valhalla / valhalla/valhalla

Incorrect path edges if location snaps to a node

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bug
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C++
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Description

I noticed that in unidirectional astar algorithms we handle cases when location snaps exactly to the node not always correctly.

**TimedepForward**
A simple example:
```
A--------1----B
```
Let's suppose we build route from `A` to `1`. In this case we will not filter out edge `BA` (opposing to `AB`) and will get the path route `BA AB` instead of `AB`. Something wrong with logic that handles trivial paths: https://github.com/valhalla/valhalla/blob/master/src/thor/timedep_forward.cc#L448 .

**TimedepReverse**
I've noticed this https://github.com/valhalla/valhalla/blob/master/src/thor/timedep_reverse.cc#L549 - we skip **outbound** path edges for the origin (instead of inbound).

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