This fixes one of the issues in #4351 where the radio button was not
selected. This was likely introduced during the upgrade to d3 v4, now
that enter selections do not automatically flow into update anymore.
(the fix is to add a `merge` to ensure that the `selection.each` actually
has some things to iterate over)
- Attempt fast save first, only perform conflict resolution if necessary (re: #3056)
- Block reentry of save, and dont keep focus on save button (closes#4641)
- Refactor modeSave() for code clarity (avoid shared state in closure variables)
We are going to start trying an opportunistic save, then only
start the conflict resolution stuff if the server returns a 409.
Reusing an already open changeset makes sense in this situation.
This makes the code a bit more consistent and lets us avoid some
hacky and probably non-performant things:
- abusing CSS classes in the draw/drag datum functions (classed `.target`)
(is this thing target? just check d.properties)
- regexing the id for `-nope$`
(is this thing a nope target? just check d.properties)
- using context.hasEntity to get a the real entity
(is this thing a real osmEntity? just check d.properties)
- fixes code like the restriction editor which uses fake ids for split ways
Drag start is responsible for switching into drag mode, classing
stuff as `active` and kicking off a bunch of other things.
If the drag move happens immediately after this, and includes the
target from the initial active drag, it can cause weird snapping
from the dragnode to its own parent way. (Happened if the user did
a very fast drag from the node along the parent way just next to it)
There was an issue where the lines did not redraw their targets right away
when entering drag node, which could make it possible for a quick drag node
to try to connect to its parent line. With the chooseEdge exclusion it
would not connect to the parent nearby, but in another weird part of the line.
The goal here is that the code that draws the targets should know better
what parts of the lines/vertices are targetable, rather than just
relying on CSS to ignore the pointer events on the whole line.
e.g. when drawing a line, it's ok for it to loop back and connect
to itself, just not on a segment or vertex adjacent to the active
node.