catch infinite loops
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35
features/guidance/bugs.feature
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35
features/guidance/bugs.feature
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@routing @guidance
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Feature: Features related to bugs
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Background:
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Given the profile "car"
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Given a grid size of 5 meters
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@2852
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Scenario: Loop
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Given the node map
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| a | 1 | | g | | | b |
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| | | | | | | |
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| | | | | | | |
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| e | | | | | | f |
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| | | | | | | |
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| | | | | | | 2 |
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| d | | | h | | | c |
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And the ways
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| nodes | name | oneway |
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| agb | top | yes |
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| bfc | right | yes |
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| chd | bottom | yes |
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| dea | left | yes |
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And the nodes
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| node | highway |
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| g | traffic_signals |
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| f | traffic_signals |
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| h | traffic_signals |
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| e | traffic_signals |
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When I route I should get
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| waypoints | route | turns |
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| 1,2 | top,right,right | depart,new name right,arrive |
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@ -1158,7 +1158,6 @@ std::vector<RouteStep> buildIntersections(std::vector<RouteStep> steps)
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std::size_t last_valid_instruction = 0;
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for (std::size_t step_index = 0; step_index < steps.size(); ++step_index)
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{
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const auto next_step_index = step_index + 1;
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auto &step = steps[step_index];
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const auto instruction = step.maneuver.instruction;
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if (instruction.type == TurnType::Suppressed)
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@ -574,6 +574,9 @@ IntersectionGenerator::GetActualNextIntersection(const NodeID starting_node,
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NodeID node_at_intersection = starting_node;
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EdgeID incoming_edge = via_edge;
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// to prevent endless loops
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const auto termination_node = node_based_graph.GetTarget(via_edge);
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while (result.size() == 2 &&
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node_based_graph.GetEdgeData(via_edge).IsCompatibleTo(
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node_based_graph.GetEdgeData(result[1].turn.eid)))
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@ -581,6 +584,10 @@ IntersectionGenerator::GetActualNextIntersection(const NodeID starting_node,
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node_at_intersection = node_based_graph.GetTarget(incoming_edge);
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incoming_edge = result[1].turn.eid;
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result = GetConnectedRoads(node_at_intersection, incoming_edge);
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// When looping back to the original node, we obviously are in a loop. Stop there.
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if (termination_node == node_based_graph.GetTarget(incoming_edge))
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break;
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}
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// return output if requested
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