1 Commits

Author SHA1 Message Date
aa8aeb2497 test: pin command dispatch to C's command.c switch (closes #31)
Audits every case label in C's command.c against this port's dispatch and
leaves the audit behind as a standing test, so the two lists cannot drift
again. A missing dispatch entry is the one porting error that leaves no
trace at build time: the port is function-by-function, so every C function
has a Go counterpart and a dropped key dangles nothing, fails to compile
nowhere, and simply answers "illegal command" the first time a player
presses it. That is how '+' (#11) survived until PR #30 found it by
accident.

Result: no further missing keys. '+' was the only one. Recording that as a
negative result — the class of bug is real, it has now been searched for
exhaustively rather than stumbled upon, and the search came back empty.

commandHandlers is pinned by set equality in both directions. A missing key
is the '+' bug; an extra key is the same bug mirrored, since the likeliest
way to acquire one is promoting a key out of the wizard sub-switch, which
would expose a MASTER debug command in ordinary play. The main-switch keys
that commandHandlers cannot hold - the goto-over re-dispatches, F-to-f, 'a'
and 'm' - are covered separately through dispatchKey, because dropping one
of those is just as silent as dropping a map entry.

Two traps are documented in the file. rogue.h 52-53 defines when as
break;case, so a grep for 'case ' finds six of the eighty labels. And the
main/wizard split is load-bearing: '+' was a divergence in ordinary play,
not just wizard mode, precisely because it is a main-switch key.

Confirms this port targets the MASTER build: all four #ifdef MASTER sites
in command.c are ported unconditionally, as is sticks.c 237.
2026-08-09 14:17:21 +00:00
2 changed files with 269 additions and 0 deletions

21
TODO.md
View File

@@ -34,6 +34,27 @@ wizard commands).
# Completed Steps
- 2026-08-09 Command dispatch audit (`audit/command-switch-coverage`, closes
#31): checked every case label in C's `command.c` against this port's
dispatch, and left the audit behind as a standing test
(`game/dispatch_test.go`) so the two cannot silently drift again. **No further
missing keys were found** — `'+'` (#11) was the only one. That is the result,
and it is worth recording as a negative: the class of bug exists, it has now
been searched for exhaustively rather than stumbled upon, and the search came
back empty. Three tables transcribe C's labels with their line numbers:
main-switch keys answered from `commandHandlers`, main-switch keys whose arms
need `dispatchKey`'s own switch (the `goto over` re-dispatches, `F`-to-`f`,
`a`, `m`), and the `if (wizard)` sub-switch. `commandHandlers` is pinned by
set equality in **both** directions: a missing key is the `'+'` bug, and an
extra key is the same bug mirrored — a MASTER debug command leaking into
ordinary play. Two traps make this audit harder than it sounds and are
documented in the file: `rogue.h` 52-53 defines `when` as `break;case`, so a
grep for `case ` finds six of the eighty labels; and the main/wizard split is
load-bearing, since `'+'` was a divergence in ordinary play precisely because
it is a main-switch key. Confirms the port targets the MASTER build — all four
`#ifdef MASTER` sites in `command.c` are ported unconditionally, as is
`sticks.c` 237.
- 2026-08-09 Three small lost C behaviors (`fix/lost-c-behaviors`, closes #13):
grouped because each is a few lines and all are "restore something the port
dropped silently". (1) **"what a bizarre schtick!"**, `sticks.c` 237 — the

