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If we receive a signal, we re-register ALL previous signal handlers.
This fixes the case when we pass signal to previously registered handler, and it needs to transform the signal into different one. Still problematic: What if the signal handler we replaced does not terminate the application? We can end up in a weird state and loop forever. Possible solution: Deregister our signal handlers, CALL the previous signal handler explicitly and if control returns, abort. This would however complicate our code quite a bit, as we would have to parse the sigaction we delegate to, decide whether to use signal handler or signal action, etc...
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@ -118,10 +118,10 @@ namespace Catch {
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SignalDefs &def = signalDefs[i];
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SignalDefs &def = signalDefs[i];
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if (sig == def.id) {
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if (sig == def.id) {
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name = def.name;
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name = def.name;
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sigaction(def.id, &oldSigActions[i], CATCH_NULL);
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break;
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break;
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}
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}
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}
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}
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reset();
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reportFatal(name, -sig);
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reportFatal(name, -sig);
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raise( sig );
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raise( sig );
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}
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}
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@ -146,7 +146,7 @@ namespace Catch {
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~FatalConditionHandler() {
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~FatalConditionHandler() {
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reset();
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reset();
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}
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}
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void reset() {
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static void reset() {
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if( isSet ) {
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if( isSet ) {
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// Set signals back to previous values -- hopefully nobody overwrote them in the meantime
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// Set signals back to previous values -- hopefully nobody overwrote them in the meantime
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for( std::size_t i = 0; i < sizeof(signalDefs)/sizeof(SignalDefs); ++i ) {
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for( std::size_t i = 0; i < sizeof(signalDefs)/sizeof(SignalDefs); ++i ) {
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