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InkHUD crash fix when nodes get deleted from NodeDB (#8428)
* InkHUD crash fix * trunk fix
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@@ -127,6 +127,11 @@ void InkHUD::NodeListApplet::onRender()
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// Y value (top) of the current card. Increases as we draw.
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uint16_t cardTopY = headerDivY + padDivH;
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// Clean up deleted nodes before drawing
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cards.erase(
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std::remove_if(cards.begin(), cards.end(), [](const CardInfo &c) { return nodeDB->getMeshNode(c.nodeNum) == nullptr; }),
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cards.end());
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// -- Each node in list --
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for (auto card = cards.begin(); card != cards.end(); ++card) {
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@@ -141,6 +146,11 @@ void InkHUD::NodeListApplet::onRender()
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meshtastic_NodeInfoLite *node = nodeDB->getMeshNode(nodeNum);
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// Skip deleted nodes
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if (!node) {
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continue;
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}
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// -- Shortname --
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// Parse special chars in the short name
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// Use "?" if unknown
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@@ -188,7 +198,7 @@ void InkHUD::NodeListApplet::onRender()
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drawSignalIndicator(signalX, signalY, signalW, signalH, signal);
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}
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// Otherwise, print "hops away" info, if available
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else if (hopsAway != CardInfo::HOPS_UNKNOWN) {
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else if (hopsAway != CardInfo::HOPS_UNKNOWN && node) {
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std::string hopString = to_string(node->hops_away);
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hopString += " Hop";
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if (node->hops_away != 1)
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