Dave Ingram f9ff49eb26 Merge pull request #977 from Meaglin/removeevents
Added "remove" events for portals/links/fields.
2016-06-13 14:25:06 -07:00

520 lines
17 KiB
JavaScript

// MAP DATA RENDER ////////////////////////////////////////////////
// class to handle rendering into leaflet the JSON data from the servers
window.Render = function() {
this.portalMarkerScale = undefined;
}
// start a render pass. called as we start to make the batch of data requests to the servers
window.Render.prototype.startRenderPass = function(level,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.bounds = bounds;
this.level = level;
// we pad the bounds used for clearing a litle bit, as entities are sometimes returned outside of their specified tile boundaries
// this will just avoid a few entity removals at start of render when they'll just be added again
var paddedBounds = bounds.pad(0.1);
this.clearPortalsOutsideBounds(paddedBounds);
this.clearLinksOutsideBounds(paddedBounds);
this.clearFieldsOutsideBounds(paddedBounds);
this.rescalePortalMarkers();
}
window.Render.prototype.clearPortalsOutsideBounds = function(bounds) {
var count = 0;
for (var guid in window.portals) {
var p = portals[guid];
// clear portals outside visible bounds - unless it's the selected portal, or it's relevant to artifacts
if (!bounds.contains(p.getLatLng()) && guid !== selectedPortal && !artifact.isInterestingPortal(guid)) {
this.deletePortalEntity(guid);
count++;
}
}
console.log('Render: deleted '+count+' portals by level/bounds');
}
window.Render.prototype.clearLinksOutsideBounds = function(bounds) {
var count = 0;
for (var guid in window.links) {
var l = links[guid];
// NOTE: our geodesic lines can have lots of intermediate points. the bounds calculation hasn't been optimised for this
// so can be particularly slow. a simple bounds check based on start+end point will be good enough for this check
var lls = l.getLatLngs();
var linkBounds = L.latLngBounds(lls);
if (!bounds.intersects(linkBounds)) {
this.deleteLinkEntity(guid);
count++;
}
}
console.log('Render: deleted '+count+' links by bounds');
}
window.Render.prototype.clearFieldsOutsideBounds = function(bounds) {
var count = 0;
for (var guid in window.fields) {
var f = fields[guid];
// NOTE: our geodesic polys can have lots of intermediate points. the bounds calculation hasn't been optimised for this
// so can be particularly slow. a simple bounds check based on corner points will be good enough for this check
var lls = f.getLatLngs();
var fieldBounds = L.latLngBounds([lls[0],lls[1]]).extend(lls[2]);
if (!bounds.intersects(fieldBounds)) {
this.deleteFieldEntity(guid);
count++;
}
}
console.log('Render: deleted '+count+' fields by bounds');
}
// 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
if (guid == selectedPortal) {
// the rare case of the selected portal being deleted. clear the details tab and deselect it
renderPortalDetails(null);
}
this.deleteEntity(guid);
}
}
}
window.Render.prototype.processGameEntities = function(entities) {
// we loop through the entities three times - for fields, links and portals separately
// this is a reasonably efficient work-around for leafletjs limitations on svg render order
for (var i in entities) {
var ent = entities[i];
if (ent[2][0] == 'r' && !(ent[0] in this.deletedGuid)) {
this.createFieldEntity(ent);
}
}
for (var i in entities) {
var ent = entities[i];
if (ent[2][0] == 'e' && !(ent[0] in this.deletedGuid)) {
this.createLinkEntity(ent);
}
}
for (var i in entities) {
var ent = entities[i];
if (ent[2][0] == 'p' && !(ent[0] in this.deletedGuid)) {
this.createPortalEntity(ent);
}
}
}
// 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() {
var countp=0,countl=0,countf=0;
// check to see if there are any entities we haven't seen. if so, delete them
for (var guid in window.portals) {
// special case for selected portal - it's kept even if not seen
// artifact (e.g. jarvis shard) portals are also kept - but they're always 'seen'
if (!(guid in this.seenPortalsGuid) && guid !== selectedPortal) {
this.deletePortalEntity(guid);
countp++;
}
}
for (var guid in window.links) {
if (!(guid in this.seenLinksGuid)) {
this.deleteLinkEntity(guid);
countl++;
}
}
for (var guid in window.fields) {
if (!(guid in this.seenFieldsGuid)) {
this.deleteFieldEntity(guid);
countf++;
}
}
console.log('Render: end cleanup: removed '+countp+' portals, '+countl+' links, '+countf+' fields');
// reorder portals to be after links/fields
this.bringPortalsToFront();
this.isRendering = false;
