Merge pull request #317 from Xelio/patch-portal-limit-reach-hide-low-level-2
New Feature: (method 2)Remove lower level portal when portal render limit reached
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bbe67a6573
@ -43,6 +43,8 @@ window.requestData = function() {
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}
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}
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// Reset previous result of Portal Render Limit handler
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portalRenderLimit.init();
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// finally send ajax requests
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$.each(tiles, function(ind, tls) {
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data = { minLevelOfDetail: -1 };
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@ -70,6 +72,8 @@ window.handleDataResponse = function(data, textStatus, jqXHR) {
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// https://github.com/Leaflet/Leaflet/issues/185
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var ppp = [];
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var p2f = {};
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// Reset new portals count of Portal Render Limit handler
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portalRenderLimit.resetCounting();
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$.each(m, function(qk, val) {
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$.each(val.deletedGameEntityGuids, function(ind, guid) {
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if(getTypeByGuid(guid) === TYPE_FIELD && window.fields[guid] !== undefined) {
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@ -98,7 +102,7 @@ window.handleDataResponse = function(data, textStatus, jqXHR) {
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) return;
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portalRenderLimit.pushPortal(ent);
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ppp.push(ent); // delay portal render
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} else if(ent[2].edge !== undefined) {
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renderLink(ent);
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@ -147,6 +151,7 @@ window.handleDataResponse = function(data, textStatus, jqXHR) {
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if(portalUpdateAvailable) renderPortalDetails(selectedPortal);
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resolvePlayerNames();
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renderUpdateStatus();
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}
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// removes entities that are still handled by Leaflet, although they
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80
code/portal_render_limit.js
Normal file
80
code/portal_render_limit.js
Normal file
@ -0,0 +1,80 @@
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// PORTAL RENDER LIMIT HANDLER ///////////////////////////////////////
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// Functions to handle hiding low level portal when portal render
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// limit is reached.
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//
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// After initialized and reset in window.requestData(), portals in
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// response data will pass to function "pushPortal". Each new portal
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// not on the map will add 1 to newPortalsPerLevel[portal level].
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//
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// "getMinLevel" will be called by "getMinPortalLevel" in utils_misc.js
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// to determine min portal level to draw on map.
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//
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// "getMinLevel" will return minLevel and call "setMinLevel" if
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// minLevel hasn't set yet.
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//
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// In "setMinLevel", it will loop through all portal level from
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// high to low, and sum total portal count (old + new) to check
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// minLevel.
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//
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// In each call of window.handleDataResponse(), it will call
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// "resetCounting" to reset previous response data. But minLevel
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// is preserved and only replaced when render limit reached in
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// higher level, until next window.requestData() called and reset.
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//
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window.portalRenderLimit = function() {}
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window.portalRenderLimit.initialized = false;
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window.portalRenderLimit.minLevelSet = false;
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window.portalRenderLimit.minLevel = -1;
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window.portalRenderLimit.newPortalsPerLevel = new Array(MAX_PORTAL_LEVEL + 1);
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window.portalRenderLimit.init = function () {
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portalRenderLimit.initialized = true;
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portalRenderLimit.minLevel = -1;
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portalRenderLimit.resetCounting();
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}
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window.portalRenderLimit.resetCounting = function() {
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portalRenderLimit.minLevelSet = false;
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for(var i = 0; i <= MAX_PORTAL_LEVEL; i++) {
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portalRenderLimit.newPortalsPerLevel[i] = 0;
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}
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}
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window.portalRenderLimit.pushPortal = function(ent) {
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var portalGuid = ent[0];
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var portalLevel = parseInt(getPortalLevel(ent[2]));
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var layerGroup = portalsLayers[portalLevel];
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if(findEntityInLeaflet(layerGroup, window.portals, ent[0])) return;
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portalRenderLimit.newPortalsPerLevel[portalLevel]++;
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}
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window.portalRenderLimit.getMinLevel = function() {
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if(!portalRenderLimit.initialized) return -1;
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if(!portalRenderLimit.minLevelSet) portalRenderLimit.setMinLevel();
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return portalRenderLimit.minLevel;
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}
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window.portalRenderLimit.setMinLevel = function() {
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var totalPortalsCount = 0;
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var newMinLevel = MAX_PORTAL_LEVEL + 1;
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// Find the min portal level under render limit
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while(newMinLevel > 0) {
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var oldPortalCount = layerGroupLength(portalsLayers[newMinLevel - 1]);
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var newPortalCount = portalRenderLimit.newPortalsPerLevel[newMinLevel - 1];
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totalPortalsCount += oldPortalCount + newPortalCount;
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if(totalPortalsCount >= MAX_DRAWN_PORTALS)
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break;
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newMinLevel--;
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}
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// If render limit reached at max portal level, still let portal at max level render
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newMinLevel = Math.min(newMinLevel, MAX_PORTAL_LEVEL);
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portalRenderLimit.minLevel = Math.max(newMinLevel, portalRenderLimit.minLevel);
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portalRenderLimit.minLevelSet = true;
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}
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@ -2,6 +2,14 @@
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// UTILS + MISC ///////////////////////////////////////////////////////
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window.layerGroupLength = function(layerGroup) {
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var layersCount = 0;
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var layers = layerGroup._layers;
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if (layers)
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layersCount = Object.keys(layers).length;
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return layersCount;
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}
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// retrieves parameter from the URL?query=string.
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window.getURLParam = function(param) {
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var v = document.URL;
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@ -152,7 +160,11 @@ window.getMinPortalLevel = function() {
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var z = map.getZoom();
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if(z >= 16) return 0;
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var conv = ['impossible', 8,7,7,6,6,5,5,4,4,3,3,2,2,1,1];
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return conv[z];
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var minLevelByRenderLimit = portalRenderLimit.getMinLevel();
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var result = minLevelByRenderLimit > conv[z]
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? minLevelByRenderLimit
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: conv[z];
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return result;
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}
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// returns number of pixels left to scroll down before reaching the
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1
main.js
1
main.js
@ -188,6 +188,7 @@ window.DESTROY_FIELD = 750; //AP for destroying field
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window.CAPTURE_PORTAL = 500; //AP for capturing a portal
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window.DEPLOY_RESONATOR = 125; //AP for deploying a resonator
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window.COMPLETION_BONUS = 250; //AP for deploying all resonators on portal
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window.MAX_PORTAL_LEVEL = 8;
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// OTHER MORE-OR-LESS CONSTANTS //////////////////////////////////////
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window.TEAM_NONE = 0;
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