ref: ced51ada363d895eee796dd03923042f97f95321
parent: 0a5d13bcd5e6a88418abaf528d9d529ced7dfb9c
author: Simon Tatham <anakin@pobox.com>
date: Wed Dec 12 17:18:00 EST 2018
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.
--- a/windows.c
+++ b/windows.c
@@ -1719,7 +1719,11 @@
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 @@
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;
}