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fix(editor): guard the places where the editor could crash outright
Found with an address and undefined behaviour sanitizer build, random monkey sessions on the test sceneries and broken inputs: - A deleted model left its pointer in the pick list of the renderer, the bound node of the panels, the bindings of the infrastructure and the selection: the next pick or panel frame read freed memory. The renderer forgets it, and one erase_model does the cleaning for all the places which deleted a model by hand. - The plan band of a route read the vertex before the first one in the frame a drag was let go. - A scenery which can't be opened goes back to the launcher with the reason in the log, a track of an unknown type or a tributary loads as a normal track or a river with a message, and a spline with no finite length or step gets a sane number of segments. - Typed numbers which aren't (NaN, inf, ends 0 m or 1000 km apart, a vector of 1e30, a diverging track part of 5 km, a curve threshold of 0, a zero history size, radius norms below zero) are refused or clamped, where they made the geometry run away or divide by zero. - Folders which can't be read and file names which aren't valid in the locale no longer throw out of the scans of sceneries, textures, sweeps, roads and signal plates; the scans skip them. - The launcher: Ctrl+Del with no trainset selected, a dropped vehicle whose skin is gone and a text with a percent sign. - A terrain mesh made for another resolution of its chunk isn't put into the chunk, and a slot is reused only for a mesh of the same size. - Vehicles on a track changed by the editor are moved over a copy of the list they leave. - The table of the keyboard shortcuts gives its stretched column a weight, else ImGui divides 0 by 0 in the first frame of the window.
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@@ -30,6 +30,7 @@ http://mozilla.org/MPL/2.0/.
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#include "scene/scenelayers.h"
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#include "vehicle/Train.h"
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#include "application/application.h"
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#include "rendering/renderer.h"
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#include "utilities/Logs.h"
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#include "vehicle/Driver.h"
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@@ -561,6 +562,9 @@ std::pair<int, int> state_manager::rebuild_include(scene::instance_handle const
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}
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void state_manager::delete_model(TAnimModel *model) {
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if (GfxRenderer) {
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GfxRenderer->Forget_Node(model);
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}
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scene::Layers.count(model->layer(), scene::layer_item::model, -1);
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scene::Layers.forget(model);
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Region->erase(model);
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