diff --git a/midend.c b/midend.c index 536c3e8..ddb734e 100644 --- a/midend.c +++ b/midend.c @@ -94,6 +94,22 @@ struct midend { } \ } while (0) +/* + * Structure storing all the decoded data from reading a serialised + * game. We keep it in one of these while we check its sanity, and + * only once we're completely satisfied do we install it all in the + * midend structure proper. + */ +struct deserialise_data { + char *seed, *parstr, *desc, *privdesc; + char *auxinfo, *uistr, *cparstr; + float elapsed; + game_params *params, *cparams; + game_ui *ui; + struct midend_state_entry *states; + int nstates, statepos; +}; + void midend_reset_tilesize(midend *me) { me->preferred_tilesize = me->ourgame->preferred_tilesize; @@ -1754,7 +1770,8 @@ char *midend_deserialise(midend *me, int (*read)(void *ctx, void *buf, int len), void *rctx) { - int nstates = 0, statepos = -1, gotstates = 0; + struct deserialise_data data; + int gotstates = 0; int started = FALSE; int i; @@ -1762,25 +1779,22 @@ char *midend_deserialise(midend *me, /* Initially all errors give the same report */ char *ret = "Data does not appear to be a saved game file"; - /* - * We construct all the new state in local variables while we - * check its sanity. Only once we have finished reading the - * serialised data and detected no errors at all do we start - * modifying stuff in the midend passed in. - */ - char *seed = NULL, *parstr = NULL, *desc = NULL, *privdesc = NULL; - char *auxinfo = NULL, *uistr = NULL, *cparstr = NULL; - float elapsed = 0.0F; - game_params *params = NULL, *cparams = NULL; - game_ui *ui = NULL; - struct midend_state_entry *states = NULL; + data.seed = data.parstr = data.desc = data.privdesc = NULL; + data.auxinfo = data.uistr = data.cparstr = NULL; + data.elapsed = 0.0F; + data.params = data.cparams = NULL; + data.ui = NULL; + data.states = NULL; + data.nstates = 0; + data.statepos = -1; /* * Loop round and round reading one key/value pair at a time * from the serialised stream, until we have enough game states * to finish. */ - while (nstates <= 0 || statepos < 0 || gotstates < nstates-1) { + while (data.nstates <= 0 || data.statepos < 0 || + gotstates < data.nstates-1) { char key[9], c; int len; @@ -1852,24 +1866,24 @@ char *midend_deserialise(midend *me, goto cleanup; } } else if (!strcmp(key, "PARAMS")) { - sfree(parstr); - parstr = val; + sfree(data.parstr); + data.parstr = val; val = NULL; } else if (!strcmp(key, "CPARAMS")) { - sfree(cparstr); - cparstr = val; + sfree(data.cparstr); + data.cparstr = val; val = NULL; } else if (!strcmp(key, "SEED")) { - sfree(seed); - seed = val; + sfree(data.seed); + data.seed = val; val = NULL; } else if (!strcmp(key, "DESC")) { - sfree(desc); - desc = val; + sfree(data.desc); + data.desc = val; val = NULL; } else if (!strcmp(key, "PRIVDESC")) { - sfree(privdesc); - privdesc = val; + sfree(data.privdesc); + data.privdesc = val; val = NULL; } else if (!strcmp(key, "AUXINFO")) { unsigned char *tmp; @@ -1877,49 +1891,49 @@ char *midend_deserialise(midend *me, tmp = hex2bin(val, len); obfuscate_bitmap(tmp, len*8, TRUE); - sfree(auxinfo); - auxinfo = snewn(len + 1, char); - memcpy(auxinfo, tmp, len); - auxinfo[len] = '\0'; + sfree(data.auxinfo); + data.auxinfo = snewn(len + 1, char); + memcpy(data.auxinfo, tmp, len); + data.auxinfo[len] = '\0'; sfree(tmp); } else if (!strcmp(key, "UI")) { - sfree(uistr); - uistr = val; + sfree(data.uistr); + data.uistr = val; val = NULL; } else if (!strcmp(key, "TIME")) { - elapsed = (float)atof(val); + data.elapsed = (float)atof(val); } else