[Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

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[Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby bgodette » Sun Dec 23, 2012 11:37 pm

Version 0.0.7.5
This has only be tested in Chrome, it's been reported to work in FF+GM.

Checks WME's API to make sure used objects and functions exist and are the correct type. This works as long as function argument order doesn't change. Next step is to regex match on function contents to confirm arg order.


Saves the state of WME's ShowAllTurns, ShowTurns and Full-screen mode across F5/Permalink.
Forces data model reload after successful save.

This overloads the 'q' (disallowAllTurns) hotkey action to preserve existing turn restrictions.
  • Fixes any self and reverse connectivity issues
  • Fixes closed loop roads
  • Terminates dead-ends
  • Makes dead-ends two-way (only if both ends of the segment are visible)
  • Sets the Type of a roundabouts using lowest of two highest rule and sets country/state if needed
  • For UK sets Type of roundabouts using highest type excluding Freeway rule.
  • Does a traditional 'qw' (clears reverse connectivity, and locks turns)
  • Causes the turn arrows to refresh (the side effect of 's' but without the shifting).
Since you end up with the same turns restricted, that means you need to press 'w' if you really want all turns allowed. This is why it overloads 'q' instead of 'w'. Ultimately this will be a separate hotkey that's editable through WME's '?' interface.

This can also produce a surprisingly large number undo/redo actions. For example a 4 way intersection all with self-connectivity at the intersecting node will end up with 10 "edits" for one keypress, more if there's existing turn restrictions. However that likely only translates into 5 edits on save for 4 segments and 1 node modified.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby AlanOfTheBerg » Mon Dec 24, 2012 12:08 am

A couple other items of note for this script, for clarity:

1. In order to do an actual "Disallow all turns" you must click the button with your mouse. The script only overloads the 'q' keyboard shortcut with this functionality.
2. This will not fix a closed loop (one junction) roundabout.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby iainhouse » Mon Dec 24, 2012 12:19 am

Fantastic work, sir! I didn't realise quite how much I was relying on this one until the WME update broke it. :D

Now it's working properly, there's a potential problem I came across whilst it wasn't working. I did briefly see what would happen if I re-enabled the script by hacking it: this problem convinced me that was a bad idea, so I stopped using it again. But now it's working, the problem still remains.

I had to rebuild this major interchange because part of the roundabout had turned into a normal road type. If I 'Q' on one of it's junctions, your script turns the whole roundabout into ramps. I've actually set the roundabout to be minor highway, to match the MH connecting on the SE corner.

Your post says that you are using a different rule for UK roundabouts (highest type, excluding freeways), which matches the UK Wiki. However, I'm fairly sure that ramp shouldn't be included in those types.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby jasonh300 » Mon Dec 24, 2012 12:21 am

bgodette acknowledged the ramp issue in a private forum and said he'd be back at the computer to fix it in a few hours.
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[Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby NorfolkMustard » Mon Dec 24, 2012 12:57 am

This script has been great, in conjunction with the colour highlighter script to identify iffy junctions.

Thanks for the full screen save,too. Are you able to save the ordering of the layers, too? I always prefer the GPS later under the roads but it reverts after a refresh/permalink

Cheers
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Re: Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 201

Postby bgodette » Mon Dec 24, 2012 12:59 am

NorfolkMustard wrote:This script has been great, in conjunction with the colour highlighter script to identify iffy junctions.

Thanks for the full screen save,too. Are you able to save the ordering of the layers, too? I always prefer the GPS later under the roads but it reverts after a refresh/permalink

Cheers
Might be possible.


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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby ncc1701v » Mon Dec 24, 2012 5:51 pm

In a word, deeelightful. Deep thanks for the new version. I have one occasional problem: now and then the connectivity arrows become translucent and I cannot click on them. I've seen this before with the URL notifier (which I have disabled). It may arise when I toggle in and out of Z (show connectivity) mode a lot.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby jasonh300 » Mon Dec 24, 2012 6:04 pm

ncc1701v wrote:In a word, deeelightful. Deep thanks for the new version. I have one occasional problem: now and then the connectivity arrows become translucent and I cannot click on them. I've seen this before with the URL notifier (which I have disabled). It may arise when I toggle in and out of Z (show connectivity) mode a lot.


Hitting A makes the arrows translucent. That's how you keep from clicking on them by accident.

You must've missed it when you read this very important part of the documentation (see the bulleted items about 1/2 way down.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby ncc1701v » Mon Dec 24, 2012 7:04 pm

jasonh300 wrote:Hitting A makes the arrows translucent. That's how you keep from clicking on them by accident.

You must've missed it when you read this very important part of the documentation (see the bulleted items about 1/2 way down.

Thanks, I just forgot about that - I've never used it intentionally.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby olestas » Wed Dec 26, 2012 6:20 pm

Thank you for reviving da script!

Can you please add option to correct roads segments with no selected city name and street name? Make them "none"?
Last edited by olestas on Wed Dec 26, 2012 8:08 pm, edited 1 time in total.
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