520 lines
17 KiB
JavaScript
520 lines
17 KiB
JavaScript
// 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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this.portalMarkerScale = undefined;
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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(level,bounds) {
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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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this.seenPortalsGuid = {};
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this.seenLinksGuid = {};
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this.seenFieldsGuid = {};
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this.bounds = bounds;
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this.level = level;
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// we pad the bounds used for clearing a litle bit, as entities are sometimes returned outside of their specified tile boundaries
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// this will just avoid a few entity removals at start of render when they'll just be added again
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var paddedBounds = bounds.pad(0.1);
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this.clearPortalsOutsideBounds(paddedBounds);
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this.clearLinksOutsideBounds(paddedBounds);
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this.clearFieldsOutsideBounds(paddedBounds);
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this.rescalePortalMarkers();
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}
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window.Render.prototype.clearPortalsOutsideBounds = function(bounds) {
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var count = 0;
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for (var guid in window.portals) {
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var p = portals[guid];
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// clear portals outside visible bounds - unless it's the selected portal, or it's relevant to artifacts
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if (!bounds.contains(p.getLatLng()) && guid !== selectedPortal && !artifact.isInterestingPortal(guid)) {
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this.deletePortalEntity(guid);
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count++;
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}
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}
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console.log('Render: deleted '+count+' portals by level/bounds');
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}
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window.Render.prototype.clearLinksOutsideBounds = function(bounds) {
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var count = 0;
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for (var guid in window.links) {
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var l = links[guid];
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// NOTE: our geodesic lines can have lots of intermediate points. the bounds calculation hasn't been optimised for this
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// so can be particularly slow. a simple bounds check based on start+end point will be good enough for this check
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var lls = l.getLatLngs();
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var linkBounds = L.latLngBounds(lls);
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if (!bounds.intersects(linkBounds)) {
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this.deleteLinkEntity(guid);
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count++;
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}
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}
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console.log('Render: deleted '+count+' links by bounds');
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}
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window.Render.prototype.clearFieldsOutsideBounds = function(bounds) {
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var count = 0;
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for (var guid in window.fields) {
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var f = fields[guid];
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// NOTE: our geodesic polys can have lots of intermediate points. the bounds calculation hasn't been optimised for this
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// so can be particularly slow. a simple bounds check based on corner points will be good enough for this check
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var lls = f.getLatLngs();
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var fieldBounds = L.latLngBounds([lls[0],lls[1]]).extend(lls[2]);
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if (!bounds.intersects(fieldBounds)) {
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this.deleteFieldEntity(guid);
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count++;
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}
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}
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console.log('Render: deleted '+count+' fields by bounds');
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}
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// process deleted entity list and entity data
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window.Render.prototype.processTileData = function(tiledata) {
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this.processDeletedGameEntityGuids(tiledata.deletedGameEntityGuids||[]);
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this.processGameEntities(tiledata.gameEntities||[]);
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}
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window.Render.prototype.processDeletedGameEntityGuids = function(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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if (guid == selectedPortal) {
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// the rare case of the selected portal being deleted. clear the details tab and deselect it
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renderPortalDetails(null);
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}
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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 = function(entities) {
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// we loop through the entities three times - for fields, links and portals separately
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// this is a reasonably efficient work-around for leafletjs limitations on svg render order
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for (var i in entities) {
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var ent = entities[i];
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if (ent[2][0] == 'r' && !(ent[0] in this.deletedGuid)) {
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this.createFieldEntity(ent);
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}
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}
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for (var i in entities) {
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var ent = entities[i];
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if (ent[2][0] == 'e' && !(ent[0] in this.deletedGuid)) {
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this.createLinkEntity(ent);
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}
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}
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for (var i in entities) {
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var ent = entities[i];
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if (ent[2][0] == 'p' && !(ent[0] in this.deletedGuid)) {
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this.createPortalEntity(ent);
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}
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}
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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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var countp=0,countl=0,countf=0;
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// check to see if there are any entities we haven't seen. if so, delete them
