[Script] WME Junction Node Fixer v0.0.8.2 2014-01-29

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Re: [Script] WME Junction Node Fixer v0.0.8.2 2014-01-29

Postby berestovskyy » Sun Apr 13, 2014 9:26 pm

Timbones wrote:As this script is not packaged for Chrome, there's no way to specify what permissions it has

There is @match key:
http://wiki.greasespot.net/Metadata_Block#.40match
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[Script] WME Junction Node Fixer v0.0.8.2 2014-01-29

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

Version 0.0.8.2
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.
  • Restricts and locks all turns at dead-end nodes
  • Converts single node roundabouts (lollipops) into a two segment loop.
  • 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: 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.


It's all my phone's fault for using Tapatalk.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby bgodette » Tue Jan 22, 2013 3:57 am

vectorspace wrote:The only determent I have found is that one could go wild just squashing red arrows, or perhaps forget and use it in the wrong place, and many times around divided roads, highway ramps, and the like, those red arrows are really necessary to impose valid turn restrictions.
Well since it doesn't change existing turn restrictions, I don't see how that's a problem.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby bgodette » Wed Jan 23, 2013 5:27 pm

vectorspace wrote:
bgodette wrote:
vectorspace wrote:The only determent I have found is that one could go wild just squashing red arrows, or perhaps forget and use it in the wrong place, and many times around divided roads, highway ramps, and the like, those red arrows are really necessary to impose valid turn restrictions.
Well since it doesn't change existing turn restrictions, I don't see how that's a problem.


You're absolutely right, I misspoke. This is not something to do with the node fixer script. I was thinking of the broader issue of someone pressing "qw" all over the place... a general issue for the full editor comment I was trying to express. I could see how an uninformed editor could wipe out valid turn restrictions without knowing it.
The initial reason for JNF was the to streamline the process of what 'qw' does, namely to lock turn restrictions, without the need to manually keep track of what turns were already restricted. It ballooned from there to fix other issues with nodes that were discovered along the way.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby bgodette » Wed Apr 03, 2013 6:16 am

bigbear3764 wrote:
rottielover wrote:Hmm. I'll do some more testing. When I have JNF active, saves take forever. When I disable it, it saves quickly. Maybe one of my other scripts is interfering.


Sent from my iPhone using Tapatalk


Now you got me thinking about it. Thought the slow saving was from the URs'. Seems if I edit, it's fine. Close a UR and edit, it locks up. I'll have to give a try with JNF off.
JNF intentionally forces a wazeModel refresh (loading road data) post successful save to deal with the inconsistent segment attributes of any segment that was modified during that save. This means saves can appear to take longer if the road data (Features) is slow to respond.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby bgodette » Fri Aug 30, 2013 3:45 am

paulkok_my wrote:
drive4fun2me wrote:I am running chrome and have crx version 0.0.7.7 but for some reason, I am unable to use it. I select a segment and press the "Q" on keyboard and nothing happens. Can someone please help.
If I'm not mistaken, you must have at least one turn arrow to be green in order for JNF to work.
Almost. The public version needs at least one restriction (either allowed or denied) to exist in a node for it to do something. If there are no defined connections, eg the node had been "disallow all turns" via the old Cartouche editor, node.connections would be an empty array.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby bgodette » Wed Jan 08, 2014 3:33 pm

PhantomSoul wrote:If so, I hope it's only available to CMs. I, for one, would not want anyone not familiar with the side effects and pitfalls of en masse QW editing to be able to do this.

In fact, I would suggest that for any non-AM editor, you shouldn't be able to use JNF at all on any junction that has at least 1 hard-disabled turn on it, while AM's should have to click past a warning. This way it's harder to JNF bomb people's edits.
??? the only side effects of the currently released version vs what an editor should be doing are:

It will disable U-Turns, which may not be desirable in certain areas. But since there's still no client support, it's not desirable for a driver unfamiliar with the area to have them to begin with. This has been the case since JNF's first release.

It doesn't split one side of a two segment loop/eye.

It doesn't handle parking lot/private stubs that only connect to the main road and nothing else that are one-way and converts them to two-way.
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Re: [Script] WME Junction Node Fixer v0.0.7.5 Dec 23 2012

Postby bgodette » Mon Jan 13, 2014 4:14 pm

sketch wrote:JNF fixes soft turns. A mass-JNF tool has the potential to harden a lot of incorrect soft turns in areas that haven't yet been edited properly (you'd be surprised—a lot of the Detroit area is still like this). These are areas where turns should remain soft so the merger process can go about enabling more of them, and so editors are alerted to the presence of these areas.
Fair enough. I'm fairly certain merger still works on original nodes, but am unsure about anything we've created in the last 9 months or so, and that just goes back to the old discussion about WME defaults and incomplete work.
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Re: [Script] WME Junction Node Fixer v0.0.8.2 2014-01-29

Postby bgodette » Wed Feb 05, 2014 5:31 pm

Updated to current dev.
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