if (!strcmp(key, "NSTATES")) { - nstates = atoi(val); - if (nstates <= 0) { + data.nstates = atoi(val); + if (data.nstates <= 0) { ret = "Number of states in save file was negative"; goto cleanup; } - if (states) { + if (data.states) { ret = "Two state counts provided in save file"; goto cleanup; } - states = snewn(nstates, struct midend_state_entry); - for (i = 0; i < nstates; i++) { - states[i].state = NULL; - states[i].movestr = NULL; - states[i].movetype = NEWGAME; + data.states = snewn(data.nstates, struct midend_state_entry); + for (i = 0; i < data.nstates; i++) { + data.states[i].state = NULL; + data.states[i].movestr = NULL; + data.states[i].movetype = NEWGAME; } } else if (!strcmp(key, "STATEPOS")) { - statepos = atoi(val); + data.statepos = atoi(val); } else if (!strcmp(key, "MOVE")) { gotstates++; - states[gotstates].movetype = MOVE; - states[gotstates].movestr = val; + data.states[gotstates].movetype = MOVE; + data.states[gotstates].movestr = val; val = NULL; } else if (!strcmp(key, "SOLVE")) { gotstates++; - states[gotstates].movetype = SOLVE; - states[gotstates].movestr = val; + data.states[gotstates].movetype = SOLVE; + data.states[gotstates].movestr = val; val = NULL; } else if (!strcmp(key, "RESTART")) { gotstates++; - states[gotstates].movetype = RESTART; - states[gotstates].movestr = val; + data.states[gotstates].movetype = RESTART; + data.states[gotstates].movestr = val; val = NULL; } } @@ -1928,68 +1942,70 @@ char *midend_deserialise(midend *me, val = NULL; } - params = me->ourgame->default_params(); - me->ourgame->decode_params(params, parstr); - if (me->ourgame->validate_params(params, TRUE)) { + data.params = me->ourgame->default_params(); + me->ourgame->decode_params(data.params, data.parstr); + if (me->ourgame->validate_params(data.params, TRUE)) { ret = "Long-term parameters in save file are invalid"; goto cleanup; } - cparams = me->ourgame->default_params(); - me->ourgame->decode_params(cparams, cparstr); - if (me->ourgame->validate_params(cparams, FALSE)) { + data.cparams = me->ourgame->default_params(); + me->ourgame->decode_params(data.cparams, data.cparstr); + if (me->ourgame->validate_params(data.cparams, FALSE)) { ret = "Short-term parameters in save file are invalid"; goto cleanup; } - if (seed && me->ourgame->validate_params(cparams, TRUE)) { + if (data.seed && me->ourgame->validate_params(data.cparams, TRUE)) { /* * The seed's no use with this version, but we can perfectly * well use the rest of the data. */ - sfree(seed); - seed = NULL; + sfree(data.seed); + data.seed = NULL; } - if (!desc) { + if (!data.desc) { ret = "Game description in save file is missing"; goto cleanup; - } else if (me->ourgame->validate_desc(cparams, desc)) { + } else if (me->ourgame->validate_desc(data.cparams, data.desc)) { ret = "Game description in save file is invalid"; goto cleanup; } - if (privdesc && me->ourgame->validate_desc(cparams, privdesc)) { + if (data.privdesc && + me->ourgame->validate_desc(data.cparams, data.privdesc)) { ret = "Game private description in save file is invalid"; goto cleanup; } - if (statepos < 0 || statepos >= nstates) { + if (data.statepos < 0 || data.statepos >= data.nstates) { ret = "Game position in save file is out of range"; } - states[0].state = me->ourgame->new_game(me, cparams, - privdesc ? privdesc : desc); - for (i = 1; i < nstates; i++) { - assert(states[i].movetype != NEWGAME); - switch (states[i].movetype) { + data.states[0].state = me->ourgame->new_game( + me, data.cparams, data.privdesc ? data.privdesc : data.desc); + for (i = 