return shell_edges;
}
+/**
+ * True if all edges out of vertices in the head shell lead to at most a single
+ * outside vertex.
+ */
+static
+bool shellHasOnePath(const NGHolder &g,
+ const flat_set<NFAVertex> &head_shell) {
+ if (head_shell.empty()) {
+ DEBUG_PRINTF("no head shell\n");
+ return false;
+ }
+
+ NFAVertex succ = NGHolder::null_vertex();
+ for (auto u : head_shell) {
+ for (auto v : adjacent_vertices_range(u, g)) {
+ if (contains(head_shell, v)) {
+ continue;
+ }
+ if (!succ) {
+ succ = v;
+ continue;
+ }
+ if (succ == v) {
+ continue;
+ }
+ return false;
+ }
+ }
+ DEBUG_PRINTF("head shell has only one path through it\n");
+ return true;
+}
+
/**
* Common code called by calc- and recalc- below. Splits the given holder into
* one or more connected components, adding them to the comps deque.
return;
}
+ // Find edges connecting the head and tail shells directly.
vector<NFAEdge> shell_edges = findShellEdges(*g, head_shell, tail_shell);
DEBUG_PRINTF("%zu vertices in head, %zu in tail, %zu shell edges\n",
head_shell.size(), tail_shell.size(), shell_edges.size());
+ // If there's only one way out of the head shell and no shell edges, we
+ // aren't going to find more than one component.
+ if (shell_edges.empty() && shellHasOnePath(*g, head_shell)) {
+ DEBUG_PRINTF("single component\n");
+ comps.push_back(std::move(g));
+ return;
+ }
+
ue2::unordered_map<NFAVertex, NFAUndirectedVertex> old2new;
auto ug = createUnGraph(*g, true, true, old2new);