router: prevent heap crash when initial walkaround line is empty
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1a2e02040a
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c2b9db293f
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@ -63,27 +63,30 @@ WALKAROUND::WALKAROUND_STATUS WALKAROUND::singleStep( LINE& aPath,
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SHAPE_LINE_CHAIN path_pre[2], path_walk[2], path_post[2];
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SHAPE_LINE_CHAIN path_pre[2], path_walk[2], path_post[2];
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VECTOR2I last = aPath.CPoint( -1 );
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if( aPath.PointCount() > 1 )
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if( ( current_obs->m_hull ).PointInside( last ) || ( current_obs->m_hull ).PointOnEdge( last ) )
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{
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{
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m_recursiveBlockageCount++;
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VECTOR2I last = aPath.CPoint( -1 );
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if( m_recursiveBlockageCount < 3 )
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if( ( current_obs->m_hull ).PointInside( last ) || ( current_obs->m_hull ).PointOnEdge( last ) )
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aPath.Line().Append( current_obs->m_hull.NearestPoint( last ) );
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else
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{
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{
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aPath = aPath.ClipToNearestObstacle( m_world );
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m_recursiveBlockageCount++;
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return DONE;
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if( m_recursiveBlockageCount < 3 )
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aPath.Line().Append( current_obs->m_hull.NearestPoint( last ) );
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else
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{
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aPath = aPath.ClipToNearestObstacle( m_world );
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return DONE;
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}
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}
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}
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}
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}
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aPath.Walkaround( current_obs->m_hull, path_pre[0], path_walk[0],
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aPath.Walkaround( current_obs->m_hull, path_pre[0], path_walk[0],
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path_post[0], aWindingDirection );
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path_post[0], aWindingDirection );
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aPath.Walkaround( current_obs->m_hull, path_pre[1], path_walk[1],
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aPath.Walkaround( current_obs->m_hull, path_pre[1], path_walk[1],
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path_post[1], !aWindingDirection );
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path_post[1], !aWindingDirection );
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if( ! aPath.Walkaround( current_obs->m_hull, path_pre[1], path_walk[1],
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if( !aPath.Walkaround( current_obs->m_hull, path_pre[1], path_walk[1],
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path_post[1], !aWindingDirection ) )
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path_post[1], !aWindingDirection ) )
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return STUCK;
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return STUCK;
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auto l =aPath.CLine();
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auto l =aPath.CLine();
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