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.
This commit is contained in:
2026-08-09 05:45:45 +00:00
parent 4aa4babe40
commit f602ecdbbf
4 changed files with 402 additions and 12 deletions

View File

@@ -69,7 +69,7 @@ func run() int {
return 0
}
installAutosave(g, t)
installSignalHandlers(g, t)
g.Run() // does not return: the game ends by exiting the process
@@ -101,19 +101,102 @@ func loadParams() game.Params {
}
}
// installAutosave saves the game and exits on SIGHUP/SIGTERM (save.c
// auto_save).
func installAutosave(g *game.RogueGame, t *term.Tcell) {
// saver is the autosave half of *game.RogueGame that the signal handler
// needs; an interface so the handler is testable headlessly.
type saver interface {
// AutoSave writes the game to its save file, best effort (save.c
// auto_save).
AutoSave()
}
// finisher is the terminal-restoring half of game.Terminal that the
// signal handler needs (curses endwin).
type finisher interface {
// Fini restores the terminal to its pre-game state.
Fini()
}
// handledSignals returns the signals the game leaves on. They split into
// two groups with deliberately different save behavior; see
// savesOnSignal.
func handledSignals() []os.Signal {
return []os.Signal{
syscall.SIGHUP, syscall.SIGTERM, syscall.SIGINT, syscall.SIGQUIT,
}
}
// savesOnSignal reports whether the game should autosave on its way out
// for this signal.
//
// THE DECISION (issue #12): SIGHUP and SIGTERM save; SIGINT and SIGQUIT
// restore the terminal and exit WITHOUT saving. This is deliberate, not
// an oversight, on three grounds.
//
// C: no path in the C game saves on INT or QUIT. The shipped build
// installs no handler at all during play (mach_dep.c setup calls
// md_onsignal_default), and the only INT handler it ever installs is
// rip.c/main.c's leave() in the endgame — endwin and exit, explicitly
// discarding pending output. The build that does wire INT during play
// (md_onsignal_autosave, mdport.c, compiled only under DUMP) sends it to
// quit(), which confirms, scores, and exits, again without saving, and
// sends QUIT to endit() -> fatal() -> endwin + exit. save.c auto_save is
// reserved for HUP/TERM. Saving on HUP/TERM but not on INT/QUIT is
// therefore exactly C's split.
//
// Semantics: HUP and TERM mean involuntary teardown — the line dropped
// or the machine is going down — so rescuing the game is right. INT and
// QUIT are the player deliberately saying "stop now". Rogue scores a
// deliberate quit, and its save discipline is anti-save-scum by design
// (restoring consumes the file), so making Ctrl-C a free checkpoint
// would turn it into a one-keystroke undo for a bad turn: a gameplay
// change, not a robustness fix.
//
// Safety: this runs on a goroutine while the main goroutine is mid-turn
// mutating game state, and AutoSave removes the save file before
// gob-encoding that live state. On HUP/TERM that risk is accepted
// because the process is about to die regardless and a best-effort save
// beats none. On INT/QUIT there is nothing to rescue, so the right
// choice is the one with no corruption window at all.
func savesOnSignal(sig os.Signal) bool {
return sig == syscall.SIGHUP || sig == syscall.SIGTERM
}
// installSignalHandlers arranges for the game to leave the terminal
// usable when it is signalled: C's leave(), "leave quickly but
// curteously" (main.c), extended with save.c auto_save on the two
// signals that warrant it.
func installSignalHandlers(g saver, t finisher) {
go leaveOnSignal(notifySignals(), g, t, os.Exit)
}
// notifySignals subscribes to the handled signals and returns the
// channel they arrive on. Split out from installSignalHandlers so tests
// can drive leaveOnSignal with real signal delivery.
func notifySignals() chan os.Signal {
// Buffered so signal delivery never blocks, and deliberately never
// drained past the first signal: see leaveOnSignal.
sig := make(chan os.Signal, 1)
signal.Notify(sig, syscall.SIGHUP, syscall.SIGTERM)
signal.Notify(sig, handledSignals()...)
go func() {
<-sig
return sig
}
// leaveOnSignal waits for one signal and takes the game out.
//
// Exactly one goroutine reads exactly one signal, which is what makes
// the exit safe: a second signal (a SIGINT landing while a SIGHUP's
// AutoSave is still writing, say) stays in the buffer unread and can
// never call exit out from under an in-flight save. The order within is
// the same one myExit uses (game/rip.go): save if this signal saves,
// then restore the terminal, then exit.
func leaveOnSignal(sig <-chan os.Signal, g saver, t finisher, exit func(int)) {
if savesOnSignal(<-sig) {
g.AutoSave()
t.Fini()
os.Exit(0)
}()
}
t.Fini()
exit(0)
}
// chooseSeed picks the dungeon number: SEED for reproducible dungeons