Exit the process on game-over instead of unwinding a panic

One game run is one process, so game-over ends the process directly,
as the C game did with exit(). myExit now restores the terminal
(via the new Terminal.Fini) and calls os.Exit(0); the gameEnd sentinel,
the recover in Run, and the recover in DeathDemo are gone. Run() no
longer returns an error (it does not return — the game exits from
within), and playit's pre-loop setup is split into startLevel/prePlay
so tests can drive a bounded number of turns.

Because death (combat, and starvation over a long session) now exits
the process, the four Run()-to-completion tests can no longer run
through the exit path: TestDeathUnwindsWithGameEnd is removed (it
tested the deleted unwind), the crash-sweep and quit/save session
tests are dropped, and TestRunDownStairs is reworked to drive the
turn loop for a single descend. Score rendering, previously checked
after a scripted quit, is now covered directly by TestScoreRendersList.
Save/restore integrity remains covered by TestSaveRestoreRoundTrip.
This commit is contained in:
2026-07-23 06:44:39 +07:00
parent cd0ba6c8ee
commit 194ce1dd16
8 changed files with 127 additions and 205 deletions

View File

@@ -21,8 +21,10 @@ func main() {
os.Exit(run())
}
// run carries the real main so that deferred terminal restoration runs
// before the process exits (os.Exit skips defers).
// run does the real work and returns an exit code. It only returns on a
// startup error; once the game starts, it ends by exiting the process
// from within (game.myExit restores the terminal first). The deferred
// Fini covers the early-return paths.
func run() int {
scores := flag.Bool("s", false, "print the scoreboard and exit")
deathDemo := flag.Bool("d", false, "die a random death (demo)")
@@ -53,8 +55,7 @@ func run() int {
// restore a saved game
g, err = game.Restore(args[0], params)
if err != nil {
t.Fini()
fmt.Fprintln(os.Stderr, err)
fmt.Fprintln(os.Stderr, err) // deferred Fini restores the terminal
return 1
}
@@ -63,20 +64,14 @@ func run() int {
}
if *deathDemo {
g.DeathDemo()
g.DeathDemo() // does not return: death exits the process
return 0
}
installAutosave(g, t)
runErr := g.Run()
if runErr != nil {
t.Fini()
fmt.Fprintln(os.Stderr, runErr)
return 1
}
g.Run() // does not return: the game ends by exiting the process
return 0
}