Spell checking, h-r.
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@ -90,7 +90,7 @@ window.chat.genPostData = function(isFaction, storageHash, getOlderMsgs) {
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} else {
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// ask for newer chat
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var min = storageHash.newestTimestamp;
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// the inital request will have both timestamp values set to -1,
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// the initial request will have both timestamp values set to -1,
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// thus we receive the newest desiredNumItems. After that, we will
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// only receive messages with a timestamp greater or equal to min
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// above.
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@ -11,7 +11,7 @@ window.updateGameScore = function(data) {
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}
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// hacky - but here is as good as any for a location
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// the niantic servers have attempted to obsfucate the client/server protocol, by munging the request parameters
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// the niantic servers have attempted to obfuscate the client/server protocol, by munging the request parameters
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// detecting which munge set should be used is tricky - even the stock site gets it wrong sometimes
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// to detect the problem and try a different set is easiest in a place where there's only a single request of that type
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// 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() {
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// try to maintain at least this may tiles in each request, by reducing the number of requests as needed
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this.MIN_TILES_PER_REQUEST = 4;
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// number of times to retty a tile after a 'bad' error (i.e. not a timeout)
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// number of times to retry a tile after a 'bad' error (i.e. not a timeout)
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this.MAX_TILE_RETRIES = 3;
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// refresh timers
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@ -44,10 +44,10 @@ window.MapDataRequest = function() {
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// this gives a chance of other requests finishing, allowing better grouping of retries in new requests
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this.RUN_QUEUE_DELAY = 0.5;
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// delay before re-queueing tiles in failed requests
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// delay before requeuing tiles in failed requests
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this.BAD_REQUEST_REQUEUE_DELAY = 5; // longer delay before retrying a completely failed request - as in this case the servers are struggling
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// a delay before processing the queue after requeueing tiles. this gives a chance for other requests to finish
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// a delay before processing the queue after requeuing tiles. this gives a chance for other requests to finish
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// or other requeue actions to happen before the queue is processed, allowing better grouping of requests
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// however, the queue may be processed sooner if a previous timeout was set
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this.REQUEUE_DELAY = 1;
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@ -451,7 +451,7 @@ window.MapDataRequest.prototype.handleResponse = function (data, tiles, success)
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var timeoutTiles = [];
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if (!success || !data || !data.result) {
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console.warn("Request.handleResponse: request failed - requeing...");
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console.warn("Request.handleResponse: request failed - requeuing...");
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//request failed - requeue all the tiles(?)
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@ -16,7 +16,7 @@ var requestParameterMunges = [
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// set 7 - 2013-11-06
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{
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'dashboard.getArtifactInfo': 'artifacts', // GET_ARTIFACT_INFO: new (and not obfsucated?!)
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'dashboard.getArtifactInfo': 'artifacts', // GET_ARTIFACT_INFO: new (and not obfuscated?!)
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'dashboard.getGameScore': 'yol4dxx5ufqolhk2', // GET_GAME_SCORE
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'dashboard.getPaginatedPlextsV2': '7b83j2z81rtk6101', // GET_PAGINATED_PLEXTS
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'dashboard.getThinnedEntitiesV4': '46su4lrisoq28gxh', // GET_THINNED_ENTITIES
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@ -59,7 +59,7 @@ var requestParameterMunges = [
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// set 8 - 2013-11-07
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{
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'dashboard.getArtifactInfo': 'artifacts', // GET_ARTIFACT_INFO: new (and not obfsucated?!)
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'dashboard.getArtifactInfo': 'artifacts', // GET_ARTIFACT_INFO: new (and not obfuscated?!)
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'dashboard.getGameScore': 'lls4clhel87apzpa', // GET_GAME_SCORE
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'dashboard.getPaginatedPlextsV2': 'r6n2xgcd8wjsm4og', // GET_PAGINATED_PLEXTS
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'dashboard.getThinnedEntitiesV4': '1ybigzcf2sifu34b', // GET_THINNED_ENTITIES
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@ -102,7 +102,7 @@ var requestParameterMunges = [
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// set 9 - 2013-11-1
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{
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'dashboard.getArtifactInfo': 'artifacts', // GET_ARTIFACT_INFO: new (and not obfsucated?!)
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'dashboard.getArtifactInfo': 'artifacts', // GET_ARTIFACT_INFO: new (and not obfuscated?!)
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'dashboard.getGameScore': '9w8phj2dccvns3t9', // GET_GAME_SCORE
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'dashboard.getPaginatedPlextsV2': '3b1nc3ub0sd1704x', // GET_PAGINATED_PLEXTS
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'dashboard.getThinnedEntitiesV4': '2xa55qj41qrhfhas', // GET_THINNED_ENTITIES
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@ -149,9 +149,9 @@ var requestParameterMunges = [
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var activeRequestMungeSet = undefined;
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// in the recent stock site updates, their javascript code has been less obsfucated, but also the munge parameters
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// in the recent stock site updates, their javascript code has been less obfuscated, but also the munge parameters
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// change on every release. I can only assume it's now an integrated step in the build/release system, rather
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// than continued efforts to block iitc. the lighter obsfucation on the code makes it easier to parse and find
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// than continued efforts to block iitc. the lighter obfuscation on the code makes it easier to parse and find
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// the munges in the code - so let's attempt that
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function extractMungeFromStock() {
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try {
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@ -216,7 +216,7 @@ function extractMungeFromStock() {
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foundMunges.latE6 = result[3] || result[4];
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foundMunges.lngE6 = result[5] || result[6];
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var chatTab = result[7] || result[8];
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if (chatTab != foundMunges.chatTab) throw 'Error: inconsistant munge parsing for chatTab';
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if (chatTab != foundMunges.chatTab) throw 'Error: inconsistent munge parsing for chatTab';
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// LOOKUP_PLAYERS
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var reg = new RegExp('LOOKUP_PLAYERS, {'+mungeRegExpLit+'a}');
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@ -283,7 +283,7 @@ window.getPortalDataZoom = function() {
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// (mobile: a float somehow gets through in some cases!)
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var z = parseInt(mapZoom);
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// limiting the mazimum zoom level for data retrieval reduces the number of requests at high zoom levels
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// limiting the maximum zoom level for data retrieval reduces the number of requests at high zoom levels
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// (as all portal data is retrieved at z=17, why retrieve multiple z=18 tiles when fewer z=17 would do?)
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// very effective along with the new cache code
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if (z > 17) z=17;
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