@ -176,7 +176,7 @@ window.setupMap = function() {
|
||||
if(!isLayerGroupDisplayed('Links', true)) hiddenLayer.push(linksLayer);
|
||||
|
||||
// faction-specific layers
|
||||
// these layers don't actually contain any data. instead, everytime they're added/removed from the map,
|
||||
// these layers don't actually contain any data. instead, every time they're added/removed from the map,
|
||||
// the matching sub-layers within the above portals/fields/links are added/removed from their parent with
|
||||
// the below 'onoverlayadd/onoverlayremovve' events
|
||||
var factionLayers = [L.layerGroup(), L.layerGroup(), L.layerGroup()];
|
||||
|
@ -5,7 +5,7 @@ window.DataCache = function() {
|
||||
// stock site nemesis.dashboard.DataManager.CACHE_EXPIRY_MS_ = 18E4 - so should be 2 mins cache time
|
||||
this.REQUEST_CACHE_FRESH_AGE = 120; // if younger than this, use data in the cache rather than fetching from the server
|
||||
|
||||
// stale cache entries can be updated (that's what the optional 'timestampMs' field in getThinnedEntnties is
|
||||
// stale cache entries can be updated (that's what the optional 'timestampMs' field in getThinnedEntities is
|
||||
// for, retrieving deltas) so use a long max age to take advantage of this
|
||||
// however, ther must be an overall limit on the maximum age of data from the servers, otherwise the deletedEntity
|
||||
// entries would grow indefinitely. an hour seems reasonable from experience with the data, so 55 mins max cache time
|
||||
|
@ -7,7 +7,7 @@ window.Render = function() {
|
||||
|
||||
// when there are lots of portals close together, we only add some of them to the map
|
||||
// the idea is to keep the impression of the dense set of portals, without rendering them all
|
||||
this.CLUSTER_SIZE = L.Browser.mobile ? 16 : 8; // the map is divited into squares of this size in pixels for clustering purposes. mobile uses larger markers, so therefore larger clustering areas
|
||||
this.CLUSTER_SIZE = L.Browser.mobile ? 16 : 8; // the map is divided into squares of this size in pixels for clustering purposes. mobile uses larger markers, so therefore larger clustering areas
|
||||
this.CLUSTER_PORTAL_LIMIT = 4; // no more than this many portals are drawn in each cluster square
|
||||
|
||||
// link length, in pixels, to be visible. use the portal cluster size, as shorter than this is likely hidden
|
||||
|
Reference in New Issue
Block a user