fix: take the signal-time autosave on the game goroutine (closes #24)

The SIGHUP/SIGTERM handler gob-encoded the live game tree from the signal
goroutine while the game goroutine was mid-turn mutating it, and AutoSave
removed the save file before encoding — so the failure mode was not a
stale save but a deleted one followed by a possibly torn replacement,
with a window in which the player had neither. The suite has run under
-race since 2026-08-09 and was green because nothing had ever driven the
turn loop concurrently with a signal: evidence of untested, not of safe.

The handler no longer writes anything. AutoSaveOnSignal posts a request,
wakes the input read, and waits up to signalSaveTimeout for the game
goroutine to take it; the encode runs on the goroutine that owns the
state, at the three points where that goroutine can sit: between turns
(command), on waking from a blocked readchar, and while parked in the `!`
shell escape (runShellEscape, which now runs the shell on a helper
goroutine so a hangup during it still rescues the game).

Blocked on input is the case that matters — a dropped connection lands
while the player is thinking, so a flag checked only between turns would
never be looked at. Terminal.ReadChar therefore returns (byte, bool),
with ok false meaning "woken by Interrupt, no key", and term.Tcell posts
a tcell.EventInterrupt onto tcell's own event queue to unpark PollEvent.
readchar services the request and reads again, so no caller sees it.

saveFile writes a temporary file in the save's own directory, fsyncs it
and renames it over the target instead of truncating in place, so a save
that fails — or never happens because the deadline ran out — leaves the
player's previous save whole.

The SIGINT/SIGQUIT no-save decision and the single-signal-read ordering
guarantee are untouched. pendingSaver reads the game out from under its
mutex rather than delegating with it held, because the delegated call now
blocks until the save is taken.
This commit is contained in:
clawbot
2026-08-09 06:47:40 +00:00
parent e1bf46b241
commit 254ce2ce3c
13 changed files with 938 additions and 98 deletions