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for (var guid in window.portals) {
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// special case for selected portal - it's kept even if not seen
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// artifact (e.g. jarvis shard) portals are also kept - but they're always 'seen'
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if (!(guid in this.seenPortalsGuid) && guid !== selectedPortal) {
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this.deletePortalEntity(guid);
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countp++;
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}
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}
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for (var guid in window.links) {
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if (!(guid in this.seenLinksGuid)) {
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this.deleteLinkEntity(guid);
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countl++;
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}
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}
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for (var guid in window.fields) {
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if (!(guid in this.seenFieldsGuid)) {
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this.deleteFieldEntity(guid);
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countf++;
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}
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}
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console.log('Render: end cleanup: removed '+countp+' portals, '+countl+' links, '+countf+' fields');
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// reorder portals to be after links/fields
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this.bringPortalsToFront();
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this.isRendering = false;
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// re-select the selected portal, to re-render the side-bar. ensures that any data calculated from the map data is up to date
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if (selectedPortal) {
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renderPortalDetails (selectedPortal);
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}
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}
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window.Render.prototype.bringPortalsToFront = function() {
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for (var lvl in portalsFactionLayers) {
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// portals are stored in separate layers per faction
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// to avoid giving weight to one faction or another, we'll push portals to front based on GUID order
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var lvlPortals = {};
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for (var fac in portalsFactionLayers[lvl]) {
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var layer = portalsFactionLayers[lvl][fac];
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if (layer._map) {
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layer.eachLayer (function(p) {
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lvlPortals[p.options.guid] = p;
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});
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}
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}
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var guids = Object.keys(lvlPortals);
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guids.sort();
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for (var j in guids) {
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var guid = guids[j];
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lvlPortals[guid].bringToFront();
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}
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}
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// artifact portals are always brought to the front, above all others
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$.each(artifact.getInterestingPortals(), function(i,guid) {
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if (portals[guid] && portals[guid]._map) {
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portals[guid].bringToFront();
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}
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});
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}
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window.Render.prototype.deleteEntity = function(guid) {
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this.deletePortalEntity(guid);
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this.deleteLinkEntity(guid);
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this.deleteFieldEntity(guid);
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}
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window.Render.prototype.deletePortalEntity = function(guid) {
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if (guid in window.portals) {
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var p = window.portals[guid];
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window.ornaments.removePortal(p);
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this.removePortalFromMapLayer(p);
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delete window.portals[guid];
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window.runHooks('portalRemoved', {portal: p, data: p.options.data });
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}
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}
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window.Render.prototype.deleteLinkEntity = function(guid) {
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if (guid in window.links) {
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var l = window.links[guid];
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linksFactionLayers[l.options.team].removeLayer(l);
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delete window.links[guid];
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window.runHooks('linkRemoved', {link: l, data: l.options.data });
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}
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}
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window.Render.prototype.deleteFieldEntity = function(guid) {
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if (guid in window.fields) {
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var f = window.fields[guid];
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var fd = f.options.details;
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fieldsFactionLayers[f.options.team].removeLayer(f);
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delete window.fields[guid];
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window.runHooks('fieldRemoved', {field: f, data: f.options.data });
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}
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}
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window.Render.prototype.createPlaceholderPortalEntity = function(guid,latE6,lngE6,team) {
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// intel no longer returns portals at anything but the closest zoom
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// stock intel creates 'placeholder' portals from the data in links/fields - IITC needs to do the same
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// we only have the portal guid, lat/lng coords, and the faction - no other data
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// having the guid, at least, allows the portal details to be loaded once it's selected. however,
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// no highlighters, portal level numbers, portal names, useful counts of portals, etc are possible
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var ent = [
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guid, //ent[0] = guid
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0, //ent[1] = timestamp - zero will mean any other source of portal data will have a higher timestamp
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//ent[2] = an array with the entity data
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[ 'p', //0 - a portal
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team, //1 - team
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latE6, //2 - lat
