more work-in-progress...
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@ -15,7 +15,7 @@ window.RenderDebugTiles.prototype.reset = function() {
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}
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window.RenderDebugTiles.prototype.create = function(id,bounds) {
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var s = {color: '#888', weight: 3, opacity: 0.7, fillColor: '#888', fillOpacity: 0.4, clickable: false};
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var s = {color: '#000', weight: 3, opacity: 0.7, fillColor: '#000', fillOpacity: 0.5, clickable: false};
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var bounds = new L.LatLngBounds(bounds);
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bounds = bounds.pad(-0.02);
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@ -4,7 +4,6 @@
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window.Render = function() {
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}
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198
code/map_data_request.js
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198
code/map_data_request.js
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@ -0,0 +1,198 @@
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// MAP DATA REQUEST ///////////////////////////////////////////////////
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// class to request the map data tiles from the Ingress servers
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// and then pass it on to the render class for display purposes
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// Uses the map data cache class to reduce network requests
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window.Request = function() {
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this.cache = new DataCache();
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this.render = new Render();
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this.debugTiles = new RenderDebugTiles();
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this.activeRequestCount = 0;
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this.MAX_REQUESTS = 4;
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this.MAX_TILES_PER_REQUEST = 12;
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}
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window.Request.prototype.start = function() {
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this.cache.expire();
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this.debugTiles.reset();
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var bounds = clampLatLngBounds(map.getBounds());
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var zoom = getPortalDataZoom();
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var minPortalLevel = getPortalLevelForZoom(zoom);
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this.render.startRenderPass(bounds);
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this.render.clearPortalsBelowLevel(minPortalLevel);
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console.log('requesting data tiles at zoom '+zoom+' (L'+minPortalLevel+'+ portals), map zoom is '+map.getZoom());
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var x1 = lngToTile(bounds.getWest(), z);
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var x2 = lngToTile(bounds.getEast(), z);
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var y1 = latToTile(bounds.getNorth(), z);
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var y2 = latToTile(bounds.getSouth(), z);
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this.tileBounds = {};
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// y goes from left to right
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for (var y = y1; y <= y2; y++) {
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// x goes from bottom to top(?)
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for (var x = x1; x <= x2; x++) {
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var tile_id = pointToTileId(z, x, y);
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var latNorth = tileToLat(y,z);
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var latSouth = tileToLat(y+1,z);
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var lngWest = tileToLng(x,z);
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var lngEast = tileToLng(x+1,z);
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this.debugTiles.create(tile_id,[[latSouth,lngWest],[latNorth,lngEast]]);
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var boundsParam = generateBoundsParams(
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tile_id,
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latSouth,
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lngWest,
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latNorth,
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lngEast
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);
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this.tileBounds[tile_id] = boundsParam;
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}
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}
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this.renderCachedTiles();
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// if nothing left in the queue, end the render. otherwise, send network requests
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if (Object.keys(this.tileBounds).length == 0) {
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this.render.endRenderPass();
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// TODO: start timer for next refresh cycle here
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} else {
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this.processRequestQueue();
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}
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}
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window.Request.prototype.renderCachedTiles = function() {
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for (var tile_id in this.tileBounds) {
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if (this.cache.isFresh(tile_id) {
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// fresh cache data
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var data = this.cache.get(tile_id);
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// render it...
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// 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??
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// (could even consider splitting these larger tiles into multiple render calls, perhaps?)
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this.render.processTileData(data);
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// .. and delete from the pending requests
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delete this.tileBounds[tile_id];
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}
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}
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}
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window.Request.prototype.processRequestQueue = function() {
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}
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window.Request.prototype.sendTileRequest = function(tiles) {
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var boundsParamList = [];
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for (var id in tiles) {
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var boundsParam = this.tileBounds[id];
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if (boundsParam) {
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push (boundsParamList, boundsParam);
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} else {
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console.warn('failed to find bounds for tile id '+id);
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}
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}
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var data = { boundsParamList: boundsParamList };
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this.activeRequestCount += 1;
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window.requests.add (window.postAjax('getThinnedEntitiesV4', data,
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function(data, textStatus, jqXHR) { this.handleResponse (data, tiles, true); }, // request successful callback
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function() { this.handleResponse (undefined, tiles, false); } // request failed callback
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));
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}
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window.Request.prototype.requeueTile = function(id, error) {
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if (id in this.tileBounds) {
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// tile is currently wanted, requeue
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if (error) {
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// if error is true, it was a 'bad' error - in this case we limit the number of retries (or prefer stale cached data?)
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var data = this.cache.get(id);
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if (data) {
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// we have cached data - use it, even though it's stale
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this.render.processTileData (data);
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delete this.tileBounds[id];
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} else {
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// no cached data
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}
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} else {
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// if false, was a 'timeout', so unlimited retries (as the stock site does)
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}
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}
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}
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window.Request.prototype.handleResponse = function (data, tiles, success) {
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this.activeRequestCount -= 1;
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if (!success || !data || !data.result) {
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//request failed - requeue all the tiles(?)
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for (var id in tiles) {
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this.requeueTile(id, true);
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}
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} else {
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var m = data.result.map;
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for (var id in m) {
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var val = m[id];
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if ('error' in val) {
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// server returned an error for this individual data tile
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if (val.error == "TIMEOUT") {
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// TIMEOUT errors for individual tiles are 'expected'(!) - and result in a silent unlimited retries
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this.requeueTile(id, false);
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} else {
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console.warn('map data tile '+id+' failed: error=='+val.error);
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this.requeueTile(id, true);
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}
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} else {
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// no error for this data tile - process it
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// store the result in the cache
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this.cache.store (id, val);
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// if this tile was in the render list, render it
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// (requests aren't aborted when new requests are started, so it's entirely possible we don't want to render it!)
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if (id in this.tileBounds) {
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this.render.processTileData (val);
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delete this.tileBounds[id];
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}
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}
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}
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}
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}
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