work-in-progress on map data rewrite
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code/map_data_render.js
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60
code/map_data_render.js
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// MAP DATA RENDER ////////////////////////////////////////////////
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// class to handle rendering into leaflet the JSON data from the servers
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window.Render = function() {
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}
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// start a render pass. called as we start to make the batch of data requests to the servers
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window.Render.prototype.startRenderPass = function() {
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this.isRendering = true;
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this.deletedGuid = {}; // object - represents the set of all deleted game entity GUIDs seen in a render pass
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}
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// process deleted entity list and entity data
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window.Render.prototype.processTileData(deleted, entities) {
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this.processDeletedGameEntityGuids(deleted);
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this.processGameEntities(entities);
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}
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window.Render.prototype.processDeletedGamEntityGuids(deleted) {
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for(var i in deleted) {
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var guid = deleted[i];
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if ( !(guid in this.deletedGuid) ) {
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this.deletedGuid[guid] = true; // flag this guid as having being processed
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// the original code this is based on checked to see if the guid was for a field - and if so, removed it from the linkedFields of the relevant portals
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// given that the server will also return updated portals - and the linkedFields data is not actively used in IITC, this seems pointless.
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this.deleteEntity(guid);
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}
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}
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}
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window.Render.prototype.processGameEntities(entities) {
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for (var i in entities) {
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var ent = entities[i];
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this.renderEntity(ent);
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}
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// TODO: reconstruct links 'optimised' out of the data from the portal link data
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}
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// end a render pass. does any cleaning up required, postponed processing of data, etc. called when the render
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// is considered complete
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window.Render.prototype.endRenderPass = function() {
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this.isRendering = false;
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}
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