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.
Running the shell on a helper goroutine would also have moved
term.Tcell.ShellEscape's panic on a failed Screen.Resume onto it, and a
panic at the top of any goroutine terminates the process without running
the deferred calls of the others — including cmd/rogue/main.go's
`defer t.Fini()`. The tty would have been left raw on precisely the path
where the terminal is already broken, which is issue #12's failure on a
path this change created. runShellEscape therefore recovers the helper's
panic and re-raises it on the game goroutine, whose stack has the restore
in it, so "every path restores the terminal via Terminal.Fini before
exiting" stays true.
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.
What the handoff guarantees is stated exactly rather than flatteringly:
the encode runs on the state-owning goroutine, so the snapshot is
internally consistent and restorable, but it is not necessarily taken
between commands. readchar is reached from mid-command prompts (--More--,
askOverwrite, getStr, the direction and pack prompts) and the command has
already mutated state by then, so a save taken there freezes that command
half applied and restoring loses the rest of it.
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.
Replace .golangci.yml with the shared canonical config. The old
config's top-level linters-settings block was silently ignored under
the v2 schema, so the lll/funlen/cyclop/dupl thresholds now actually
apply. The four repo-specific disables (mnd, exhaustive, paralleltest,
testpackage) move out of the config into targeted in-code nolint
directives carrying their original approval dates, keeping the config
byte-identical to the canonical one.
Fixes surfaced by the stricter settings: t.Parallel() added to all 32
tests, 24 overlong lines wrapped or their comments tightened, tcell
control-code returns rewritten as character literals, dupl markers on
the identically-shaped item data tables, and two wsl_v5 defer cuddles.
No behavior changes. The repo has no golangci-lint version pin (no
Dockerfile or CI; make lint runs the host binary, currently v2.12.2),
so there was nothing to bump.
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.
NewGame(Config) becomes New(Params), and Restore takes Params too, so
the package's primary type gets the canonical New() constructor with a
named-field Params struct (styleguide points 139, 159). cmd/rogue and
all tests updated; ARCHITECTURE.md constructor references corrected.
Pure rename, suite green.
Refactor step 6. MessageLine (was MsgLine) owns the msg/addmsg/endmsg
machinery, wired to its screen, pre---More-- redraw, and input via
attach(); RogueGame keeps one-line msg/addmsgf/endmsg shorthands so
the ~400 call sites are unchanged. Player gains nextPackChar and
removeFromPack (the state half of pack.c leave_pack); leavePack keeps
only the LastPick repeat-command tracking. Level gains ObjectAt
(misc.c find_obj) and AddObject/RemoveObject/AddMonster/RemoveMonster,
replacing direct attach/detach calls on the level lists. Inventory and
pickup UI flows stay on RogueGame: display and orchestration, not
state surgery. Behavior and RNG order unchanged; suite green.
Refactor step 4. Renames (C breadcrumbs kept in doc comments):
doMove→moveHero, beTrapped→springTrap, rndmove→randomStep,
doRooms→digRooms, doPassages→digPassages, doMaze→digMaze,
chgStr→changeStrength, doRun→startRun, moveStuff→finishMove,
turnref→turnRefresh, moveMonst→moveMonster, doChase→chaseStep,
setOldch→setOldChar, cansee→canSee, roomin→roomIn, runto→runTo,
conn→connectRooms, putpass→putPassage, passnum→numberPassages,
numpass→numberPassage, rndPos→randomPos, rndRoom→randomRoom,
treasRoom→treasureRoom, accntMaze→accountMaze.
All goto/label flows are gone: moveHero uses a retry loop with the
PASSGO corner logic extracted into passageTurn; dispatch re-dispatches
via a loop; chaseStep re-checks via a loop; saveGame uses a labeled
prompt loop. Control flow and RNG call order are unchanged; suite
green.
gochecknoglobals: all 37 package-level tables consolidated into the
gameData struct (game/tables.go), built by newGameData() and carried
on RogueGame as g.data (set in NewGame and Restore). ObjectKind
Glyph()/objectKindForGlyph are now switches; the table-reading subtype
Stringer methods are gone; isMagic is a RogueGame method.
goconst: repeated words named (potionName/scrollName/ringName/goldName
in object.go, wandName/staffName in sticks.go, ripWall in tables.go).
exhaustive, testpackage: disabled in .golangci.yml with sneak's
approval (2026-07-07).
Also reverts misspell's silent corruption of the "ther" scroll-name
syllable (it had become "there", changing generated scroll names vs C).
Remaining red: cyclop/gocognit/nestif until refactor step 7; mnd
awaits a ruling. TODO.md rotated; MEMORY.md lint notes updated.
