ref: 38cf1955e5861f67d385ede006c5b5d1701aca8d
parent: c2eedeedfe3c48f3f013fb1308f61d7ef94e8b2c
author: Ben Harris <bjh21@bjh21.me.uk>
date: Thu Jan 12 16:00:22 EST 2023
Palisade: don't leak memory on a bad move Invalid moves can turn up in corrupted save files, and puzzles shouldn't leak memory when failing to load a corrupted save file.
--- a/palisade.c
+++ b/palisade.c
@@ -1020,7 +1020,7 @@
for (i = 0; i < wh && move[i]; ++i)
ret->borders[i] =
(move[i] & BORDER_MASK) | DISABLED(~move[i] & BORDER_MASK);
- if (i < wh || move[i]) return NULL; /* leaks `ret', then we die */
+ if (i < wh || move[i]) goto badmove;
ret->cheated = ret->completed = true;
return ret;
}
@@ -1036,7 +1036,7 @@
ret->borders[y*w + x] ^= flag;
}
- if (*move) return NULL; /* leaks `ret', then we die */
+ if (*move) goto badmove;
if (!ret->completed)
ret->completed = is_solved(&ret->shared->params, ret->shared->clues,
@@ -1045,7 +1045,7 @@
return ret;
badmove:
- sfree(ret);
+ free_game(ret);
return NULL;
}