248
game/dispatch_test.go Normal file
View File

@@ -0,0 +1,248 @@
//nolint:testpackage // white-box tests reach unexported state (approved 2026-07-07)
package game
import (
"strings"
"testing"
)
// This file is the standing form of the issue #31 audit: every case
// label in C's command switch against this port's dispatch. It exists
// because a missing dispatch entry is the one porting error that leaves
// no trace at build time. The port is function-by-function, so every C
// function has a Go counterpart and a dropped key dangles nothing and
// fails to compile nowhere; it simply answers "illegal command" the
// first time a player presses it. That is how '+' (issue #11) survived
// until PR #30 found it by accident.
//
// The tables below are transcribed from origin/c-master:command.c, with
// the C line numbers alongside. Read them there with rogue.h 52-53 in
// hand:
//
// #define when break;case
// #define otherwise break;default
//
// The labels are therefore written "when 'x':", and a grep for "case "
// finds six of the eighty. CTRL is extern.h:113, (c & 037); ESCAPE is
// rogue.h:121, 27.
//
// There are two switches and the split between them is load-bearing. A
// key C answers from the main switch (151-427) must be answered here
// whether or not wizard mode is on. A key C answers only from the
// "if (wizard) switch (ch)" sub-switch (369-423) must not be reachable
// outside it. '+' was a divergence in ordinary play, not just in wizard
// mode, precisely because it is a main-switch key.
//
// The whole sub-switch, and '+' with it, is #ifdef MASTER. This port
// targets the MASTER build: all four #ifdef MASTER sites in command.c
// (67, 128, 317, 368) are ported unconditionally, as is sticks.c 237.
// cMainSwitchTableKeys are the main-switch labels whose arms are a plain
// call, and which this port therefore answers from commandHandlers.
func cMainSwitchTableKeys() []byte {
return []byte{
',', // 153
'!', // 180
'h', 'j', 'k', 'l', 'y', 'u', 'b', 'n', // 181-188 do_move
'H', 'J', 'K', 'L', 'Y', 'U', 'B', 'N', // 189-196 do_run
't', // 241
'q', 'Q', 'i', 'I', 'd', 'r', 'e', 'w', // 258-269
'W', 'T', 'P', 'R', 'o', 'c', // 270-275
'>', '<', '?', '/', 's', 'z', 'D', // 276-286
CTRL('P'), CTRL('R'), // 287-291
'v', // 292
'S', // 295
'.', // 298 rest
' ', // 299 "legal" illegal command
'^', // 300
'+', // 318 (#ifdef MASTER)
Escape, // 339
')', ']', '=', // 354-360
'@', // 361
}
}
// cMainSwitchMultiStepKeys are the main-switch labels whose arms need
// more than a call — C's "goto over" re-dispatch, or the F-to-f
// fallthrough — and which this port therefore answers from dispatchKey's
// own switch rather than from commandHandlers. They are main-switch keys
// all the same, and a player reaches them without wizard mode.
func cMainSwitchMultiStepKeys() []byte {
return []byte{
CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'), // 197
CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'), // 198
'F', // 214 sets kamikaze, then falls through
'f', // 217
'a', // 246
'm', // 344
}
}
// cWizardSwitchKeys are the labels of the "if (wizard) switch (ch)"
// sub-switch, which sits inside the main switch's otherwise: arm.
func cWizardSwitchKeys() []byte {
return []byte{
'|', // 371
'C', // 372
'$', // 373
CTRL('G'), CTRL('W'), // 374-375
CTRL('D'), CTRL('A'), // 376-377
CTRL('F'), CTRL('T'), // 378-379
CTRL('E'), CTRL('C'), // 380-381
CTRL('X'), // 382
CTRL('~'), // 383
CTRL('I'), // 390
'*', // 419
}
}
// assertNotIllegalCommand fails if the top line reports the key as
// illegal. illcom is the only thing that writes that message, so it is a
// reliable "the dispatch had no arm for this key" probe: it holds
// whether the arm printed its own message, printed nothing, or cleared
// the line on the way out.
func assertNotIllegalCommand(t *testing.T, g *RogueGame, ch byte) {
t.Helper()
// End() upper-cases the first letter, so match from the second.
if line := g.scr.Std.Line(0); strings.Contains(line, "llegal command") {
t.Errorf("dispatching '%s' reached illcom (top line %q); C answers "+
"it from command.c's switch", unctrl(ch), strings.TrimSpace(line))
}
}
// TestCommandHandlersMatchCMainSwitch pins commandHandlers to exactly the