434
game/autosave_test.go Normal file
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@@ -0,0 +1,434 @@
//nolint:testpackage // white-box tests reach unexported state (approved 2026-07-07)
package game
// Tests for the signal-triggered autosave handoff (issue #24): the signal
// goroutine must never encode game state itself, and the game goroutine
// must answer wherever it is parked.
import (
"io"
"os"
"path/filepath"
"strings"
"testing"
"time"
)
// autoSaveWait is the deadline the tests hand AutoSaveOnSignal when they
// expect the save to be taken. It is long enough that a loaded machine
// cannot turn a working handoff into a spurious failure, and it is never
// actually waited out on a passing run.
const autoSaveWait = 10 * time.Second
// TestAutoSaveOnSignalRacesTurnLoop is the test issue #24 exists for: it
// drives the real turn loop on one goroutine while another asks for a
// signal-triggered autosave over and over, which is the interleaving no
// test in the suite used to produce. `make test` runs with -race, so a
// save that encodes the live game tree from the asking goroutine — what
// the old AutoSave did straight from the signal handler — is reported as
// a data race and fails this test.
//
// Non-vacuity: with AutoSaveOnSignal's body replaced by a direct
// g.autoSave() call, i.e. exactly the pre-#24 behavior, this test fails
// under -race with the encoder reading state that command() is writing.
func TestAutoSaveOnSignalRacesTurnLoop(t *testing.T) {
t.Parallel()
// Same mix as TestTurnLoopCrashSweep: the spaces answer any --More--
// prompt, and the script is long enough that the drive never runs it
// out.
script := []byte(strings.Repeat("h j k l y u b n s . ", 400))
g := New(Params{Seed: 20260809, Term: &testTerm{input: script}})
g.FileName = filepath.Join(t.TempDir(), "rogue.save")
g.startLevel()
g.prePlay()
const wantSaves = 25
var taken int
done := make(chan struct{})
go func() {
defer close(done)
for range wantSaves {
if g.AutoSaveOnSignal(autoSaveWait) {
taken++
}
}
}()
driveUntilDone(t, g, done)
// The close of done orders that goroutine's writes before this read.
if taken != wantSaves {
t.Errorf("saves taken = %d, want %d", taken, wantSaves)
}
// Every request was answered by the turn loop, so the file is the
// work of the game goroutine and must be a whole save.
assertRestorable(t, g.FileName)
}
// driveUntilDone runs turns until the saving goroutine is finished,
// fortifying the hero each turn so no death exits the test binary. The
// turn cap keeps a broken handoff from hanging the suite instead of
// failing it.
func driveUntilDone(t *testing.T, g *RogueGame, done <-chan struct{}) {
t.Helper()
const maxTurns = 1000
for range maxTurns {
select {
case <-done:
return
default:
}
fortify(g)
g.command()
}
t.Fatal("the turn loop ran out of turns before the saves were taken")
}
// TestAutoSaveOnSignalWhileBlockedOnInput is the case the fix is really
// for: the connection drops while the player is staring at the screen,
// so the game goroutine is parked in ReadChar and will not reach the
// between-turns check on its own. A flag checked only between turns would
// never be looked at here.
func TestAutoSaveOnSignalWhileBlockedOnInput(t *testing.T) {
t.Parallel()
bt := newBlockingTerm()
g := mkBlockedGame(t, bt)
read := make(chan byte)
go func() { read <- g.readchar() }()
// The wake is buffered, so this is correct whether or not the reader
// has reached ReadChar yet.
if !g.AutoSaveOnSignal(autoSaveWait) {
t.Fatal("the save was not taken while the game was blocked on input")
}
assertRestorable(t, g.FileName)
// The interrupt must not have been mistaken for a keystroke: the
// reader is still waiting, and still returns the real key.
bt.keys <- 'x'
if ch := <-read; ch != 'x' {
t.Errorf("readchar() = %q, want 'x'", ch)
}
}
// TestAutoSaveOnSignalWhileInShellEscape covers the other place the game
// goroutine parks for an unbounded time: the `!` shell escape, where it
// used to sit inside the shell call with no way to answer. A dropped line
// while the player is off in a shell is as much a hangup as any other.
func TestAutoSaveOnSignalWhileInShellEscape(t *testing.T) {
t.Parallel()
st := &shellTerm{
blockingTerm: newBlockingTerm(),
entered: make(chan struct{}),
release: make(chan struct{}),
}
g := mkBlockedGame(t, st)
left := make(chan struct{})
go func() {
defer close(left)
g.shell()
}()
<-st.entered
if !g.AutoSaveOnSignal(autoSaveWait) {
t.Error("the save was not taken while the game was in the shell escape")
}
assertRestorable(t, g.FileName)
close(st.release)
<-left
}
// TestAutoSaveOnSignalTimesOutLeavingTheOldSave pins the backstop: a game
// goroutine that never reaches a service point must not hold the process
// open, and giving up must cost the player nothing. The old save is still
// there, byte for byte — which is the whole point of renaming over the
// target instead of removing it first.
func TestAutoSaveOnSignalTimesOutLeavingTheOldSave(t *testing.T) {
t.Parallel()
g := mkGame(t, 77)
g.FileName = filepath.Join(t.TempDir(), "rogue.save")
const old = "an older save nobody is allowed to destroy"
writeErr := os.WriteFile(g.FileName, []byte(old), 0o600)
if writeErr != nil {
t.Fatal(writeErr)
}
// Nothing drives the turn loop, so nothing will ever answer.
start := time.Now()
if g.AutoSaveOnSignal(100 * time.Millisecond) {
t.Error("AutoSaveOnSignal reported a save that nobody took")
}
if waited := time.Since(start); waited > time.Second {
t.Errorf("waited %v for an unanswered save, want the deadline to bound it",
waited)
}
got, readErr := os.ReadFile(g.FileName)
if readErr != nil {
t.Fatalf("the previous save was destroyed: %v", readErr)
}
if string(got) != old {
t.Error("the previous save was overwritten by a save that never ran")
