// MAP DATA RENDER //////////////////////////////////////////////// // class to handle rendering into leaflet the JSON data from the servers window.Render = function() { // below this many portals displayed, we reorder the SVG at the end of the render pass to put portals above fields/links this.LOW_PORTAL_COUNT = 350; } // start a render pass. called as we start to make the batch of data requests to the servers window.Render.prototype.startRenderPass = function(bounds) { this.isRendering = true; this.deletedGuid = {}; // object - represents the set of all deleted game entity GUIDs seen in a render pass this.seenPortalsGuid = {}; this.seenLinksGuid = {}; this.seenFieldsGuid = {}; this.minPortalLevel = undefined; // clear all entities outside of the bounds } window.Render.prototype.clearPortalsBelowLevel = function(level) { if (this.minPortalLevel === undefined) { this.minPortalLevel = level; for (var guid in window.portals) { var p = portals[guid]; if (parseInt(p.options.level) < level) { this.deletePortalEntity(guid); } } } } // process deleted entity list and entity data window.Render.prototype.processTileData = function(tiledata) { this.processDeletedGameEntityGuids(tiledata.deletedGameEntityGuids||[]); this.processGameEntities(tiledata.gameEntities||[]); } window.Render.prototype.processDeletedGameEntityGuids = function(deleted) { for(var i in deleted) { var guid = deleted[i]; if ( !(guid in this.deletedGuid) ) { this.deletedGuid[guid] = true; // flag this guid as having being processed // 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 // given that the server will also return updated portals - and the linkedFields data is not actively used in IITC, this seems pointless. this.deleteEntity(guid); } } } window.Render.prototype.processGameEntities = function(entities) { for (var i in entities) { var ent = entities[i]; // don't create entities in the 'deleted' list if (!(ent[0] in this.deletedGuid)) { this.createEntity(ent); } } // now reconstruct links 'optimised' out of the data from the portal link data } // end a render pass. does any cleaning up required, postponed processing of data, etc. called when the render // is considered complete window.Render.prototype.endRenderPass = function() { // check to see if there's eny entities we haven't seen. if so, delete them for (var guid in window.portals) { if (!(guid in this.seenPortalsGuid)) { this.deletePortalEntity(guid); } } for (var guid in window.links) { if (!(guid in this.seenLinksGuid)) { this.deleteLinkEntity(guid); } } for (var guid in window.fields) { if (!(guid in this.seenFieldsGuid)) { this.deleteFieldEntity(guid); } } // reorder portals to be after links/fields, but only if the number is low if (Object.keys(window.portals).length <= this.LOW_PORTAL_COUNT) { for (var i in window.portalsLayers) { var layer = window.portalsLayers[i]; if (window.map.hasLayer(layer)) { layer.eachLayer (function(p) { p.bringToFront(); }); } } } this.isRendering = false; } window.Render.prototype.deleteEntity = function(guid) { this.deletePortalEntity(guid); this.deleteLinkEntity(guid); this.deleteFieldEntity(guid); } window.Render.prototype.deletePortalEntity = function(guid) { if (guid in window.portals) { var p = window.portals[guid]; for(var i in portalsLayers) { portalsLayers[i].removeLayer(p); } delete window.portals[guid]; } } window.Render.prototype.deleteLinkEntity = function(guid) { if (guid in window.links) { var l = window.links[guid]; linksLayer.removeLayer(l); delete window.links[guid]; } } window.Render.prototype.deleteFieldEntity = function(guid) { if (guid in window.fields) { var f = window.fields[guid]; fieldsLayer.removeLayer(f); delete window.fields[guid]; } } window.Render.prototype.createEntity = function(ent) { // ent[0] == guid // ent[1] == mtime // ent[2] == data // logic on detecting entity type based on the stock site javascript. if ("portalV2" in ent[2]) { this.createPortalEntity(ent); } else if ("capturedRegion" in ent[2]) { this.createFieldEntity(ent); } else if ("edge" in ent[2]) { this.createLinkEntity(ent); } else { console.warn("Unknown entity found: "+JSON.stringify(ent)); } } window.Render.prototype.createPortalEntity = function(ent) { this.seenPortalsGuid[ent[0]] = true; // flag we've seen it // check if entity already exists if (ent[0] in window.portals) { // yes. now check to see if