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Parking overlay blocked by note created by StreetComplete #5703

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RubenKelevra opened this issue Jun 24, 2024 · 10 comments
Closed

Parking overlay blocked by note created by StreetComplete #5703

RubenKelevra opened this issue Jun 24, 2024 · 10 comments

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@RubenKelevra
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I've created a note on a road regarding the surface, which was uploaded.

Then I tried to select the road in the parking overlay.

Instead of letting me enter the parking spots on both sides, the note got opened - even though it isn't visible on the map view itself.

I can only close it with "no" but not discard it in any way which would let me access the parking details.

How to Reproduce

InShot_20240624_120103932.mp4

Expected Behavior
The parking details should appear

Versions affected
58.0

@matkoniecz
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in general note created for given object blocks further quests

@RubenKelevra
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Okay, but it's not really clear to me why I shouldn't be able to tag the parking spots just because there's no option in StreetComplete for polymer surface of the roads and thus I couldn't select a surface from the list.

@mnalis
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mnalis commented Jun 24, 2024

That is by design unfortunately... See #4529 and SC FAQ: Editing in Overlay mode opens Notes instead

The reasoning seems to be that when the note is opened there, it is unknown how it affects every other feature there.

E.g. your note was "Road surface is not in the list" which should not affect the parking overlay, but it could equally well have been "The whole area has been become construction site and there is no road or anything else here now". SC lacks AI to determine which one is the case, so plays it safe by not allowing further edits on the element until that note is resolved.

I too agree it would be nice if there was a way to override that behaviour (i.e. "I understand the note, but still want to proceed solving this quest/overlay" button).


My workaround is to use SCEE in offline mode, force-resolve the note (SCEE-specific feature), then do overlay/quest updates that I want, and then undo that note-resolving action. Not ideal, but works.

In StreetComplete, only workaround is much more cumbersome - by long-pressing on the screen to create NEW note providing extra text/pictures to the note to describe what else you wanted to map (i.e. parkings) and then manually convert that to OSM data at home in iD or JOSM (or whatever full-fledged editor of choice). If you go that way, please do create new note as described, instead of adding text/pictures to original note, in order not to poison original note with unrelated data.

@RubenKelevra
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I think if I create a note it should just hide the quest which is stored in the note as the culprit.

It's a bit overprotective to disable all actions on this road section and doesn't help in the case you've described anyway, cause there will be other objects in the vicinity anyway.

In it's current form it is blocking further action unnecessary without any real benefit (from what I can tell).

Apart from that it breaks the user expectation (Principle of Least Astonishment) if my own note pops up, if I click in an overlay on a road, as my own notes are otherwise always hidden.

I seriously thought that's not how it was intended to work.

Offtopic: Well I've used SCEE and I think you mean the "hide" button at the note. This doesn't work either.

@mnalis
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mnalis commented Jun 24, 2024 via email

@westnordost
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A note in StreetComplete blocks ALL quests, regardless for which quest it was created. This is (also) by design, as a note may hint at that not only a single quest cannot be answered (e.g. "Does this count as a bust stop bench?? ") but that anything for that element may be wrong (e.g. "bus stop does not seem to exist? "). We don't know. Remember that not all open notes are displayed to the users because only notes where it is reasonably likely that he can actually contribute something are shown by default. So, the existence of another note on the same element may not be known to the user.

Following the same logic, then of course the same must be applied to overlays.

The difference here is that for overlays, we can't just hide the element that is blocked by a note. A piece of road that seems to be missing from the overlay will very much feel like a bug or missing data, prompting either the creation of another note or a bug report. Worse, for POI overlays, such as the shop overlay, it would be a very bad idea to hide elements blocked by a note, as this may actually lead to the user adding the POI as a duplicate. So, hiding the element as it is done for quest is not an option for overlays.
And this is why it is currently behaving as it is. When tapping on an element blocked by a note, the note will be shown, even if it was not visible before.

I agree that it is certainly unexpected that way, but the alternatives seem to be worse.

@mnalis
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mnalis commented Jun 24, 2024 via email

@westnordost
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Or would it be too problematic to implement?

Well, also notes hidden by the user do block quests. So from a technical perspective, it still means a special treatment for overlays. I do remember that initially notes did not block overlays and that this resulted in some crash. I do not remember the details, though, but it is a reminder that your proposed solution might be more complex than it seems.

@westnordost
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Anyway, Ruben, what happens when you click on "No" (I can't contribute anything to this note)? The note is shown again currently when tapping on the same element, right?

@westnordost westnordost removed the bug label Jun 25, 2024
@RubenKelevra
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Yeah, if I click on "no" it will just reappear.

I mean I understand that it might be logically or technically difficult to solve. Just the way it is presented currently is weird.

Maybe a simple "this section of road currently has a note open and thus cannot be edited, until this note has been resolved" popup or something like this would go much further to explain IMHO why I can't edit it as a user.

As notes (especially for a completely different detail) and parking spot mapping aren't really connected and just confused me.

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