ref: 664deaea597307bb5b055897384ae06a63424183
parent: d95f476d8b61dcbb9dc1c9bc9398cb295096cd2c
author: Stephen Clavering <stephen@clavering.me.uk>
date: Thu Apr 12 17:15:17 EDT 2018
Fix two bugs in Range's solver_reasoning_recursion(). Firstly, it tries to use newstate after freeing it. I haven't come up with any way of actually triggering that bug. I suppose you'd need a grid that required recursion to solve, which the generator of course does not normally create. Secondly, it stores M_BLACK or M_WHITE in the grid before doing the recursion, whereas it should store BLACK or WHITE. I believe that since it tries M_BLACK first, which is zero, and since it's trying it on an undecided square (also zero), this leads to infinite recursion, and an eventual crash once you run out of stack space. You can (sometimes) trigger this by asking for a hint on a grid where you've already made a mistake. e.g. on the puzzle desc below there's a "9" at (13,7). If you place a black tile to its immediate left and right - (12,7) and (14,7) - then press 'h', you get a beachball and then crash (on macOS at least - I presume other OSes are similar). 15x15:i5g4d16a7a7c3b3b11f11_15d3p8b7_8b4h18c4d13b4i7a16k9a9i4b2d10c14h11b10_10b17p6d8_7f9b8b11c10a2a5d5g7i
--- a/range.c
+++ b/range.c
@@ -613,15 +613,16 @@
/* FIXME: add enum alias for smallest and largest (or N) */
for (colour = M_BLACK; colour <= M_WHITE; ++colour) {
newstate = dup_game(state);
- newstate->grid[cell] = colour;
+ newstate->grid[cell] = colour == M_BLACK ? BLACK : WHITE;
recursive_result = do_solve(newstate, nclues, clues, buf,
DIFF_RECURSION);
- free_game(newstate);
if (recursive_result == NULL) {
+ free_game(newstate);
solver_makemove(r, c, M_BLACK + M_WHITE - colour, state, &buf);
return buf;
}
for (i = 0; i < n && newstate->grid[i] != EMPTY; ++i);
+ free_game(newstate);
if (i == n) return buf;
}
}