}
}
// TestAutoSaveOnSignalWithoutASaveFile covers the death demo's terminal
// case: a game with no file name has nothing to write, and must say so
// rather than reporting a save that did not happen.
func TestAutoSaveOnSignalWithoutASaveFile(t *testing.T) {
t.Parallel()
g := New(Params{Seed: 5, Term: &testTerm{
input: []byte(strings.Repeat("s . ", 200)),
}})
g.FileName = ""
g.startLevel()
g.prePlay()
var answered bool
done := make(chan struct{})
go func() {
defer close(done)
answered = g.AutoSaveOnSignal(autoSaveWait)
}()
driveUntilDone(t, g, done)
if answered {
t.Error("AutoSaveOnSignal = true with no save file name")
}
}
// TestSaveFileReplacesTargetAtomically pins the write discipline: the new
// save arrives by rename, so the file the player already had is never
// written into, and the temporary file it came from is not left lying in
// the save directory.
//
// The load-bearing assertion is the handle opened before the save. A
// rename leaves the old file whole and merely stops it being reachable by
// name, so that handle still reads the old save; the truncate-in-place
// write this replaced would empty it under the reader — the same
// in-place write that, interrupted, left the player with a file that
// could no longer be restored.
func TestSaveFileReplacesTargetAtomically(t *testing.T) {
t.Parallel()
g := mkGame(t, 11)
dir := t.TempDir()
path := filepath.Join(dir, "rogue.save")
const old = "an older save"
writeErr := os.WriteFile(path, []byte(old), 0o600)
if writeErr != nil {
t.Fatal(writeErr)
}
held, openErr := os.Open(path) //nolint:gosec // G304: test temp path
if openErr != nil {
t.Fatal(openErr)
}
defer func() { _ = held.Close() }()
saveErr := g.saveFile(path)
if saveErr != nil {
t.Fatalf("saveFile: %v", saveErr)
}
kept, readErr := io.ReadAll(held)
if readErr != nil {
t.Fatalf("reading the file that was there before the save: %v", readErr)
}
if string(kept) != old {
t.Errorf("the previous save was written into rather than replaced: %q",
string(kept))
}
entries, readErr := os.ReadDir(dir)
if readErr != nil {
t.Fatal(readErr)
}
if len(entries) != 1 || entries[0].Name() != "rogue.save" {
t.Errorf("save directory = %v, want just the save file", names(entries))
}
info, statErr := os.Stat(path)
if statErr != nil {
t.Fatal(statErr)
}
if perm := info.Mode().Perm(); perm != 0o400 {
t.Errorf("save file mode = %v, want 0400", perm)
}
assertRestorable(t, path)
}
// TestSaveFileLeavesTargetWhenTheRenameFails is the other half of the
// same discipline: a save that cannot be completed must leave what the
// player already had. The target here is a non-empty directory, which no
// rename can replace — the one write failure that can be forced without
// depending on file permissions, and therefore on not being root.
func TestSaveFileLeavesTargetWhenTheRenameFails(t *testing.T) {
t.Parallel()
g := mkGame(t, 12)
dir := t.TempDir()
path := filepath.Join(dir, "rogue.save")
mkErr := os.Mkdir(path, 0o700)
if mkErr != nil {
t.Fatal(mkErr)
}
keep := filepath.Join(path, "keep")
writeErr := os.WriteFile(keep, []byte("still here"), 0o600)
if writeErr != nil {
t.Fatal(writeErr)
}
saveErr := g.saveFile(path)
if saveErr == nil {
t.Error("saveFile over an unreplaceable target reported success")
}
_, statErr := os.Stat(keep)
if statErr != nil {
t.Errorf("the target was damaged by a failed save: %v", statErr)
}
entries, readErr := os.ReadDir(dir)
if readErr != nil {
t.Fatal(readErr)
}
if len(entries) != 1 {
t.Errorf("save directory = %v, want no temporary file left behind",
names(entries))
}
}
// names lists directory entry names for a failure message.
func names(entries []os.DirEntry) []string {
out := make([]string, 0, len(entries))
for _, e := range entries {
out = append(out, e.Name())
}
return out
}
// assertRestorable checks that path holds a save this program can load,
// which is what "the save was taken" has to mean: a file of the right
// size proves nothing about a torn encode.
func assertRestorable(t *testing.T, path string) {
t.Helper()
_, err := Restore(path, Params{Term: &testTerm{}})
if err != nil {
t.Errorf("the saved file does not restore: %v", err)
}
}
// mkBlockedGame builds a game with a save file name and a terminal whose
// reads block, for the tests that park the game goroutine.
func mkBlockedGame(t *testing.T, term Terminal) *RogueGame {
t.Helper()
g := New(Params{Seed: 4242, Term: term})
g.NewLevel()
g.FileName = filepath.Join(t.TempDir(), "rogue.save")
return g
}
// blockingTerm is a Terminal that genuinely blocks in ReadChar until a
// key is pushed or Interrupt wakes it — which testTerm, whose reads never
// block, cannot reproduce.
type blockingTerm struct {
keys chan byte
wake chan struct{}
}
func newBlockingTerm() *blockingTerm {
return &blockingTerm{
keys: make(chan byte),
// Buffered by one and posted to without blocking, the same
// contract term.Tcell.Interrupt has with tcell's event queue: an
// interrupt that arrives before the read still wakes it.
wake: make(chan struct{}, 1),
}
}
func (t *blockingTerm) Render(*Window) {}
func (t *blockingTerm) Fini() {}
// Interrupt wakes a blocked ReadChar; called from the saving goroutine.
func (t *blockingTerm) Interrupt() {
select {
case t.wake <- struct{}{}:
default:
}
}
// ReadChar blocks until a key arrives or Interrupt wakes it.
func (t *blockingTerm) ReadChar() (byte, bool) {
select {
case ch := <-t.keys:
return ch, true
case <-t.wake:
return 0, false
}
}
// shellTerm is a blockingTerm that also offers a shell escape which stays
// in the shell until the test lets it out.
type shellTerm struct {
*blockingTerm
entered chan struct{}
release chan struct{}
}
// ShellEscape parks the caller in the "shell" until released.
func (t *shellTerm) ShellEscape() {
close(t.entered)
<-t.release
}