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
This commit is contained in:
Stefan Breunig 2013-02-27 02:44:47 -08:00
commit bbe67a6573
4 changed files with 100 additions and 2 deletions

View File

@ -43,6 +43,8 @@ window.requestData = function() {
} }
} }
// Reset previous result of Portal Render Limit handler
portalRenderLimit.init();
// finally send ajax requests // finally send ajax requests
$.each(tiles, function(ind, tls) { $.each(tiles, function(ind, tls) {
data = { minLevelOfDetail: -1 }; data = { minLevelOfDetail: -1 };
@ -70,6 +72,8 @@ window.handleDataResponse = function(data, textStatus, jqXHR) {
// https://github.com/Leaflet/Leaflet/issues/185 // https://github.com/Leaflet/Leaflet/issues/185
var ppp = []; var ppp = [];
var p2f = {}; var p2f = {};
// Reset new portals count of Portal Render Limit handler
portalRenderLimit.resetCounting();
$.each(m, function(qk, val) { $.each(m, function(qk, val) {
$.each(val.deletedGameEntityGuids, function(ind, guid) { $.each(val.deletedGameEntityGuids, function(ind, guid) {
if(getTypeByGuid(guid) === TYPE_FIELD && window.fields[guid] !== undefined) { if(getTypeByGuid(guid) === TYPE_FIELD && window.fields[guid] !== undefined) {
@ -98,7 +102,7 @@ window.handleDataResponse = function(data, textStatus, jqXHR) {
) return; ) return;
portalRenderLimit.pushPortal(ent);
ppp.push(ent); // delay portal render ppp.push(ent); // delay portal render
} else if(ent[2].edge !== undefined) { } else if(ent[2].edge !== undefined) {
renderLink(ent); renderLink(ent);
@ -147,6 +151,7 @@ window.handleDataResponse = function(data, textStatus, jqXHR) {
if(portalUpdateAvailable) renderPortalDetails(selectedPortal); if(portalUpdateAvailable) renderPortalDetails(selectedPortal);
resolvePlayerNames(); resolvePlayerNames();
renderUpdateStatus();
} }
// removes entities that are still handled by Leaflet, although they // removes entities that are still handled by Leaflet, although they

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@ -0,0 +1,80 @@
// PORTAL RENDER LIMIT HANDLER ///////////////////////////////////////
// Functions to handle hiding low level portal when portal render
// limit is reached.
//
// After initialized and reset in window.requestData(), portals in
// response data will pass to function "pushPortal". Each new portal
// not on the map will add 1 to newPortalsPerLevel[portal level].
//
// "getMinLevel" will be called by "getMinPortalLevel" in utils_misc.js
// to determine min portal level to draw on map.
//
// "getMinLevel" will return minLevel and call "setMinLevel" if
// minLevel hasn't set yet.
//
// In "setMinLevel", it will loop through all portal level from
// high to low, and sum total portal count (old + new) to check
// minLevel.
//
// In each call of window.handleDataResponse(), it will call
// "resetCounting" to reset previous response data. But minLevel
// is preserved and only replaced when render limit reached in
// higher level, until next window.requestData() called and reset.
//
window.portalRenderLimit = function() {}
window.portalRenderLimit.initialized = false;
window.portalRenderLimit.minLevelSet = false;
window.portalRenderLimit.minLevel = -1;
window.portalRenderLimit.newPortalsPerLevel = new Array(MAX_PORTAL_LEVEL + 1);
window.portalRenderLimit.init = function () {
portalRenderLimit.initialized = true;
portalRenderLimit.minLevel = -1;
portalRenderLimit.resetCounting();
}
window.portalRenderLimit.resetCounting = function() {
portalRenderLimit.minLevelSet = false;
for(var i = 0; i <= MAX_PORTAL_LEVEL; i++) {
portalRenderLimit.newPortalsPerLevel[i] = 0;
}
}
window.portalRenderLimit.pushPortal = function(ent) {
var portalGuid = ent[0];
var portalLevel = parseInt(getPortalLevel(ent[2]));
var layerGroup = portalsLayers[portalLevel];
if(findEntityInLeaflet(layerGroup, window.portals, ent[0])) return;
portalRenderLimit.newPortalsPerLevel[portalLevel]++;
}
window.portalRenderLimit.getMinLevel = function() {
if(!portalRenderLimit.initialized) return -1;
if(!portalRenderLimit.minLevelSet) portalRenderLimit.setMinLevel();
return portalRenderLimit.minLevel;
}
window.portalRenderLimit.setMinLevel = function() {
var totalPortalsCount = 0;
var newMinLevel = MAX_PORTAL_LEVEL + 1;
// Find the min portal level under render limit
while(newMinLevel > 0) {
var oldPortalCount = layerGroupLength(portalsLayers[newMinLevel - 1]);
var newPortalCount = portalRenderLimit.newPortalsPerLevel[newMinLevel - 1];
totalPortalsCount += oldPortalCount + newPortalCount;
if(totalPortalsCount >= MAX_DRAWN_PORTALS)
break;
newMinLevel--;
}
// If render limit reached at max portal level, still let portal at max level render
newMinLevel = Math.min(newMinLevel, MAX_PORTAL_LEVEL);
portalRenderLimit.minLevel = Math.max(newMinLevel, portalRenderLimit.minLevel);
portalRenderLimit.minLevelSet = true;
}

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@ -2,6 +2,14 @@
// UTILS + MISC /////////////////////////////////////////////////////// // UTILS + MISC ///////////////////////////////////////////////////////
window.layerGroupLength = function(layerGroup) {
var layersCount = 0;
var layers = layerGroup._layers;
if (layers)
layersCount = Object.keys(layers).length;
return layersCount;
}
// retrieves parameter from the URL?query=string. // retrieves parameter from the URL?query=string.
window.getURLParam = function(param) { window.getURLParam = function(param) {
var v = document.URL; var v = document.URL;
@ -152,7 +160,11 @@ window.getMinPortalLevel = function() {
var z = map.getZoom(); var z = map.getZoom();
if(z >= 16) return 0; if(z >= 16) return 0;
var conv = ['impossible', 8,7,7,6,6,5,5,4,4,3,3,2,2,1,1]; var conv = ['impossible', 8,7,7,6,6,5,5,4,4,3,3,2,2,1,1];
return conv[z]; var minLevelByRenderLimit = portalRenderLimit.getMinLevel();
var result = minLevelByRenderLimit > conv[z]
? minLevelByRenderLimit
: conv[z];
return result;
} }
// returns number of pixels left to scroll down before reaching the // returns number of pixels left to scroll down before reaching the

View File

@ -188,6 +188,7 @@ window.DESTROY_FIELD = 750; //AP for destroying field
window.CAPTURE_PORTAL = 500; //AP for capturing a portal window.CAPTURE_PORTAL = 500; //AP for capturing a portal
window.DEPLOY_RESONATOR = 125; //AP for deploying a resonator window.DEPLOY_RESONATOR = 125; //AP for deploying a resonator
window.COMPLETION_BONUS = 250; //AP for deploying all resonators on portal window.COMPLETION_BONUS = 250; //AP for deploying all resonators on portal
window.MAX_PORTAL_LEVEL = 8;
// OTHER MORE-OR-LESS CONSTANTS ////////////////////////////////////// // OTHER MORE-OR-LESS CONSTANTS //////////////////////////////////////
window.TEAM_NONE = 0; window.TEAM_NONE = 0;