Merge pull request #657 from nexushoratio/to-push

Spell checking, h-r.
This commit is contained in:
Jon Atkins
2013-11-23 19:35:54 -08:00
16 changed files with 28 additions and 28 deletions

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@ -90,7 +90,7 @@ window.chat.genPostData = function(isFaction, storageHash, getOlderMsgs) {
} else {
// ask for newer chat
var min = storageHash.newestTimestamp;
// the inital request will have both timestamp values set to -1,
// the initial request will have both timestamp values set to -1,
// thus we receive the newest desiredNumItems. After that, we will
// only receive messages with a timestamp greater or equal to min
// above.

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@ -11,7 +11,7 @@ window.updateGameScore = function(data) {
}
// hacky - but here is as good as any for a location
// the niantic servers have attempted to obsfucate the client/server protocol, by munging the request parameters
// the niantic servers have attempted to obfuscate the client/server protocol, by munging the request parameters
// detecting which munge set should be used is tricky - even the stock site gets it wrong sometimes
// to detect the problem and try a different set is easiest in a place where there's only a single request of that type
// sent at once, and it has no extra parameters. this method matches those requirements

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@ -27,7 +27,7 @@ window.MapDataRequest = function() {
// try to maintain at least this may tiles in each request, by reducing the number of requests as needed
this.MIN_TILES_PER_REQUEST = 4;
// number of times to retty a tile after a 'bad' error (i.e. not a timeout)
// number of times to retry a tile after a 'bad' error (i.e. not a timeout)
this.MAX_TILE_RETRIES = 3;
// refresh timers
@ -44,10 +44,10 @@ window.MapDataRequest = function() {
// this gives a chance of other requests finishing, allowing better grouping of retries in new requests
this.RUN_QUEUE_DELAY = 0.5;
// delay before re-queueing tiles in failed requests
// delay before requeuing tiles in failed requests
this.BAD_REQUEST_REQUEUE_DELAY = 5; // longer delay before retrying a completely failed request - as in this case the servers are struggling
// a delay before processing the queue after requeueing tiles. this gives a chance for other requests to finish
// a delay before processing the queue after requeuing tiles. this gives a chance for other requests to finish
// or other requeue actions to happen before the queue is processed, allowing better grouping of requests
// however, the queue may be processed sooner if a previous timeout was set
this.REQUEUE_DELAY = 1;
@ -267,7 +267,7 @@ window.MapDataRequest.prototype.refresh = function() {
// so as far as plugins are concerned, it should be treated as a finished request
window.runHooks('requestFinished', {success: true});
console.log ('done request preperation (cleared out-of-bounds and invalid for zoom, and rendered cached data)');
console.log ('done request preparation (cleared out-of-bounds and invalid for zoom, and rendered cached data)');
if (Object.keys(this.queuedTiles).length > 0) {
// queued requests - don't start processing the download queue immediately - start it after a short delay
@ -451,7 +451,7 @@ window.MapDataRequest.prototype.handleResponse = function (data, tiles, success)
var timeoutTiles = [];
if (!success || !data || !data.result) {
console.warn("Request.handleResponse: request failed - requeing...");
console.warn("Request.handleResponse: request failed - requeuing...");
//request failed - requeue all the tiles(?)

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@ -16,7 +16,7 @@ var requestParameterMunges = [
// set 7 - 2013-11-06
{
'dashboard.getArtifactInfo': 'artifacts', // GET_ARTIFACT_INFO: new (and not obfsucated?!)
'dashboard.getArtifactInfo': 'artifacts', // GET_ARTIFACT_INFO: new (and not obfuscated?!)
'dashboard.getGameScore': 'yol4dxx5ufqolhk2', // GET_GAME_SCORE
'dashboard.getPaginatedPlextsV2': '7b83j2z81rtk6101', // GET_PAGINATED_PLEXTS
'dashboard.getThinnedEntitiesV4': '46su4lrisoq28gxh', // GET_THINNED_ENTITIES
@ -59,7 +59,7 @@ var requestParameterMunges = [
// set 8 - 2013-11-07
{
'dashboard.getArtifactInfo': 'artifacts', // GET_ARTIFACT_INFO: new (and not obfsucated?!)
'dashboard.getArtifactInfo': 'artifacts', // GET_ARTIFACT_INFO: new (and not obfuscated?!)
'dashboard.getGameScore': 'lls4clhel87apzpa', // GET_GAME_SCORE
'dashboard.getPaginatedPlextsV2': 'r6n2xgcd8wjsm4og', // GET_PAGINATED_PLEXTS
'dashboard.getThinnedEntitiesV4': '1ybigzcf2sifu34b', // GET_THINNED_ENTITIES
@ -102,7 +102,7 @@ var requestParameterMunges = [
// set 9 - 2013-11-1
{
'dashboard.getArtifactInfo': 'artifacts', // GET_ARTIFACT_INFO: new (and not obfsucated?!)
'dashboard.getArtifactInfo': 'artifacts', // GET_ARTIFACT_INFO: new (and not obfuscated?!)
'dashboard.getGameScore': '9w8phj2dccvns3t9', // GET_GAME_SCORE
'dashboard.getPaginatedPlextsV2': '3b1nc3ub0sd1704x', // GET_PAGINATED_PLEXTS
'dashboard.getThinnedEntitiesV4': '2xa55qj41qrhfhas', // GET_THINNED_ENTITIES
@ -149,9 +149,9 @@ var requestParameterMunges = [
var activeRequestMungeSet = undefined;
// in the recent stock site updates, their javascript code has been less obsfucated, but also the munge parameters
// in the recent stock site updates, their javascript code has been less obfuscated, but also the munge parameters
// change on every release. I can only assume it's now an integrated step in the build/release system, rather
// than continued efforts to block iitc. the lighter obsfucation on the code makes it easier to parse and find
// than continued efforts to block iitc. the lighter obfuscation on the code makes it easier to parse and find
// the munges in the code - so let's attempt that
function extractMungeFromStock() {
try {
@ -216,7 +216,7 @@ function extractMungeFromStock() {
foundMunges.latE6 = result[3] || result[4];
foundMunges.lngE6 = result[5] || result[6];
var chatTab = result[7] || result[8];
if (chatTab != foundMunges.chatTab) throw 'Error: inconsistant munge parsing for chatTab';
if (chatTab != foundMunges.chatTab) throw 'Error: inconsistent munge parsing for chatTab';
// LOOKUP_PLAYERS
var reg = new RegExp('LOOKUP_PLAYERS, {'+mungeRegExpLit+'a}');

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@ -283,7 +283,7 @@ window.getPortalDataZoom = function() {
// (mobile: a float somehow gets through in some cases!)
var z = parseInt(mapZoom);
// limiting the mazimum zoom level for data retrieval reduces the number of requests at high zoom levels
// limiting the maximum zoom level for data retrieval reduces the number of requests at high zoom levels
// (as all portal data is retrieved at z=17, why retrieve multiple z=18 tiles when fewer z=17 would do?)
// very effective along with the new cache code
if (z > 17) z=17;