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| 1 | +diff --git a/src_c/base.c b/src_c/base.c |
| 2 | +index e73eb001..6f1c479d 100644 |
| 3 | +--- a/src_c/base.c |
| 4 | ++++ b/src_c/base.c |
| 5 | +@@ -25,6 +25,7 @@ |
| 6 | + #include "pygame.h" |
| 7 | + |
| 8 | + #include <signal.h> |
| 9 | ++#include <string.h> |
| 10 | + #include "doc/pygame_doc.h" |
| 11 | + #include "pgarrinter.h" |
| 12 | + #include "pgcompat.h" |
| 13 | +@@ -2022,18 +2023,27 @@ pg_install_parachute(void) |
| 14 | + { |
| 15 | + #ifdef HAVE_SIGNAL_H |
| 16 | + int i; |
| 17 | +- void (*ohandler)(int); |
| 18 | ++ struct sigaction act; |
| 19 | + |
| 20 | + if (parachute_installed) { |
| 21 | + return; |
| 22 | + } |
| 23 | + parachute_installed = 1; |
| 24 | + |
| 25 | +- /* Set a handler for any fatal signal not already handled */ |
| 26 | ++ /* Set a handler for any fatal signal not already handled. |
| 27 | ++ Use sigaction to retrieve the current handler first, so |
| 28 | ++ we don't mess with signal handlers in multi-threaded |
| 29 | ++ runtimes without a GIL. This is still racy, but better |
| 30 | ++ than using the signal function. */ |
| 31 | + for (i = 0; fatal_signals[i]; ++i) { |
| 32 | +- ohandler = (void (*)(int))signal(fatal_signals[i], pygame_parachute); |
| 33 | +- if (ohandler != SIG_DFL) { |
| 34 | +- signal(fatal_signals[i], ohandler); |
| 35 | ++ sigaction(fatal_signals[i], NULL, &act); |
| 36 | ++ if (act.sa_handler == SIG_DFL) { |
| 37 | ++ memset(&act, 0, sizeof(struct sigaction)); |
| 38 | ++ sigemptyset(&act.sa_mask); |
| 39 | ++ sigaddset(&act.sa_mask, fatal_signals[i]); |
| 40 | ++ act.sa_handler = pygame_parachute; |
| 41 | ++ act.sa_flags = SA_RESTART; |
| 42 | ++ sigaction(fatal_signals[i], &act, NULL); |
| 43 | + } |
| 44 | + } |
| 45 | + |
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