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lngE6 //3 - lng
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]
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];
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// placeholder portals don't have a useful timestamp value - so the standard code that checks for updated
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// portal details doesn't apply
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// so, check that the basic details are valid and delete the existing portal if out of date
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if (guid in window.portals) {
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var p = window.portals[guid];
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if (team != p.options.data.team || latE6 != p.options.data.latE6 || lngE6 != p.options.data.lngE6) {
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// team or location have changed - delete existing portal
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this.deletePortalEntity(guid);
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}
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}
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this.createPortalEntity(ent);
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}
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window.Render.prototype.createPortalEntity = function(ent) {
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this.seenPortalsGuid[ent[0]] = true; // flag we've seen it
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var previousData = undefined;
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// check if entity already exists
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if (ent[0] in window.portals) {
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// yes. now check to see if the entity data we have is newer than that in place
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var p = window.portals[ent[0]];
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if (p.options.timestamp >= ent[1]) return; // this data is identical or older - abort processing
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// the data we have is newer. many data changes require re-rendering of the portal
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// (e.g. level changed, so size is different, or stats changed so highlighter is different)
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// so to keep things simple we'll always re-create the entity in this case
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// remember the old details, for the callback
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previousData = p.options.data;
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this.deletePortalEntity(ent[0]);
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}
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var portalLevel = parseInt(ent[2][4])||0;
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var team = teamStringToId(ent[2][1]);
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// the data returns unclaimed portals as level 1 - but IITC wants them treated as level 0
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if (team == TEAM_NONE) portalLevel = 0;
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var latlng = L.latLng(ent[2][2]/1E6, ent[2][3]/1E6);
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var data = decodeArray.portalSummary(ent[2]);
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var dataOptions = {
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level: portalLevel,
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team: team,
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ent: ent, // LEGACY - TO BE REMOVED AT SOME POINT! use .guid, .timestamp and .data instead
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guid: ent[0],
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timestamp: ent[1],
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data: data
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};
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window.pushPortalGuidPositionCache(ent[0], data.latE6, data.lngE6);
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var marker = createMarker(latlng, dataOptions);
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marker.on('click', function() { window.renderPortalDetails(ent[0]); });
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marker.on('dblclick', function() { window.renderPortalDetails(ent[0]); window.map.setView(latlng, 17); });
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window.runHooks('portalAdded', {portal: marker, previousData: previousData});
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window.portals[ent[0]] = marker;
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// check for URL links to portal, and select it if this is the one
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if (urlPortalLL && urlPortalLL[0] == marker.getLatLng().lat && urlPortalLL[1] == marker.getLatLng().lng) {
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// URL-passed portal found via pll parameter - set the guid-based parameter
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console.log('urlPortalLL '+urlPortalLL[0]+','+urlPortalLL[1]+' matches portal GUID '+ent[0]);
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urlPortal = ent[0];
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urlPortalLL = undefined; // clear the URL parameter so it's not matched again
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}
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if (urlPortal == ent[0]) {
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// URL-passed portal found via guid parameter - set it as the selected portal
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console.log('urlPortal GUID '+urlPortal+' found - selecting...');
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selectedPortal = ent[0];
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urlPortal = undefined; // clear the URL parameter so it's not matched again
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}
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// (re-)select the portal, to refresh the sidebar on any changes
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if (ent[0] == selectedPortal) {
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console.log('portal guid '+ent[0]+' is the selected portal - re-rendering portal details');
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renderPortalDetails (selectedPortal);
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}
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window.ornaments.addPortal(marker);
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//TODO? postpone adding to the map layer
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this.addPortalToMapLayer(marker);
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}
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window.Render.prototype.createFieldEntity = function(ent) {
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this.seenFieldsGuid[ent[0]] = true; // flag we've seen it
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var data = {
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// type: ent[2][0],
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team: ent[2][1],
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points: ent[2][2].map(function(arr) { return {guid: arr[0], latE6: arr[1], lngE6: arr[2] }; })
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};
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//create placeholder portals for field corners. we already do links, but there are the odd case where this is useful
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for (var i=0; i<3; i++) {
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var p=data.points[i];
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this.createPlaceholderPortalEntity(p.guid, p.latE6, p.lngE6, data.team);
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}
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// check if entity already exists
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if(ent[0] in window.fields) {
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// yes. in theory, we should never get updated data for an existing field. they're created, and they're destroyed - never changed
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// but theory and practice may not be the same thing...