1; i < data.nstates; i++) { + assert(data.states[i].movetype != NEWGAME); + switch (data.states[i].movetype) { case MOVE: case SOLVE: - states[i].state = me->ourgame->execute_move(states[i-1].state, - states[i].movestr); - if (states[i].state == NULL) { + data.states[i].state = me->ourgame->execute_move( + data.states[i-1].state, data.states[i].movestr); + if (data.states[i].state == NULL) { ret = "Save file contained an invalid move"; goto cleanup; } break; case RESTART: - if (me->ourgame->validate_desc(cparams, states[i].movestr)) { + if (me->ourgame->validate_desc( + data.cparams, data.states[i].movestr)) { ret = "Save file contained an invalid restart move"; goto cleanup; } - states[i].state = me->ourgame->new_game(me, cparams, - states[i].movestr); + data.states[i].state = me->ourgame->new_game( + me, data.cparams, data.states[i].movestr); break; } } - ui = me->ourgame->new_ui(states[0].state); - me->ourgame->decode_ui(ui, uistr); + data.ui = me->ourgame->new_ui(data.states[0].state); + me->ourgame->decode_ui(data.ui, data.uistr); /* * Now we've run out of possible error conditions, so we're @@ -2002,45 +2018,45 @@ char *midend_deserialise(midend *me, char *tmp; tmp = me->desc; - me->desc = desc; - desc = tmp; + me->desc = data.desc; + data.desc = tmp; tmp = me->privdesc; - me->privdesc = privdesc; - privdesc = tmp; + me->privdesc = data.privdesc; + data.privdesc = tmp; tmp = me->seedstr; - me->seedstr = seed; - seed = tmp; + me->seedstr = data.seed; + data.seed = tmp; tmp = me->aux_info; - me->aux_info = auxinfo; - auxinfo = tmp; + me->aux_info = data.auxinfo; + data.auxinfo = tmp; } me->genmode = GOT_NOTHING; - me->statesize = nstates; - nstates = me->nstates; + me->statesize = data.nstates; + data.nstates = me->nstates; me->nstates = me->statesize; { struct midend_state_entry *tmp; tmp = me->states; - me->states = states; - states = tmp; + me->states = data.states; + data.states = tmp; } - me->statepos = statepos; + me->statepos = data.statepos; { game_params *tmp; tmp = me->params; - me->params = params; - params = tmp; + me->params = data.params; + data.params = tmp; tmp = me->curparams; - me->curparams = cparams; - cparams = tmp; + me->curparams = data.cparams; + data.cparams = tmp; } me->oldstate = NULL; @@ -2051,11 +2067,11 @@ char *midend_deserialise(midend *me, game_ui *tmp; tmp = me->ui; - me->ui = ui; - ui = tmp; + me->ui = data.ui; + data.ui = tmp; } - me->elapsed = elapsed; + me->elapsed = data.elapsed; me->pressed_mouse_button = 0; midend_set_timer(me); @@ -2073,28 +2089,28 @@ char *midend_deserialise(midend *me, cleanup: sfree(val); - sfree(seed); - sfree(parstr); - sfree(cparstr); - sfree(desc); - sfree(privdesc); - sfree(auxinfo); - sfree(uistr); - if (params) - me->ourgame->free_params(params); - if (cparams) - me->ourgame->free_params(cparams); - if (ui) - me->ourgame->free_ui(ui); - if (states) { + sfree(data.seed); + sfree(data.parstr); + sfree(data.cparstr); + sfree(data.desc); + sfree(data.privdesc); + sfree(data.auxinfo); + sfree(data.uistr); + if (data.params) + me->ourgame->free_params(data.params); + if (data.cparams) + me->ourgame->free_params(data.cparams); + if (data.ui) + me->ourgame->free_ui(data.ui); + if (data.states) { int i; - for (i = 0; i < nstates; i++) { - if (states[i].state) - me->ourgame->free_game(states[i].state); - sfree(states[i].movestr); + for (i = 0; i < data.nstates; i++) { + if (data.states[i].state) + me->ourgame->free_game(data.states[i].state); + sfree(data.states[i].movestr); } - sfree(states); + sfree(data.states); } return ret;