`DUSK_INPUT_GAMEPAD`/ `KEYBOARD`/`POINTER`) gate what's available per target. Pointer axis values are plumbed through (`DUSK_INPUT_POINTER`), but nothing in `ui/` consumes them yet -- no hit-testing exists (see `ui` above). **Key files:** `input.c/h`, `inputaction.c/h`, `inputbutton.c/h`. **Review status:** Reviewed 2026-08-01. Clean and convention-compliant; deadzone math (`inputDeadzone`, input.c:244) is correct and safe. One naming nit: `inputBind`'s param is named `act` in input.h:216 while its own doc comment calls it `action`. **Confirmed, not just cited from STATUS.md**: pointer input is genuinely wired end-to-end, not a dead-end at the platform layer -- SDL2's `inputUpdateSDL2` populates `INPUT.platform.mouseX/Y`/scroll from `SDL_GetMouseState`, `inputButtonGetValueSDL2` handles the pointer-axis cases, and `duskrpg/input/inputbindmap.h` binds `mouse_x`/`mouse_y` to `INPUT_BIND_POINTERX/Y`. The dead end is specifically at the *consumption* layer: grepping `src/dusk/ui/` for those binds or any pointer-axis read turns up nothing -- exactly as STATUS.md says, just now confirmed rather than assumed. No tests exist for `input/`. --- ## engine **Purpose:** Top-level init/update/dispose orchestration (`engineInit`/`engineUpdate`/`engineDispose`) -- the thing `main.c` calls, which in turn calls into every subsystem above plus `game/gameInit` etc. `ENGINE.running`/`ENGINE.version` are the only bits of global state outside the per-subsystem structs. **Key files:** `engine.c/h`. **Review status:** Reviewed 2026-08-01, confirmed by direct read of `engineInit`/`engineDispose`. Init order is safe (time -> console -> system -> input -> asset -> scriptManager -> save/saveSettings -> locale -> display -> ui -> network -> scene -> game), with display before UI and scriptManager before scene/game so JS `Entity`/`Scene` wrappers exist before any script runs. `engineDispose` is **not** a clean reverse of that order, though: `localeManagerDispose()` runs *before* `uiDispose()`/`displayDispose()`, even though locale was initialized *before* both -- correct reverse order would tear down UI/display first, and as written there's a real risk of UI/display teardown code touching already-freed locale data (e.g. any localized string still held/logged during dispose). Separately, `void engineExit(void)` (engine.c:95) is defined but **not declared in engine.h**, and a repo-wide grep finds no caller anywhere -- dead, unreachable, and in violation of the "every public function must be declared in its header" rule. No tests exist for `engine/`. --- ## game **Purpose:** Intentionally header-only in core -- just declares `gameInit`/`gameUpdate`/`gameDispose`. The real implementation is `src/duskrpg/game/game.c` (currently: runs `scripts/init.js` on init). **Key files:** `game.h` (no `.c` in core). **Review status:** Reviewed 2026-08-01. Confirmed: no `.c` file exists in `src/dusk/game/` (only `game.h` + `CMakeLists.txt`) -- a pure interface, as intended. The real `src/duskrpg/game/game.c` implementation is a thin JS-bootstrap shim: `gameInit` just does `errorChain(scriptManagerExecFile("scripts/init.js", NULL))`, while `gameUpdate`/`gameDispose` are both empty (`errorOk()` only). Not a bug -- consistent with the ongoing migration of game logic into JS -- but worth flagging as "not yet fleshed out" rather than broken if anything is expected to happen there per-frame at the C layer. No tests exist for this layer.