A drop asks the area the pointer already uses, so a port at the very edge is still the node
`nodeUnder()` recomputed the node's face as `0 <= x <= w`, while the pointer events follow the `hitArea`, which reaches `PORT_HIT_RADIUS` past the edge. An input port sits at exactly x = 0, so the global point rounded back landed a hair outside: the drop counted as one on empty canvas, the node palette opened and swallowed every later click – four checks of step 6 at once. `NodeView` now answers from that same `hitArea`, and the step also checks that no palette is open. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -137,6 +137,15 @@ export class NodeView extends Widget {
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this.hitArea = new Rectangle(-PORT_HIT_RADIUS, 0, w + PORT_HIT_RADIUS * 2, h);
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}
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/**
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* Whether a local point is on this node, by the same area its pointer events use. An input port
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* sits at exactly x = 0, and rounding a global point back can land a hair outside it – which made
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* a drop on such a port count as a drop on empty canvas and opened the palette.
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*/
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containsLocal(x: number, y: number): boolean {
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return this.hitArea?.contains(x, y) ?? false;
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}
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/** `project` resolves asset references (Spawn, Is asset). */
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sync(
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node: GraphNode,
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