From f6b2f47ef3feca86b0d16c28b607acdea5fc6235 Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Fri, 6 Oct 2017 19:49:05 +0100 Subject: [PATCH] Fix assertion failure if you Undo right at startup. The initial call to midend_new_game() was creating a partial serialisation containing no game states at all, which meant that if your first UI action was an undo operation, the game would try to deserialise that and complain that it was incomplete. Now we detect that in advance and don't create a useless serialisation in the first place. --- midend.c | 15 ++++++++++++++- 1 file changed, 14 insertions(+), 1 deletion(-) diff --git a/midend.c b/midend.c index 1a65121..b557806 100644 --- a/midend.c +++ b/midend.c @@ -403,7 +403,20 @@ static void newgame_serialise_write(void *ctx, const void *buf, int len) void midend_new_game(midend *me) { me->newgame_undo_len = 0; - midend_serialise(me, newgame_serialise_write, me); + if (me->nstates != 0) { + /* + * Serialise the whole of the game that we're about to + * supersede, so that the 'New Game' action can be undone + * later. But if nstates == 0, that means there _isn't_ a + * current game (not even a starting position), because this + * is the initial call to midend_new_game when the midend is + * first set up; in that situation, we want to avoid writing + * out any serialisation, because it would be useless anyway + * and just confuse us into thinking we had something to undo + * to. + */ + midend_serialise(me, newgame_serialise_write, me); + } midend_stop_anim(me); midend_free_game(me);