ensure there's a delay after an empty response from the server
also, shorten error delays from 10 seconds to 5 - no need to be that slow...
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		| @@ -45,7 +45,10 @@ window.MapDataRequest = function() { | ||||
|   this.RUN_QUEUE_DELAY = 0; | ||||
|  | ||||
|   // delay before processing the queue after failed requests | ||||
|   this.BAD_REQUEST_RUN_QUEUE_DELAY = 10; // longer delay before doing anything after errors (other than TIMEOUT) | ||||
|   this.BAD_REQUEST_RUN_QUEUE_DELAY = 5; // longer delay before doing anything after errors (other than TIMEOUT) | ||||
|  | ||||
|   // delay before processing the queue after empty responses | ||||
|   this.EMPTY_RESPONSE_RUN_QUEUE_DELAY = 5; // also long delay - empty responses are likely due to some server issues | ||||
|  | ||||
|   // delay before processing the queue after error==TIMEOUT requests. this is 'expected', so minimal extra delay over the regular RUN_QUEUE_DELAY | ||||
|   this.TIMEOUT_REQUEST_RUN_QUEUE_DELAY = 0; | ||||
| @@ -565,6 +568,7 @@ window.MapDataRequest.prototype.handleResponse = function (data, tiles, success) | ||||
|   // set the queue delay based on any errors or timeouts | ||||
|   // NOTE: retryTimes are retried at the regular delay - no longer wait as for error/timeout cases | ||||
|   var nextQueueDelay = errorTiles.length > 0 ? this.BAD_REQUEST_RUN_QUEUE_DELAY : | ||||
|                        unaccountedTiles.length > 0 ? this.EMPTY_RESPONSE_RUN_QUEUE_DELAY : | ||||
|                        timeoutTiles.length > 0 ? this.TIMEOUT_REQUEST_RUN_QUEUE_DELAY : | ||||
|                        this.RUN_QUEUE_DELAY; | ||||
|   var statusMsg = 'getEntities status: '+tiles.length+' tiles: '; | ||||
|   | ||||
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