the entity data we have is newer than that in place var p = window.portals[ent[0]]; if (p.options.timestamp >= ent[1]) return; // this data is identical or older - abort processing // the data we have is newer. many data changes require re-rendering of the portal // (e.g. level changed, so size is different, or stats changed so highlighter is different) // so to keep things simple we'll always re-create the entity in this case this.deletePortalEntity(ent[0]); } var portalLevel = getPortalLevel(ent[2]); var team = getTeam(ent[2]); var latlng = L.latLng(ent[2].locationE6.latE6/1E6, ent[2].locationE6.lngE6/1E6); //TODO: move marker creation, style setting, etc into a separate class //(as it's called from elsewhere - e.g. selecting/deselecting portals) //ALSO: change API for highlighters - make them return the updated style rather than directly calling setStyle on the portal marker //(can this be done in a backwardly-compatable way??) var dataOptions = { level: portalLevel, team: team, ent: ent, // LEGACY - TO BE REMOVED AT SOME POINT! use .guid, .timestamp and .details instead guid: ent[0], timestamp: ent[1], details: ent[2] }; var marker = createMarker(latlng, dataOptions); marker.on('click', function() { window.renderPortalDetails(ent[0]); }); marker.on('dblclick', function() { window.renderPortalDetails(ent[0]); window.map.setView(latlng, 17); }); // handle highlighting of the selected portal if (ent[0] === selectedPortal) { setMarkerStyle (marker, true); } window.runHooks('portalAdded', {portal: marker}); window.portals[ent[0]] = marker; //TODO? postpone adding to the map layer portalsLayers[parseInt(portalLevel)].addLayer(marker); } window.Render.prototype.createFieldEntity = function(ent) { this.seenFieldsGuid[ent[0]] = true; // flag we've seen it // check if entity already exists if(ent[0] in window.fields) { // yes. in theory, we should never get updated data for an existing field. they're created, and they're destroyed - never changed // but theory and practice may not be the same thing... var f = window.fields[ent[0]]; if (f.options.timestamp >= ent[1]) return; // this data is identical (or order) than that rendered - abort processing // the data we have is newer - two options // 1. just update the data, assume the field render appearance is unmodified // 2. delete the entity, then re-create with the new data this.deleteFieldEntity(ent[0]); // option 2, for now } var team = getTeam(ent[2]); var reg = ent[2].capturedRegion; var latlngs = [ L.latLng(reg.vertexA.location.latE6/1E6, reg.vertexA.location.lngE6/1E6), L.latLng(reg.vertexB.location.latE6/1E6, reg.vertexB.location.lngE6/1E6), L.latLng(reg.vertexC.location.latE6/1E6, reg.vertexC.location.lngE6/1E6) ]; var poly = L.geodesicPolygon(latlngs, { fillColor: COLORS[team], fillOpacity: 0.25, stroke: false, clickable: false, guid: ent[0], timestamp: ent[1], details: ent[2], data: ent[2] // LEGACY: we used to be inconsistant - portals used .details, fields .data }); window.fields[ent[0]] = poly; // TODO? postpone adding to the layer?? fieldsLayer.addLayer(poly); } window.Render.prototype.createLinkEntity = function(ent) { this.seenLinksGuid[ent[0]] = true; // flag we've seen it // check if entity already exists if (ent[0] in window.links) { // yes. now, as sometimes links are 'faked', they have incomplete data. if the data we have is better, replace the data var l = window.links[ent[0]]; // the faked data will have older timestamps than real data (currently, faked set to zero) if (l.options.timestamp >= ent[1]) return; // this data is older or identical to the rendered data - abort processing // the data is newer/better - two options // 1. just update the data. assume the link render appearance is unmodified // 2. delete the entity, then re-create it with the new data this.deleteLinkEntity(ent[0]); // option 2 - for now } var team = getTeam(ent[2]); var edge = ent[2].edge; var latlngs = [ L.latLng(edge.originPortalLocation.latE6/1E6, edge.originPortalLocation.lngE6/1E6), L.latLng(edge.destinationPortalLocation.latE6/1E6, edge.destinationPortalLocation.lngE6/1E6) ]; var poly = L.geodesicPolyline(latlngs, { color: COLORS[team], opacity: 1, weight: 2, clickable: false, guid: ent[0], timestamp: ent[1], details: ent[2] }); window.links[ent[0]] = poly; // TODO? postpone adding to the layer?? linksLayer.addLayer(poly); }