} else
goto done;
} else {
- if (!*movestr)
+ if (movestr == UI_UPDATE)
s = me->states[me->statepos-1].state;
else {
s = me->ourgame->execute_move(me->states[me->statepos-1].state,
movestr = me->ourgame->solve(me->states[0].state,
me->states[me->statepos-1].state,
me->aux_info, &msg);
+ assert(movestr != UI_UPDATE);
if (!movestr) {
if (!msg)
msg = "Solve operation failed"; /* _shouldn't_ happen, but can */