.golangci.yml is the prompts-repo standard verbatim plus one approved
exception (paralleltest, sneak 2026-07-06). Roughly 1,500 findings
fixed:
- autofix sweep (wsl_v5/nlreturn/intrange/modernize formatting), with
the misspell autofix REVERTED where it rewrote authentic C game text
("missle vanishes" stays, with nolint and a comment)
- error handling: errcheck sites get real handling — saveFile now
closes explicitly and removes corrupt saves, scoreboard writes are
documented best-effort, err113 sentinel errors (ErrSaveOutOfDate,
ErrScreenTooSmall); panics allowed for unrecoverable states per
MEMORY.md policy
- gosec: real fixes (ParseInt for SEED, 0600 scorefile) and justified
per-line nolints for provably-bounded conversions (randomMonsterLetter
helper collapses eight rnd(26)+'A' sites)
- API tidying from linters: pointer receivers on flag types
(recvcheck), msg helpers renamed addmsgf/doaddf/Printwf/MvPrintwf
(goprintffuncname), myExit()/findFloor(monst)/mkGameInput(t) drop
always-constant params (unparam), gameEnd carries no status
- gocritic/staticcheck: if-else chains to switches, the pack.c
inventory filter untangled into matchesFilter, main.go split so
defers run before exit (exitAfterDefer, funlen)
- revive doc comments on all exported flag types/consts/methods
Remaining findings are confined to linters pending sneak's exception
decision (mnd, gochecknoglobals, cyclop, nestif, gocognit, exhaustive,
goconst, testpackage); TODO.md records the state. MEMORY.md added at
repo root as the project's agent working notes.
- command.c in full: the command dispatcher with repeat counts, run
prefixes, ctrl-run door-stop mode, fight-to-death targeting, and all
wizard debug commands; search, help, identify, d_level/u_level, call,
current
- main.c completed: Run()/playit() with the C double ROGUEOPTS parse;
exit()-anywhere becomes a gameEnd panic recovered in Run
- save.c + state.c: gob SaveState snapshot with explicit pointer-to-
index fixups for equipment, monster rooms, and chase targets (the
rs_fix_thing role); save file deleted on restore as in C; SIGHUP/
SIGTERM autosave hook
- wizard.c completed (create_obj, show_map), passages.c add_pass
- term/: tcell/v2 Terminal — the one third-party dependency — replacing
curses and mdport's 900-line key decoder; shell escape via suspend
- cmd/rogue: flags -s/-d, SEED (wizard), ROGUEOPTS, ROGUE_WIZARD
Tests: full scripted sessions through Run (quit, descend stairs,
3200-move crash sweep, save-command round trip). Notable fixes found
by tests: gob silently drops embedded fields of unexported types, and
--More-- prompts swallow space-free input scripts.
rooms.c, passages.c, new_level.c ported in full: room/maze layout,
corridor spanning tree with extra connections, passage numbering flood
fill, trap/stairs/object placement, treasure rooms. Careful RNG-call
ordering throughout keeps generation seed-faithful to C.
Supporting subsystems this depends on, also ported:
- screen.go: curses replaced by in-memory Window cell buffers behind a
Terminal interface (tcell arrives with the UI phase; tests run headless)
- io.go: msg/addmsg/endmsg message-line protocol, status line, step_ok
- pack.c in full (add_pack sorting/stacking walk, get_item, inventory)
- things.c in full (inv_name, new_thing, discovery lists, pagination)
- monsters.c in full; chase.c navigation half (roomin/cansee/see_monst/
find_dest/runto/set_oldch); rings.c, armor.c in full
- weapons.c/sticks.c creation half (init_weapon, fix_stick, num)
- misc.c look() display update, eat, level-up, direction input
- daemons.c callbacks except stomach (needs death()) and the runners
chase driver (combat phase)
- init.c init_player with the starting kit
Tests: level invariants across seeds, determinism, 30-depth sweep.
Module sneak.berlin/go/rogue, package game:
- types.go: all rogue.h constants, flag types, Coord/Stats/Room/ObjInfo
- creature.go/object.go: the THING union split into Creature (Player/
Monster) and Object; slices replace the C linked lists
- level.go: Place map with the C column-major layout and chat/flat/moat/
winat access methods
- tables.go: extern.c + init.c data (bestiary, item tables, name pools)
- rng.go: the exact C LCG (seed*11109+13849), golden-tested against a
compiled C reference for seed compatibility
- init.go: per-game item appearance randomization (init.c)
- daemon.go/daemons.go: scheduler with DaemonID replacing function
pointers (ids match the C save format's mapping)
- game.go: RogueGame holds all former globals; NewGame constructor