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
/* 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;
}
}