remove special queue clearing on map movestart - things work pretty well without it, and it was causing bugs
may come back and have another look at this later...
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@ -12,7 +12,7 @@ window.MapDataRequest = function() {
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this.activeRequestCount = 0;
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this.requestedTiles = {};
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this.moving = false;
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// this.moving = false;
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// no more than this many requests in parallel
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this.MAX_REQUESTS = 4;
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@ -24,8 +24,8 @@ window.MapDataRequest = function() {
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this.MAX_TILE_RETRIES = 3;
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// refresh timers
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this.MOVE_REFRESH = 2.5; //refresh time to use after a move
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this.STARTUP_REFRESH = 1; //refresh time used on first load of IITC
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this.MOVE_REFRESH = 1; //refresh time to use after a move
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this.STARTUP_REFRESH = 0.2; //refresh time used on first load of IITC
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this.IDLE_RESUME_REFRESH = 5; //refresh time used after resuming from idle
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this.REFRESH = 60; //minimum refresh time to use when not idle and not moving
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this.FETCH_TO_REFRESH_FACTOR = 2; //refresh time is based on the time to complete a data fetch, times this value
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@ -56,11 +56,11 @@ window.MapDataRequest.prototype.start = function() {
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window.MapDataRequest.prototype.mapMoveStart = function() {
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console.log('refresh map movestart');
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this.moving=true;
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// this.moving=true;
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this.clearQueue();
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// this.clearQueue();
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this.setStatus('paused');
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// this.setStatus('paused');
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this.clearTimeout();
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}
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@ -68,7 +68,7 @@ window.MapDataRequest.prototype.mapMoveStart = function() {
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window.MapDataRequest.prototype.mapMoveEnd = function() {
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console.log('refresh map moveend');
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this.moving=false;
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// this.moving=false;
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this.setStatus('refreshing');
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this.refreshOnTimeout(this.MOVE_REFRESH);
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@ -95,9 +95,9 @@ window.MapDataRequest.prototype.refreshOnTimeout = function(seconds) {
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}
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window.MapDataRequest.prototype.clearQueue = function() {
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this.tileBounds = {};
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}
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//window.MapDataRequest.prototype.clearQueue = function() {
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// this.tileBounds = {};
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//}
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window.MapDataRequest.prototype.setStatus = function(short,long,progress) {
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@ -132,6 +132,11 @@ window.MapDataRequest.prototype.refresh = function() {
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var zoom = getPortalDataZoom();
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var minPortalLevel = getMinPortalLevelForZoom(zoom);
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//DEBUG: resize the bounds so we only retrieve some data
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//bounds = bounds.pad(-0.4);
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//var debugrect = L.rectangle(bounds,{color: 'red', fill: false, weight: 4, opacity: 0.8}).addTo(map);
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//setTimeout (function(){ map.removeLayer(debugrect); }, 10*1000);
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var x1 = lngToTile(bounds.getWest(), zoom);
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var x2 = lngToTile(bounds.getEast(), zoom);
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var y1 = latToTile(bounds.getNorth(), zoom);
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@ -147,6 +152,8 @@ window.MapDataRequest.prototype.refresh = function() {
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[tileToLat(y2+1,zoom), tileToLng(x1,zoom)],
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[tileToLat(y1,zoom), tileToLng(x2+1,zoom)]
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]);
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//var debugrect2 = L.rectangle(dataBounds,{color: 'magenta', fill: false, weight: 4, opacity: 0.8}).addTo(map);
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//setTimeout (function(){ map.removeLayer(debugrect2); }, 10*1000);
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this.render.clearEntitiesOutsideBounds(dataBounds);
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console.log('requesting data tiles at zoom '+zoom+' (L'+minPortalLevel+'+ portals), map zoom is '+map.getZoom());
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@ -203,9 +210,9 @@ window.MapDataRequest.prototype.processRequestQueue = function(isFirstPass) {
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// if nothing left in the queue, end the render. otherwise, send network requests
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if (Object.keys(this.tileBounds).length == 0) {
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// if map is being dragged, just return without any end of map processing
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if (this.moving)
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return;
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// // if map is being dragged, just return without any end of map processing
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// if (this.moving)
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// return;
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this.render.endRenderPass();
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