more work-in-progress...

This commit is contained in:
Jon Atkins 2013-08-26 17:44:08 +01:00
parent 8984ff0285
commit be97d72158
3 changed files with 199 additions and 2 deletions

View File

@ -15,7 +15,7 @@ window.RenderDebugTiles.prototype.reset = function() {
} }
window.RenderDebugTiles.prototype.create = function(id,bounds) { window.RenderDebugTiles.prototype.create = function(id,bounds) {
var s = {color: '#888', weight: 3, opacity: 0.7, fillColor: '#888', fillOpacity: 0.4, clickable: false}; var s = {color: '#000', weight: 3, opacity: 0.7, fillColor: '#000', fillOpacity: 0.5, clickable: false};
var bounds = new L.LatLngBounds(bounds); var bounds = new L.LatLngBounds(bounds);
bounds = bounds.pad(-0.02); bounds = bounds.pad(-0.02);

View File

@ -4,7 +4,6 @@
window.Render = function() { window.Render = function() {
} }

198
code/map_data_request.js Normal file
View File

@ -0,0 +1,198 @@
// MAP DATA REQUEST ///////////////////////////////////////////////////
// class to request the map data tiles from the Ingress servers
// and then pass it on to the render class for display purposes
// Uses the map data cache class to reduce network requests
window.Request = function() {
this.cache = new DataCache();
this.render = new Render();
this.debugTiles = new RenderDebugTiles();
this.activeRequestCount = 0;
this.MAX_REQUESTS = 4;
this.MAX_TILES_PER_REQUEST = 12;
}
window.Request.prototype.start = function() {
this.cache.expire();
this.debugTiles.reset();
var bounds = clampLatLngBounds(map.getBounds());
var zoom = getPortalDataZoom();
var minPortalLevel = getPortalLevelForZoom(zoom);
this.render.startRenderPass(bounds);
this.render.clearPortalsBelowLevel(minPortalLevel);
console.log('requesting data tiles at zoom '+zoom+' (L'+minPortalLevel+'+ portals), map zoom is '+map.getZoom());
var x1 = lngToTile(bounds.getWest(), z);
var x2 = lngToTile(bounds.getEast(), z);
var y1 = latToTile(bounds.getNorth(), z);
var y2 = latToTile(bounds.getSouth(), z);
this.tileBounds = {};
// y goes from left to right
for (var y = y1; y <= y2; y++) {
// x goes from bottom to top(?)
for (var x = x1; x <= x2; x++) {
var tile_id = pointToTileId(z, x, y);
var latNorth = tileToLat(y,z);
var latSouth = tileToLat(y+1,z);
var lngWest = tileToLng(x,z);
var lngEast = tileToLng(x+1,z);
this.debugTiles.create(tile_id,[[latSouth,lngWest],[latNorth,lngEast]]);
var boundsParam = generateBoundsParams(
tile_id,
latSouth,
lngWest,
latNorth,
lngEast
);
this.tileBounds[tile_id] = boundsParam;
}
}
this.renderCachedTiles();
// if nothing left in the queue, end the render. otherwise, send network requests
if (Object.keys(this.tileBounds).length == 0) {
this.render.endRenderPass();
// TODO: start timer for next refresh cycle here
} else {
this.processRequestQueue();
}
}
window.Request.prototype.renderCachedTiles = function() {
for (var tile_id in this.tileBounds) {
if (this.cache.isFresh(tile_id) {
// fresh cache data
var data = this.cache.get(tile_id);
// render it...
// TODO?? make rendering sort-of asynchronous? rendering a large number of dense tiles is slow - so perhaps use a timer and render one/a few at a time??
// (could even consider splitting these larger tiles into multiple render calls, perhaps?)
this.render.processTileData(data);
// .. and delete from the pending requests
delete this.tileBounds[tile_id];
}
}
}
window.Request.prototype.processRequestQueue = function() {
}
window.Request.prototype.sendTileRequest = function(tiles) {
var boundsParamList = [];
for (var id in tiles) {
var boundsParam = this.tileBounds[id];
if (boundsParam) {
push (boundsParamList, boundsParam);
} else {
console.warn('failed to find bounds for tile id '+id);
}
}
var data = { boundsParamList: boundsParamList };
this.activeRequestCount += 1;
window.requests.add (window.postAjax('getThinnedEntitiesV4', data,
function(data, textStatus, jqXHR) { this.handleResponse (data, tiles, true); }, // request successful callback
function() { this.handleResponse (undefined, tiles, false); } // request failed callback
));
}
window.Request.prototype.requeueTile = function(id, error) {
if (id in this.tileBounds) {
// tile is currently wanted, requeue
if (error) {
// if error is true, it was a 'bad' error - in this case we limit the number of retries (or prefer stale cached data?)
var data = this.cache.get(id);
if (data) {
// we have cached data - use it, even though it's stale
this.render.processTileData (data);
delete this.tileBounds[id];
} else {
// no cached data
}
} else {
// if false, was a 'timeout', so unlimited retries (as the stock site does)
}
}
}
window.Request.prototype.handleResponse = function (data, tiles, success) {
this.activeRequestCount -= 1;
if (!success || !data || !data.result) {
//request failed - requeue all the tiles(?)
for (var id in tiles) {
this.requeueTile(id, true);
}
} else {
var m = data.result.map;
for (var id in m) {
var val = m[id];
if ('error' in val) {
// server returned an error for this individual data tile
if (val.error == "TIMEOUT") {
// TIMEOUT errors for individual tiles are 'expected'(!) - and result in a silent unlimited retries
this.requeueTile(id, false);
} else {
console.warn('map data tile '+id+' failed: error=='+val.error);
this.requeueTile(id, true);
}
} else {
// no error for this data tile - process it
// store the result in the cache
this.cache.store (id, val);
// if this tile was in the render list, render it
// (requests aren't aborted when new requests are started, so it's entirely possible we don't want to render it!)
if (id in this.tileBounds) {
this.render.processTileData (val);
delete this.tileBounds[id];
}
}
}
}
}