[Script] WME Validator 2020.04.12 (PLACES BETA)

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Discussion for the unofficial, community-developed addons, extensions and scripts built for the Waze Map Editor.

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Re: [Script] WME Validator 1.0.2 / 04.07.2014

Postby taco909 » Sat Aug 02, 2014 2:50 am

Poncewattle wrote:
Taco909 wrote:
KB_Steveo wrote:QW on the end node is even faster ;)

Unless we are in the UK, we are not supposed to do this anymore... we've been asked in multiple threads by various global champs and Waze staffers.
Validator needs to ignore the u-turn, and the "Q" function in JNF needs to be changed so it likewise ignores u-turns if they are at a dead-end.


Understand that, and I am treading lightly here so as not to sound like I'm being argumentative, but I've noticed there's other actions that one can do deliberately or accidentally that will change the now-hidden dead-end U-turn. For example, just grabbing the end node of a dead-end and resizing it a little longer or shorter can in many cases change it from a hidden u-turn allowed to a hidden u-turn not allowed.

What I'm seeing here is it turns blue on an unconfirmed... "W" clears the error without using Q.

Now, perhaps it is an unconfirmed prohibited u-turn and "W" simply confirms the no u-turn? No longer being able to see the icon means I don't know. And in some cases, it may not be intentional... dead end, unconfirmed turn at both ends, "W" the junction at the cross street, and JNF will also clear the other node (or it does something to make Validator happy).

And yes, there are ways around it, but that doesn't mean that we should find and use them (or suggest them on the forum) just because we have been asked not to "Q" the nodes.
And yes, I know that new editors will use anything they can to build edits (I was bummed when I found that deleting unapproved speed cams doesn't count :lol: ), and this is why WME and the various scripts need to be fixed so the turns are not accidentally (or intentionally) disabled prior to Waze (or the LC) running some kind of global script that enables and locks them.

I'm with you... I'm not crazy about them being hidden, and I've seen routing examples where the "bug" has run drivers down dead ends for no reason. Until Waze is able to implement proper u-turn logic like the commercial GPS units, we are going to have an issue.
-- Rich
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Re: [Script] WME Validator 1.0.2 / 04.07.2014

Postby taco909 » Sat Aug 02, 2014 3:18 am

Unrelated... How did you get the user title and L2 map avatar?
-- Rich
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Re: [Script] WME Validator 1.0.2 / 04.07.2014

Postby taco909 » Sat Aug 02, 2014 4:10 am

Poncewattle wrote:Does that destroy the traffic history data on the segment too? The ID number doesn't change at least.

I would think not, given that the procedure for unsplitting a road, or converting a "box" intersection to a "Bowtie" on split roads is far more complex and are the preferred procedures for making those changes.

I suspect that as long as you do not hit "save" while anything is disconnected or disabled, data is retained. Obviously, box-to-bowtie is going to require a complete rebuild of the junction data because you are merging as many as 32 turn movements spanning 100ft into 24 at a single junction.
-- Rich
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Re: [Script] WME Validator 1.0.3 / 04.08.2014

Postby taco909 » Mon Aug 04, 2014 8:10 pm

PesachZ wrote:All the U-turns and unconfirmed turn highlighting has been removed. Thank you.

This is a big step in the right direction.

We have an issue remaining that is unrelated to Validator:
WME will still react to the "Q" command on these end nodes, whether the command comes from a stripped editor or JNF. While the editor would have no reason to use the command, JNF can apply an unintended "fix" to the termination node. I'm sure there are a few scripts floating around that were written by editors for their own use... these can still pose problems.

If WME would simply ignore any turning-related keyboard command on a junction with only one attached segment, it would solve all of the problems with outdated scripts and uninformed editors hitting "Q" on the end node.
I had hoped that when the arrows went hidden that this would happen, but judging by the reporting from Validator, that is obviously not the case.

On uninformed editors, I would hope that not many who are using Validator are unaware of the proper way to handle dead-ends, but I'm sure there are more than few who rarely check in on the forum (at least until last night). For this reason, I can see the point in having an expiration date in the script. Not everyone has their scripts set up to auto-update. It goes along with the "Internet of Things" line of thought to have a literal built in self-destruct on connected devices to prevent older, insecure items like thermostats and appliances from being hacked and causing damage to the consumer or wider areas of the network (imagine a connected thermostat and furnace or water heater that someone hacks into and disables the safeties and turns them on full temp)
-- Rich
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Re: [Script] WME Validator 1.0.3 / 04.08.2014

Postby taco909 » Tue Aug 05, 2014 3:44 am

Quick note, for those who have modified your file and are using Greasemonkey, you are going to have to force-find the 1.0.3 update. Greasemonkey gave me a popup stating "The script has been locally modified, overwrite?"
Took a couple of tries.. I almost thought I'd have to remove and reinstall, but it took.
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Re: [Script] WME Validator 1.0.3 / 04.08.2014

Postby taco909 » Tue Aug 05, 2014 5:39 am

sketch wrote:
Taco909 wrote:
PesachZ wrote:All the U-turns and unconfirmed turn highlighting has been removed. Thank you.

