Files
rgoue/game/autosave_test.go
sneak 1142f43aed Restore three lost C behaviors: schtick message, forced redraw, greeting (closes #13)
Three behaviors from 5.4.4 that the port dropped silently. Each is a few
lines; grouped because they are all "restore something C did".

1. sticks.c 237: the "otherwise" arm closing do_zap's switch printed
   "what a bizarre schtick!", and doZap had turned it into doing nothing.
   The arm is under #ifdef MASTER, not under a runtime wizard test, so in
   the MASTER build this port is it printed for every player and must not
   be gated on g.Wizard. WS_NOP is a case of that switch in its own right
   ("when WS_NOP: break;"), so "no handler ran" cannot be the trigger:
   the wand of nothing does nothing quietly. C's switch covers all 14 WS_
   values, so its otherwise is reachable only for an o_which outside the
   table, which is what Object.hasValidWhich already screens for. All
   three arms fall through to obj.Charges--, as C's do.

2. command.c 288-291: CTRL('R') is "after = FALSE; clearok(curscr, TRUE);
   wrefresh(curscr);" — a forced full repaint. The port called
   g.refresh(), the ordinary diffing blit, which cannot fix the only
   situation the command exists for: a screen corrupted by another
   program's output leaves the game's record of it still correct, so the
   diff sends nothing. New Terminal.Repaint (tcell Screen.Sync, which
   discards tcell's record of the terminal rather than diffing against
   it), Screen.Repaint and g.repaint(), implemented in term.Tcell and in
   both headless test terminals. Named for the curses operation: the
   interface is the game's abstraction, not tcell's. It repaints what was
   last rendered — C repainted curscr, not stdscr — so it takes no
   window.

3. main.c 107-113: the startup greeting existed nowhere in the tree. New
   game.Greeting, printed on stdout by cmd/rogue/main.go before
   term.New(), the port's initscr(). Only the wizard wording is #ifdef
   MASTER; the other is unconditional. The %d is dnum, which main.c has
   just assigned to seed, so it is Params.Seed. Neither wording ends in a
   newline. Two placement details the tests pin: the printf sits after
   parse_opts, so a ROGUEOPTS name= is what the player is greeted by; and
   it sits after the -s/-d handling and after restore(), which never
   returns, so a resumed game does not announce that a dungeon is being
   dug (digsNewDungeon).

Greeting parses ROGUEOPTS into a throwaway game built the way New builds
the real one, tables and home directory included: ParseOpts handles every
option, not just the one the greeting reads, and inven= is matched
against inv_t_name[], which lives on the game.

All three message strings verified byte-for-byte against origin/c-master
sticks.c and main.c. No RNG call is added on any path and nothing under
game/testdata/ changed; TestSeedCompatItemTables is green against the
untouched golden.

Mutation-proved, each behavior removed in turn with only its own test
failing: dropping the message arm fails
TestZapUnhandledWandSaysBizarreSchtick; extending the message to WS_NOP
fails TestZapWandOfNothingIsSilent; putting g.refresh() back fails
TestRedrawCommandForcesFullRepaint; swapping the two wordings, and
ignoring the ROGUEOPTS name, both fail TestGreeting; greeting on the
restore path fails TestDigsNewDungeon.

ARCHITECTURE.md 5.3 gains Repaint and why a blit cannot substitute for
it; nothing here is deliberately dropped, so section 9 is unchanged.
TODO.md gets a Completed Steps entry; Next Step deliberately not rotated,
this being out-of-band issue work.
2026-08-09 10:04:54 +00:00

516 lines
14 KiB
Go

//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.Fatal("the save was not taken while the game was in the shell escape")
}
assertRestorable(t, g.FileName)
close(st.release)
<-left
}
// TestShellEscapePanicUnwindsTheGameGoroutine pins the reason
// runShellEscape recovers its helper's panic.
//
// term.Tcell.ShellEscape panics when Screen.Resume fails, and the shell
// now runs on a helper goroutine. A panic reaching the top of that helper
// would kill the process without running the deferred calls of any other
// goroutine — including cmd/rogue/main.go's `defer t.Fini()`, which is
// the only thing that takes the tty back out of raw mode. That is issue
// #12's failure, and it would land on the one path where the terminal is
// already broken.
//
// So the panic has to arrive on the goroutine that runs the game, with
// that goroutine's deferred restore still on the stack. This test stands
// in for main: a Fini deferred around the g.shell() call, and the panic
// caught after it, asserting both that the restore ran and that the
// original value came through. Against the unrecovered version there is
// nothing to assert — the panic escapes a helper goroutine and takes the
// whole test binary down, which is the failure being prevented.
func TestShellEscapePanicUnwindsTheGameGoroutine(t *testing.T) {
t.Parallel()
pt := &panickingShellTerm{blockingTerm: newBlockingTerm()}
g := mkBlockedGame(t, pt)
caught := make(chan any, 1)
go func() {
// Registered first, so it runs last: it sees the terminal
// already restored, exactly as the runtime would have printed
// the trace after main's Fini.
defer func() { caught <- recover() }()
// Stands in for cmd/rogue/main.go's `defer t.Fini()`.
defer pt.Fini()
g.shell()
}()
got := <-caught
if got == nil {
t.Fatal("the resume failure did not reach the game goroutine")
}
if msg, ok := got.(string); !ok || msg != errShellResume {
t.Errorf("recovered %v, want %q", got, errShellResume)
}
if !pt.restored {
t.Error("the terminal was not restored on the way out")
}
// shell() must not have resumed into its InShell reset and refresh:
// there is no screen left to draw into.
if !g.InShell {
t.Error("shell() carried on drawing after the resume failed")
}
}
// 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) {}
// Repaint has nothing to redraw: this terminal exists for its input
// behaviour, and no autosave test types CTRL-R.
func (t *blockingTerm) Repaint() {}
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
}
// errShellResume is what panickingShellTerm panics with, standing in for
// the value term.Tcell.ShellEscape raises when Screen.Resume fails.
const errShellResume = "resume failed"
// panickingShellTerm is a blockingTerm whose shell escape panics on the
// way out, the way term.Tcell.ShellEscape does when the screen cannot be
// resumed. It records whether Fini ran, which is the thing that must
// still happen.
type panickingShellTerm struct {
*blockingTerm
restored bool
}
func (t *panickingShellTerm) Fini() { t.restored = true }
func (t *panickingShellTerm) ShellEscape() { panic(errShellResume) }