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check for decomposed cyclics causing different number of points
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@ -236,6 +236,7 @@ void processorPointPatch::initPatchPatchPoints()
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);
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toNeighbProc
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<< ppmp.size() // number of points for checking
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<< patchPatchPoints
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<< patchPatchPointNormals;
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@ -257,13 +258,33 @@ void Foam::processorPointPatch::calcPatchPatchPoints()
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neighbProcNo()
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);
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label nbrNPoints(readLabel(fromNeighbProc));
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labelListList patchPatchPoints(fromNeighbProc);
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List<List<vector> > patchPatchPointNormals(fromNeighbProc);
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pointBoundaryMesh& pbm = const_cast<pointBoundaryMesh&>(boundaryMesh());
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const labelList& ppmp = meshPoints();
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// Simple check for the very rare situation when not the same number
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// of points on both sides. This can happen with decomposed cyclics.
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// If on one side the cyclic shares a point with proc faces coming from
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// internal faces it will have a different number of points from
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// the situation where the cyclic and the 'normal' proc faces are fully
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// separate.
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if (nbrNPoints != ppmp.size())
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{
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WarningIn("processorPointPatch::calcPatchPatchPoints()")
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<< "Processor patch " << name()
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<< " has " << ppmp.size() << " points; coupled patch has "
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<< nbrNPoints << " points." << endl
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<< " (usually due to decomposed cyclics)."
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<< " This might give problems" << endl
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<< " when using point fields (interpolation, mesh motion)."
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<< endl;
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}
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// Loop over the patches looking for other patches that share points
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forAll(patchPatchPoints, patchi)
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{
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