Replace fe->preset_menu when we change midend.

Thanks to Rocco Matano for reporting that in the -DCOMBINED version of
the Windows front end, switching games causes a crash because the
presets menu from the old midend is still left over in fe, and its
presence inhibits the setup code from making a new one. Now we throw
it out at the same time as we throw out the old midend itself.

Also, the condition 'if (!fe->preset_menu)' was misguided. I think the
point of that was to avoid pointlessly tearing down and rebuilding the
preset menu when we're _not_ changing game - but that's a cost too
small to worry about if it causes the slightest trouble. Now
fe->preset_menu should always be NULL at that point in the function,
so I've replaced the if with an assert.
This commit is contained in:
Simon Tatham
2018-12-12 22:18:00 +00:00
parent 0a5d13bcd5
commit ced51ada36

View File

@ -1719,7 +1719,11 @@ static int fe_set_midend(frontend *fe, midend *me)
int x, y;
RECT r;
if (fe->me) midend_free(fe->me);
if (fe->me) {
midend_free(fe->me);
fe->preset_menu = NULL;
sfree(fe->preset_menuitems);
}
fe->me = me;
fe->game = midend_which_game(fe->me);
@ -1847,12 +1851,14 @@ static int fe_set_midend(frontend *fe, midend *me)
AppendMenu(menu, MF_ENABLED, IDM_SEED, TEXT("Rando&m Seed..."));
#endif
if (!fe->preset_menu) {
assert(!fe->preset_menu);
fe->preset_menu = midend_get_presets(
fe->me, &fe->n_preset_menuitems);
fe->preset_menuitems = snewn(fe->n_preset_menuitems,
struct preset_menuitemref);
{
int i;
fe->preset_menu = midend_get_presets(
fe->me, &fe->n_preset_menuitems);
fe->preset_menuitems = snewn(fe->n_preset_menuitems,
struct preset_menuitemref);
for (i = 0; i < fe->n_preset_menuitems; i++)
fe->preset_menuitems[i].which_menu = NULL;
}