This is a big step in the right direction.

We have an issue remaining that is unrelated to Validator:
WME will still react to the "Q" command on these end nodes, whether the command comes from a stripped editor or JNF. While the editor would have no reason to use the command, JNF can apply an unintended "fix" to the termination node. I'm sure there are a few scripts floating around that were written by editors for their own use... these can still pose problems.

bgodette is currently working on the JNF update. The way WME handles connections is undergoing some big changes soon, so it's a big update.

Awesome.
I really wish we still had the ability to at least view the status of the end nodes, but I am assuming that once all of the WME fixes are in place, Waze is going to run a global script to set and lock the end nodes, and any newly created or moved nodes will be compliant.
I guess the only concern after that is if there is a "T" junction at the end with the u-turn disabled, and the cross street is disconnected, that the u-turn automatically enable. But as you said, it's a big update. I'm sure they are thinking of all of the little possibilities.
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Re: [Script] WME Validator 1.0.3 / 04.08.2014

Postby taco909 » Wed Aug 06, 2014 7:46 pm

berestovskyy wrote:
Taco909 wrote:It will appear and disappear at various zoom levels and change as the map is panned, and in some cases display blue on a wide view, then change to yellow or even red when zoomed in.

All your links look fine to me. Validator does not run slow checks on low zoom levels AND it re-checks segments once WME loads in more data (i.e. when you pan or zoom in).

I suggest to use zoom level 4+ to make sure everything is loaded and all checks are available.


This update is working much more consistently. I don't know what the issue was before but it was really frustrating with highlights appearing and then going away or changing color as the zoom level changed. The reports seemed to be pretty consistent, though occasionally something would be picked up on a 2nd or 3rd report run that was missed before.

But nothing is perfect, and even with a glitch here and there, it is WAY better than nothing and is a very powerful and useful tool.

Thanks for your work on this script.
-- Rich
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Re: [Script] WME Validator 1.0.4 / 24.08.2014

Postby taco909 » Tue Aug 26, 2014 6:50 pm

Okay, I'm not sure if this belongs in Validator or if it is a WME bug.

With the week's changes, my first custom highlight is now nul elevation (and when I clear it, it comes back on next reload)
That's fine, I can live with it... but it seems that for the most part, I only see it after I've edited a segment... such as after deleting a connected segment or unneeded junction node.
For the unneeded junction node I would expect the purple highlight to take precedence, but I'm seeing others that were not highlighted before a save and pop up green after saving.
In one case, after a save, a street two segments removed from any editing popped up nul.

At first I thought I still had highlighter set to display recent edits, but confirmed that it was not set.

They are legitimately nul elevation, but I have not yet been able to confirm whether or not they were nul before the edit-save operation.
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Re: [Script] WME Validator 1.0.4 / 24.08.2014

Postby taco909 » Tue Aug 26, 2014 7:01 pm

crazycaveman wrote:
Taco909 wrote:Okay, I'm not sure if this belongs in Validator or if it is a WME bug.

With the week's changes, my first custom highlight is now nul elevation (and when I clear it, it comes back on next reload)
That's fine, I can live with it... but it seems that for the most part, I only see it after I've edited a segment... such as after deleting a connected segment or unneeded junction node.
For the unneeded junction node I would expect the purple highlight to take precedence, but I'm seeing others that were not highlighted before a save and pop up green after saving.
In one case, after a save, a street two segments removed from any editing popped up nul.

At first I thought I still had highlighter set to display recent edits, but confirmed that it was not set.

They are legitimately nul elevation, but I have not yet been able to confirm whether or not they were nul before the edit-save operation.

There is a known issue in WME itself where edited segments will not show an elevation as set, but if you wait a second or two and refresh the roads, it will fix itself. Add for custom highlighting, that always takes precedence over other highlights

Okay, so how do I shut this custom highlight off?
I did not create it, it appeard after the last update.
I've deleted it and it comes back.
I've reset to defaults and it clears but comes back.
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Re: [Script] WME Validator 1.0.4 / 24.08.2014

Postby taco909 » Wed Aug 27, 2014 7:02 pm

falco_sparverius wrote:Thanks for the reply, berestovskyy.

The more I pick at this area, the more I suspect something else is at play.

Please be aware that some apparent overlaps and spurious geonodes were placed intentionally for TTS wayfinding assistance.
It is not uncommon for a junction to have a 90 degree turn, but the geonode is placed so closely that it appears to be a shallower angle. These are intentional to force a "Turn ____" instruction rather than "Stay to the ____"

Likewise, there may be some cases where it is desired to execute the turn instruction early, but to overlay the departing segment onto the feeder segment for a short distance.

It would be very difficult for a script to detect overlaps that do not share the same endpoints, if for no other reason that without sharing the same endpoints, the most careful editor in the world would have trouble overlaying a new sgment on an existing segment pixel-for-pixel without the script throwing a false-positive on many intentional layouts.
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