[net.games.rogue] save game bug again

ron@wjvax.UUCP (Ron Christian) (09/08/84)

(Ever noticed how the rogue authors don't discuss the bugs?)

Funny thing:  After a long dry spell, the save game bug is
back!  Us rogues compare notes at least every day, and we
noticed that all of a sudden we were all (ALL!) getting hit
with the save game bug, often on our best games.  This is
different from the Nymph bug, which we side step by avoiding
Nymphs with the same degree of terror as we avoid Ice Monsters.
Since the 'fix' to the save game bug was posted, (unset the
dsusp signal before playing) most of us do this, but it
appearantly has no effect!  The only other thing that happened
lately, is that for verious reasons the load average at
our site has dropped to an all time low, usually less than
.5 during the lunch hour and on weekends.  (It's rogue time!)
For the record, We're playing 5.3 rogue on 4.2 bsd.

Now, why would a low load average cause the save game bug
to come back?

(For the uninitiated, the save game bug is where the
game saves itself suddenly, and then will only let
you make one move thereafter before it saves itself
again.)

Well, one guy came up with a fix.  He puts his game in
the background after lunch and never logs off....

And now for something completely different:  As you
5.3 players know, the dungeon suddenly becomes deadly
beyond level 28.  Monster are hasted, Dragons fire through
walls, and in general, the rogue gods have prevented
the 100 level dives we're accustom to from version 3.6.
But lo!  Have you ever tried jumping from level 28 to
level 27, then back to level 28 with the amulet?  Suddenly,
you're on a fresh level, with gold, party rooms, all
the goodies.  I was using this technique to jack up
a poor score recently.  Worked great.  Had a score
that would handily put me on top of the list and was
preparing for the long journey out when (you guessed
it) I got hit with the save game bug.  I was trying
to reach the stairs a few moves at a time, when after
about the fourth restart, the message came up:  'Sorry,
the game has been touched.  Your score will not be
recorded.'  Never been so close to homicide before.
Isn't it about time this bug was fixed?

-- 

	"Trivia are important."		Ron Christian
	    				Watkins-Johnson Co.
					San Jose, Calif.
					(...ios!wjvax!ron)

chuck@dartvax.UUCP (Chuck Simmons) (09/10/84)

<Does anyone really read this group?>

     I think that some of us Rogue fans don't understand the "save game 
bug" as well as we should.  It is probably the case that _every_ bug in 
Rogue can be called a "save game bug".  In fact, it isn't a bug, it's a 
feature.  (You'll notice that I don't consider it a bug to be able to
read scrolls while you're blind.)
     If you look at the sources to the machine dependent Rogue routines
(or if you look at the binary under ADB), you will notice that Rogue
sets up an "on unit" (yes, I program in pl1) to catch most of the signals 
that a C program can get.  The action that rogue takes upon getting one 
of these signals is to save the game.  However, Rogue not only saves
the data portions of the game, it also saves the binary.  Thus when the
game is restarted, as soon as the faulty code is executed, *whammo*,
Rogue gets another signal and saves the game again.
     I would recommend the following:
          1)  Change the machine dependent sources so that when Rogue
gets a signal implying there is a bug in the program, it dumps a copy
of itself to some canonical location.  (I believe this is a trivial
patch since a routine to dump already exists within rogue.)
          2)  Find some Rogue fan who is also a reasonable programmer,
have him (or preferably her) look at the dump, figure out the bug, 
patch it out of existence, and announce the bug and patch to the net.
          3)  And finally, let's stop talking about "save game bugs"
since there ain't no such thing.

Chuck