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var f = window.fields[ent[0]];
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if (f.options.timestamp >= ent[1]) return; // this data is identical (or order) than that rendered - abort processing
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// the data we have is newer - two options
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// 1. just update the data, assume the field render appearance is unmodified
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// 2. delete the entity, then re-create with the new data
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this.deleteFieldEntity(ent[0]); // option 2, for now
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}
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var team = teamStringToId(ent[2][1]);
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var latlngs = [
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L.latLng(data.points[0].latE6/1E6, data.points[0].lngE6/1E6),
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L.latLng(data.points[1].latE6/1E6, data.points[1].lngE6/1E6),
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L.latLng(data.points[2].latE6/1E6, data.points[2].lngE6/1E6)
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];
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var poly = L.geodesicPolygon(latlngs, {
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fillColor: COLORS[team],
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fillOpacity: 0.25,
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stroke: false,
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clickable: false,
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team: team,
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ent: ent, // LEGACY - TO BE REMOVED AT SOME POINT! use .guid, .timestamp and .data instead
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guid: ent[0],
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timestamp: ent[1],
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data: data,
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});
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runHooks('fieldAdded',{field: poly});
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window.fields[ent[0]] = poly;
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// TODO? postpone adding to the layer??
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fieldsFactionLayers[poly.options.team].addLayer(poly);
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}
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window.Render.prototype.createLinkEntity = function(ent,faked) {
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// Niantic have been faking link entities, based on data from fields
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// these faked links are sent along with the real portal links, causing duplicates
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// the faked ones all have longer GUIDs, based on the field GUID (with _ab, _ac, _bc appended)
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var fakedLink = new RegExp("^[0-9a-f]{32}\.b_[ab][bc]$"); //field GUIDs always end with ".b" - faked links append the edge identifier
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if (fakedLink.test(ent[0])) return;
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this.seenLinksGuid[ent[0]] = true; // flag we've seen it
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var data = { // TODO add other properties and check correction direction
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// type: ent[2][0],
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team: ent[2][1],
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oGuid: ent[2][2],
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oLatE6: ent[2][3],
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oLngE6: ent[2][4],
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dGuid: ent[2][5],
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dLatE6: ent[2][6],
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dLngE6: ent[2][7]
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};
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// create placeholder entities for link start and end points (before checking if the link itself already exists
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this.createPlaceholderPortalEntity(data.oGuid, data.oLatE6, data.oLngE6, data.team);
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this.createPlaceholderPortalEntity(data.dGuid, data.dLatE6, data.dLngE6, data.team);
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// check if entity already exists
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if (ent[0] in window.links) {
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// yes. now, as sometimes links are 'faked', they have incomplete data. if the data we have is better, replace the data
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var l = window.links[ent[0]];
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// the faked data will have older timestamps than real data (currently, faked set to zero)
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if (l.options.timestamp >= ent[1]) return; // this data is older or identical to the rendered data - abort processing
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// the data is newer/better - two options
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// 1. just update the data. assume the link render appearance is unmodified
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// 2. delete the entity, then re-create it with the new data
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this.deleteLinkEntity(ent[0]); // option 2 - for now
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}
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var team = teamStringToId(ent[2][1]);
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var latlngs = [
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L.latLng(data.oLatE6/1E6, data.oLngE6/1E6),
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L.latLng(data.dLatE6/1E6, data.dLngE6/1E6)
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];
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var poly = L.geodesicPolyline(latlngs, {
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color: COLORS[team],
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opacity: 1,
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weight: faked ? 1 : 2,
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clickable: false,
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team: team,
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ent: ent, // LEGACY - TO BE REMOVED AT SOME POINT! use .guid, .timestamp and .data instead
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guid: ent[0],
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timestamp: ent[1],
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data: data
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});
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runHooks('linkAdded', {link: poly});
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window.links[ent[0]] = poly;
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linksFactionLayers[poly.options.team].addLayer(poly);
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}
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window.Render.prototype.rescalePortalMarkers = function() {
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if (this.portalMarkerScale === undefined || this.portalMarkerScale != portalMarkerScale()) {
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this.portalMarkerScale = portalMarkerScale();
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console.log('Render: map zoom '+map.getZoom()+' changes portal scale to '+portalMarkerScale()+' - redrawing all portals');
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//NOTE: we're not calling this because it resets highlights - we're calling it as it
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// resets the style (inc size) of all portal markers, applying the new scale
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resetHighlightedPortals();
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}
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}
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// add the portal to the visible map layer
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window.Render.prototype.addPortalToMapLayer = function(portal) {
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portalsFactionLayers[parseInt(portal.options.level)||0][portal.options.team].addLayer(portal);
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}
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window.Render.prototype.removePortalFromMapLayer = function(portal) {
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//remove it from the portalsLevels layer
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portalsFactionLayers[parseInt(portal.options.level)||0][portal.options.team].removeLayer(portal);
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}
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