// set of main-switch keys C answers with a plain call. It is checked in
// both directions on purpose. A missing key is the '+' bug. An extra key
// is the same bug mirrored: the most likely way to acquire one is to
// promote a key out of the wizard sub-switch, which would make a MASTER
// debug command available in ordinary play.
func TestCommandHandlersMatchCMainSwitch(t *testing.T) {
t.Parallel()
handlers := newGameData().commandHandlers
keys := cMainSwitchTableKeys()
want := make(map[byte]bool, len(keys))
for _, ch := range keys {
want[ch] = true
if _, ok := handlers[ch]; !ok {
t.Errorf("commandHandlers has no entry for '%s'; C answers it "+
"from the main command.c switch, so this port says "+
"\"illegal command\" where C does not", unctrl(ch))
}
}
for ch := range handlers {
if !want[ch] {
t.Errorf("commandHandlers has an entry for '%s' that C's main "+
"switch does not; if C answers it only under if (wizard), "+
"it belongs in wizardCommand", unctrl(ch))
}
}
if len(want) != len(keys) {
t.Errorf("cMainSwitchTableKeys lists %d keys, %d of them distinct; "+
"a duplicate hides a missing key", len(keys), len(want))
}
}
// TestDispatchKeyAnswersCMultiStepKeys covers the main-switch keys that
// commandHandlers cannot hold, which the set-equality test above cannot
// see. Removing one of these from dispatchKey's switch is just as silent
// as removing a map entry: it falls into the default arm and lands on
// illcom, so that is what is checked.
func TestDispatchKeyAnswersCMultiStepKeys(t *testing.T) {
t.Parallel()
for _, ch := range cMainSwitchMultiStepKeys() {
t.Run(unctrl(ch), func(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
// Not a wizard: these are ordinary-play keys, so the default
// arm they must not reach is illcom itself.
g.Wizard = false
g.Options.Terse = false
// 'a' replays the last command; give it one to replay so it
// takes its re-dispatch arm rather than its complaint arm.
g.LastComm = '.'
// F, f and m prompt for a direction. Escape backs out of the
// prompt, which keeps them from moving the hero or starting a
// fight while still proving their arm ran.
setInput(t, g, Escape, Escape, Escape)
next, again := g.dispatchKey(ch)
t.Logf("dispatchKey(%s) = %s, again=%v",
unctrl(ch), unctrl(next), again)
assertNotIllegalCommand(t, g, ch)
})
}
}
// TestDispatchKeyRedispatchesCtrlDirections is the positive half of the
// test above for the eight ctrl-directions: C's arm converts the key to
// its upper-case run command and does "goto over" (command.c 197-213),
// which this port spells as a true second result. Checking the returned
// key, and not merely that illcom was missed, is what would catch the
// arm being present but wired to the wrong direction.
func TestDispatchKeyRedispatchesCtrlDirections(t *testing.T) {
t.Parallel()
for _, ch := range []byte{
CTRL('H'), CTRL('J'), CTRL('K'), CTRL('L'),
CTRL('Y'), CTRL('U'), CTRL('B'), CTRL('N'),
} {
t.Run(unctrl(ch), func(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
// C's "ch += ('A' - CTRL('A'))": ctrl-h becomes 'H'.
wantCh := ch + 'A' - CTRL('A')
next, again := g.dispatchKey(ch)
if !again {
t.Fatalf("dispatchKey(%s) did not ask to re-dispatch; C's "+
"arm ends in goto over", unctrl(ch))
}
if next != wantCh {
t.Errorf("dispatchKey(%s) re-dispatched as %q, want %q",
unctrl(ch), next, wantCh)
}
})
}
}
// TestWizardDispatchAnswersCWizardSwitch is the same guard for the
// MASTER sub-switch, driven through dispatchKey rather than through
// wizardCommand directly so that the routing is covered too: these keys
// must be answered because wizard mode is on, not because they leaked
// into commandHandlers.
func TestWizardDispatchAnswersCWizardSwitch(t *testing.T) {
t.Parallel()
for _, ch := range cWizardSwitchKeys() {
t.Run(unctrl(ch), func(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
g.Wizard = true
// ctrl-a is "level--; new_level()", so start deep enough for
// it to have somewhere to go.
g.Depth = 5
// Escape backs out of the item and type prompts that ctrl-w,
// ctrl-~, 'C' and '*' put up. testTerm keeps answering after
// the script runs out, so nothing here can block.
setInput(t, g, Escape, Escape, Escape, Escape)
g.dispatchKey(ch)
assertNotIllegalCommand(t, g, ch)
})
}
}