// re-select the selected portal, to re-render the side-bar. ensures that any data calculated from the map data is up to date
if (selectedPortal) {
renderPortalDetails (selectedPortal);
}
}
window.Render.prototype.bringPortalsToFront = function() {
for (var lvl in portalsFactionLayers) {
// portals are stored in separate layers per faction
// to avoid giving weight to one faction or another, we'll push portals to front based on GUID order
var lvlPortals = {};
for (var fac in portalsFactionLayers[lvl]) {
var layer = portalsFactionLayers[lvl][fac];
if (layer._map) {
layer.eachLayer (function(p) {
lvlPortals[p.options.guid] = p;
});
}
}
var guids = Object.keys(lvlPortals);
guids.sort();
for (var j in guids) {
var guid = guids[j];
lvlPortals[guid].bringToFront();
}
}
// artifact portals are always brought to the front, above all others
$.each(artifact.getInterestingPortals(), function(i,guid) {
if (portals[guid] && portals[guid]._map) {
portals[guid].bringToFront();
}
});
}
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];
window.ornaments.removePortal(p);
this.removePortalFromMapLayer(p);
delete window.portals[guid];
window.runHooks('portalRemoved', {portal: p, data: p.options.data });
}
}
window.Render.prototype.deleteLinkEntity = function(guid) {
if (guid in window.links) {
var l = window.links[guid];
linksFactionLayers[l.options.team].removeLayer(l);
delete window.links[guid];
window.runHooks('linkRemoved', {link: l, data: l.options.data });
}
}
window.Render.prototype.deleteFieldEntity = function(guid) {
if (guid in window.fields) {
var f = window.fields[guid];
var fd = f.options.details;
fieldsFactionLayers[f.options.team].removeLayer(f);
delete window.fields[guid];
window.runHooks('fieldRemoved', {field: f, data: f.options.data });
}
}
window.Render.prototype.createPlaceholderPortalEntity = function(guid,latE6,lngE6,team) {
// intel no longer returns portals at anything but the closest zoom
// stock intel creates 'placeholder' portals from the data in links/fields - IITC needs to do the same
// we only have the portal guid, lat/lng coords, and the faction - no other data
// having the guid, at least, allows the portal details to be loaded once it's selected. however,
// no highlighters, portal level numbers, portal names, useful counts of portals, etc are possible
var ent = [
guid, //ent[0] = guid
0, //ent[1] = timestamp - zero will mean any other source of portal data will have a higher timestamp
//ent[2] = an array with the entity data
[ 'p', //0 - a portal
team, //1 - team
latE6, //2 - lat
lngE6 //3 - lng
]
];
// placeholder portals don't have a useful timestamp value - so the standard code that checks for updated
// portal details doesn't apply
// so, check that the basic details are valid and delete the existing portal if out of date
if (guid in window.portals) {
var p = window.portals[guid];
if (team != p.options.data.team || latE6 != p.options.data.latE6 || lngE6 != p.options.data.lngE6) {
// team or location have changed - delete existing portal
this.deletePortalEntity(guid);
}
}
this.createPortalEntity(ent);
}
window.Render.prototype.createPortalEntity = function(ent) {
this.seenPortalsGuid[ent[0]] = true; // flag we've seen it
var previousData = undefined;
// 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
// remember the old details, for the callback
previousData = p.options.data;
this.deletePortalEntity(ent[0]);
}
var portalLevel = parseInt(ent[2][4])||0;
var team = teamStringToId(ent[2][1]);
// the data returns unclaimed portals as level 1 - but IITC wants them treated as level 0
if (team == TEAM_NONE) portalLevel = 0;
var latlng = L.latLng(ent[2][2]/1E6, ent[2][3]/1E6);
var data = decodeArray.portalSummary(ent[2]);
var dataOptions = {
level: portalLevel,
team: team,
ent: ent, // LEGACY - TO BE REMOVED AT SOME POINT! use .guid, .timestamp and .data instead
guid: ent[0],
timestamp: ent[1],
data: data
};
window.pushPortalGuidPositionCache(ent[0], data.latE6, data.lngE6);
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); });
window.runHooks('portalAdded', {portal: marker, previousData: previousData});
window.portals[ent[0]] = marker;
// check for URL links to portal, and select it if this is the one
if (urlPortalLL && urlPortalLL[0] == marker.getLatLng().lat && urlPortalLL[1] == marker.getLatLng().lng) {
// URL-passed portal found via pll parameter - set the guid-based parameter
console.log('urlPortalLL '+urlPortalLL[0]+','+urlPortalLL[1]+' matches portal GUID '+ent[0]);
