fix: restore the terminal on SIGINT/SIGQUIT (closes #12)
The port installed handlers for SIGHUP and SIGTERM only, so SIGINT and SIGQUIT killed the process with tcell still holding the tty and dropped the user into a shell with no echo and a scrambled screen. All four signals now go to one os/signal channel read by one goroutine, and every path calls Terminal.Fini before os.Exit(0) -- C's leave(), "leave quickly but curteously" (main.c). The save decision, written into the savesOnSignal comment: SIGHUP and SIGTERM keep autosaving; SIGINT and SIGQUIT restore and exit without saving. No path in C saves on INT or QUIT (leave() is endwin-and-exit, quit() confirms/scores/exits, endit() goes through fatal(), and save.c auto_save is reserved for HUP/TERM), the semantics agree (involuntary teardown is worth rescuing a game from; a deliberate "stop now" must not become a one-keystroke checkpoint against an anti-save-scum save discipline), and it is the safe choice, since AutoSave gob-encodes live state the main goroutine is still mutating after removing the old file. One reader of one signal is also what closes the corruption window: a second signal arriving while a SIGHUP's AutoSave is mid-write stays unread in the buffer instead of exiting out from under the writer. cmd/rogue/main_test.go covers the ordering per signal, the save/no-save split, the mid-save second-signal interleaving, and real SIGINT/SIGQUIT/SIGHUP/SIGTERM delivered to the test process through the same notifySignals wiring the game uses. Two premises behind the report were wrong and are recorded rather than silently fixed: leave() is not installed on SIGINT/SIGQUIT during play (the wiring is in mdport.c; the shipped build calls md_onsignal_default and installs nothing, and leave() appears only in the endgame paths of rip.c and main.c), and Ctrl-C never generated SIGINT here anyway, since tcell's raw mode clears ISIG and the key arrives as byte 0x03 -- as it did in C, whose setup() calls curses raw(). The real exposure is kill -INT / kill -QUIT and the window before term.New(). ARCHITECTURE.md section 9 gains rows for SIGTSTP/tstp() (deliberately dropped: raw mode means Ctrl-Z cannot reach the process, suspending the screen from the signal goroutine would race the drawing goroutine, and C armed tstp only after a successful restore(); the ! shell escape covers the need), for SIGINT not routing to the interactive quit() prompt, and for auto_save on the fault signals. Section 5.3's claim that tcell handles SIGTSTP was false -- tcell registers only SIGWINCH -- and is corrected.
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@@ -69,7 +69,7 @@ func run() int {
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return 0
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}
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installAutosave(g, t)
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installSignalHandlers(g, t)
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g.Run() // does not return: the game ends by exiting the process
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@@ -101,19 +101,102 @@ func loadParams() game.Params {
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}
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}
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// installAutosave saves the game and exits on SIGHUP/SIGTERM (save.c
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// auto_save).
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func installAutosave(g *game.RogueGame, t *term.Tcell) {
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// saver is the autosave half of *game.RogueGame that the signal handler
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// needs; an interface so the handler is testable headlessly.
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type saver interface {
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// AutoSave writes the game to its save file, best effort (save.c
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// auto_save).
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AutoSave()
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}
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// finisher is the terminal-restoring half of game.Terminal that the
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// signal handler needs (curses endwin).
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type finisher interface {
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// Fini restores the terminal to its pre-game state.
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Fini()
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}
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// handledSignals returns the signals the game leaves on. They split into
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// two groups with deliberately different save behavior; see
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// savesOnSignal.
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func handledSignals() []os.Signal {
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return []os.Signal{
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syscall.SIGHUP, syscall.SIGTERM, syscall.SIGINT, syscall.SIGQUIT,
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}
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}
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// savesOnSignal reports whether the game should autosave on its way out
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// for this signal.
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//
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// THE DECISION (issue #12): SIGHUP and SIGTERM save; SIGINT and SIGQUIT
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// restore the terminal and exit WITHOUT saving. This is deliberate, not
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// an oversight, on three grounds.
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//
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// C: no path in the C game saves on INT or QUIT. The shipped build
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// installs no handler at all during play (mach_dep.c setup calls
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// md_onsignal_default), and the only INT handler it ever installs is
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// rip.c/main.c's leave() in the endgame — endwin and exit, explicitly
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// discarding pending output. The build that does wire INT during play
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// (md_onsignal_autosave, mdport.c, compiled only under DUMP) sends it to
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// quit(), which confirms, scores, and exits, again without saving, and
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// sends QUIT to endit() -> fatal() -> endwin + exit. save.c auto_save is
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// reserved for HUP/TERM. Saving on HUP/TERM but not on INT/QUIT is
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// therefore exactly C's split.
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//
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// Semantics: HUP and TERM mean involuntary teardown — the line dropped
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// or the machine is going down — so rescuing the game is right. INT and
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// QUIT are the player deliberately saying "stop now". Rogue scores a
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// deliberate quit, and its save discipline is anti-save-scum by design
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// (restoring consumes the file), so making Ctrl-C a free checkpoint
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// would turn it into a one-keystroke undo for a bad turn: a gameplay
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// change, not a robustness fix.
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//
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// Safety: this runs on a goroutine while the main goroutine is mid-turn
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// mutating game state, and AutoSave removes the save file before
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// gob-encoding that live state. On HUP/TERM that risk is accepted
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// because the process is about to die regardless and a best-effort save
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// beats none. On INT/QUIT there is nothing to rescue, so the right
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// choice is the one with no corruption window at all.
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func savesOnSignal(sig os.Signal) bool {
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return sig == syscall.SIGHUP || sig == syscall.SIGTERM
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}
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// installSignalHandlers arranges for the game to leave the terminal
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// usable when it is signalled: C's leave(), "leave quickly but
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// curteously" (main.c), extended with save.c auto_save on the two
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// signals that warrant it.
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func installSignalHandlers(g saver, t finisher) {
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go leaveOnSignal(notifySignals(), g, t, os.Exit)
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}
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// notifySignals subscribes to the handled signals and returns the
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// channel they arrive on. Split out from installSignalHandlers so tests
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// can drive leaveOnSignal with real signal delivery.
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func notifySignals() chan os.Signal {
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// Buffered so signal delivery never blocks, and deliberately never
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// drained past the first signal: see leaveOnSignal.
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sig := make(chan os.Signal, 1)
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signal.Notify(sig, syscall.SIGHUP, syscall.SIGTERM)
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signal.Notify(sig, handledSignals()...)
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go func() {
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<-sig
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return sig
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}
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// leaveOnSignal waits for one signal and takes the game out.
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//
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// Exactly one goroutine reads exactly one signal, which is what makes
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// the exit safe: a second signal (a SIGINT landing while a SIGHUP's
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// AutoSave is still writing, say) stays in the buffer unread and can
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// never call exit out from under an in-flight save. The order within is
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// the same one myExit uses (game/rip.go): save if this signal saves,
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// then restore the terminal, then exit.
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func leaveOnSignal(sig <-chan os.Signal, g saver, t finisher, exit func(int)) {
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if savesOnSignal(<-sig) {
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g.AutoSave()
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t.Fini()
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os.Exit(0)
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}()
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}
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t.Fini()
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exit(0)
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}
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// chooseSeed picks the dungeon number: SEED for reproducible dungeons
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