urlPortal = ent[0];
urlPortalLL = undefined; // clear the URL parameter so it's not matched again
}
if (urlPortal == ent[0]) {
// URL-passed portal found via guid parameter - set it as the selected portal
console.log('urlPortal GUID '+urlPortal+' found - selecting...');
selectedPortal = ent[0];
urlPortal = undefined; // clear the URL parameter so it's not matched again
}
// (re-)select the portal, to refresh the sidebar on any changes
if (ent[0] == selectedPortal) {
console.log('portal guid '+ent[0]+' is the selected portal - re-rendering portal details');
renderPortalDetails (selectedPortal);
}
window.ornaments.addPortal(marker);
//TODO? postpone adding to the map layer
this.addPortalToMapLayer(marker);
}
window.Render.prototype.createFieldEntity = function(ent) {
this.seenFieldsGuid[ent[0]] = true; // flag we've seen it
var data = {
// type: ent[2][0],
team: ent[2][1],
points: ent[2][2].map(function(arr) { return {guid: arr[0], latE6: arr[1], lngE6: arr[2] }; })
};
//create placeholder portals for field corners. we already do links, but there are the odd case where this is useful
for (var i=0; i<3; i++) {
var p=data.points[i];
this.createPlaceholderPortalEntity(p.guid, p.latE6, p.lngE6, data.team);
}
// 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 = teamStringToId(ent[2][1]);
var latlngs = [
L.latLng(data.points[0].latE6/1E6, data.points[0].lngE6/1E6),
L.latLng(data.points[1].latE6/1E6, data.points[1].lngE6/1E6),
L.latLng(data.points[2].latE6/1E6, data.points[2].lngE6/1E6)
];
var poly = L.geodesicPolygon(latlngs, {
fillColor: COLORS[team],
fillOpacity: 0.25,
stroke: false,
clickable: false,
team: team,
ent: ent, // LEGACY - TO BE REMOVED AT SOME POINT! use .guid, .timestamp and .data instead
guid: ent[0],
timestamp: ent[1],
data: data,
});
runHooks('fieldAdded',{field: poly});
window.fields[ent[0]] = poly;
// TODO? postpone adding to the layer??
fieldsFactionLayers[poly.options.team].addLayer(poly);
}
window.Render.prototype.createLinkEntity = function(ent,faked) {
// Niantic have been faking link entities, based on data from fields
// these faked links are sent along with the real portal links, causing duplicates
// the faked ones all have longer GUIDs, based on the field GUID (with _ab, _ac, _bc appended)
var fakedLink = new RegExp("^[0-9a-f]{32}\.b_[ab][bc]$"); //field GUIDs always end with ".b" - faked links append the edge identifier
if (fakedLink.test(ent[0])) return;
this.seenLinksGuid[ent[0]] = true; // flag we've seen it
var data = { // TODO add other properties and check correction direction
// type: ent[2][0],
team: ent[2][1],
oGuid: ent[2][2],
oLatE6: ent[2][3],
oLngE6: ent[2][4],
dGuid: ent[2][5],
dLatE6: ent[2][6],
dLngE6: ent[2][7]
};
// create placeholder entities for link start and end points (before checking if the link itself already exists
this.createPlaceholderPortalEntity(data.oGuid, data.oLatE6, data.oLngE6, data.team);
this.createPlaceholderPortalEntity(data.dGuid, data.dLatE6, data.dLngE6, data.team);
// 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 = teamStringToId(ent[2][1]);
var latlngs = [
L.latLng(data.oLatE6/1E6, data.oLngE6/1E6),
L.latLng(data.dLatE6/1E6, data.dLngE6/1E6)
];
var poly = L.geodesicPolyline(latlngs, {
color: COLORS[team],
opacity: 1,
weight: faked ? 1 : 2,
clickable: false,
team: team,
ent: ent, // LEGACY - TO BE REMOVED AT SOME POINT! use .guid, .timestamp and .data instead
guid: ent[0],
timestamp: ent[1],
data: data
});
runHooks('linkAdded', {link: poly});
window.links[ent[0]] = poly;
linksFactionLayers[poly.options.team].addLayer(poly);
}
window.Render.prototype.rescalePortalMarkers = function() {
if (this.portalMarkerScale === undefined || this.portalMarkerScale != portalMarkerScale()) {
this.portalMarkerScale = portalMarkerScale();
console.log('Render: map zoom '+map.getZoom()+' changes portal scale to '+portalMarkerScale()+' - redrawing all portals');
//NOTE: we're not calling this because it resets highlights - we're calling it as it
// resets the style (inc size) of all portal markers, applying the new scale
resetHighlightedPortals();
}
}
// add the portal to the visible map layer
window.Render.prototype.addPortalToMapLayer = function(portal) {
portalsFactionLayers[parseInt(portal.options.level)||0][portal.options.team].addLayer(portal);
}
window.Render.prototype.removePortalFromMapLayer = function(portal) {
//remove it from the portalsLevels layer
portalsFactionLayers[parseInt(portal.options.level)||0][portal.options.team].removeLayer(portal);
}