ingress-intel-total-conversion/code/map_data_request.js

569 lines
20 KiB
JavaScript

// MAP DATA REQUEST ///////////////////////////////////////////////////
// class to request the map data tiles from the Ingress servers
// and then pass it on to the render class for display purposes
// Uses the map data cache class to reduce network requests
window.MapDataRequest = function() {
this.cache = new DataCache();
this.render = new Render();
this.debugTiles = new RenderDebugTiles();
this.activeRequestCount = 0;
this.requestedTiles = {};
this.idle = false;
// no more than this many requests in parallel. stock site seems to rely on browser limits (6, usually), sending
// many requests at once.
// using our own queue limit ensures that other requests (e.g. chat, portal details) don't get delayed
this.MAX_REQUESTS = 5;
// this many tiles in one request
this.NUM_TILES_PER_REQUEST = 4;
// number of times to retry a tile after a 'bad' error (i.e. not a timeout)
this.MAX_TILE_RETRIES = 2;
// refresh timers
this.MOVE_REFRESH = 1; //time, after a map move (pan/zoom) before starting the refresh processing
this.STARTUP_REFRESH = 3; //refresh time used on first load of IITC
this.IDLE_RESUME_REFRESH = 5; //refresh time used after resuming from idle
// after one of the above, there's an additional delay between preparing the refresh (clearing out of bounds,
// processing cache, etc) and actually sending the first network requests
this.DOWNLOAD_DELAY = 3; //delay after preparing the data download before tile requests are sent
// a short delay between one request finishing and the queue being run for the next request.
// this gives a chance of other requests finishing, allowing better grouping of retries in new requests
this.RUN_QUEUE_DELAY = 0.5;
// delay before requeuing tiles in failed requests
this.BAD_REQUEST_REQUEUE_DELAY = 10; // longer delay before retrying a completely failed request - as in this case the servers are struggling
// a delay before processing the queue after requeuing tiles. this gives a chance for other requests to finish
// or other requeue actions to happen before the queue is processed, allowing better grouping of requests
// however, the queue may be processed sooner if a previous timeout was set
this.REQUEUE_DELAY = 1;
this.REFRESH_CLOSE = 120; // refresh time to use for close views z>12 when not idle and not moving
this.REFRESH_FAR = 600; // refresh time for far views z <= 12
this.FETCH_TO_REFRESH_FACTOR = 2; //refresh time is based on the time to complete a data fetch, times this value
// ensure we have some initial map status
this.setStatus ('startup', undefined, -1);
}
window.MapDataRequest.prototype.start = function() {
var savedContext = this;
// setup idle resume function
window.addResumeFunction ( function() { savedContext.idleResume(); } );
// and map move start/end callbacks
window.map.on('movestart', this.mapMoveStart, this);
window.map.on('moveend', this.mapMoveEnd, this);
// then set a timeout to start the first refresh
this.refreshOnTimeout (this.STARTUP_REFRESH);
this.setStatus ('refreshing', undefined, -1);
this.cache && this.cache.startExpireInterval (15);
}
window.MapDataRequest.prototype.mapMoveStart = function() {
console.log('refresh map movestart');
this.setStatus('paused');
this.clearTimeout();
}
window.MapDataRequest.prototype.mapMoveEnd = function() {
var bounds = clampLatLngBounds(map.getBounds());
var zoom = map.getZoom();
if (this.fetchedDataParams) {
// we have fetched (or are fetching) data...
if (this.fetchedDataParams.mapZoom == map.getZoom() && this.fetchedDataParams.bounds.contains(bounds)) {
// ... and the zoom level is the same and the current bounds is inside the fetched bounds
// so, no need to fetch data. if there's time left, restore the original timeout
var remainingTime = (this.timerExpectedTimeoutTime - new Date().getTime())/1000;
if (remainingTime > this.MOVE_REFRESH) {
this.setStatus('done','Map moved, but no data updates needed');
this.refreshOnTimeout(remainingTime);
return;
}
}
}
this.setStatus('refreshing', undefined, -1);
this.refreshOnTimeout(this.MOVE_REFRESH);
}
window.MapDataRequest.prototype.idleResume = function() {
// if we have no timer set and there are no active requests, refresh has gone idle and the timer needs restarting
if (this.idle) {
console.log('refresh map idle resume');
this.idle = false;
this.setStatus('idle restart', undefined, -1);
this.refreshOnTimeout(this.IDLE_RESUME_REFRESH);
}
}
window.MapDataRequest.prototype.clearTimeout = function() {
if (this.timer) {
console.log('cancelling existing map refresh timer');
clearTimeout(this.timer);
this.timer = undefined;
}
}
window.MapDataRequest.prototype.refreshOnTimeout = function(seconds) {
this.clearTimeout();
console.log('starting map refresh in '+seconds+' seconds');
// 'this' won't be right inside the callback, so save it
var savedContext = this;
this.timer = setTimeout ( function() { savedContext.timer = undefined; savedContext.refresh(); }, seconds*1000);
this.timerExpectedTimeoutTime = new Date().getTime() + seconds*1000;
}
window.MapDataRequest.prototype.setStatus = function(short,long,progress) {
this.status = { short: short, long: long, progress: progress };
window.renderUpdateStatus();
}
window.MapDataRequest.prototype.getStatus = function() {
return this.status;
};
window.MapDataRequest.prototype.refresh = function() {
// if we're idle, don't refresh
if (window.isIdle()) {
console.log('suspending map refresh - is idle');
this.setStatus ('idle');
this.idle = true;
return;
}
//time the refresh cycle
this.refreshStartTime = new Date().getTime();
this.debugTiles.reset();
// a 'set' to keep track of hard failures for tiles
this.tileErrorCount = {};
// the 'set' of requested tile QKs
// NOTE: javascript does not guarantee any order to properties of an object. however, in all major implementations
// properties retain the order they are added in. IITC uses this to control the tile fetch order. if browsers change
// then fetch order isn't optimal, but it won't break things.
this.queuedTiles = {};
var bounds = clampLatLngBounds(map.getBounds());
var mapZoom = map.getZoom();
var dataZoom = getDataZoomForMapZoom(mapZoom);
var tileParams = getMapZoomTileParameters(dataZoom);
//DEBUG: resize the bounds so we only retrieve some data
//bounds = bounds.pad(-0.4);
//var debugrect = L.rectangle(bounds,{color: 'red', fill: false, weight: 4, opacity: 0.8}).addTo(map);
//setTimeout (function(){ map.removeLayer(debugrect); }, 10*1000);
var x1 = lngToTile(bounds.getWest(), tileParams);
var x2 = lngToTile(bounds.getEast(), tileParams);
var y1 = latToTile(bounds.getNorth(), tileParams);
var y2 = latToTile(bounds.getSouth(), tileParams);
// calculate the full bounds for the data - including the part of the tiles off the screen edge
var dataBounds = L.latLngBounds([
[tileToLat(y2+1,tileParams), tileToLng(x1,tileParams)],
[tileToLat(y1,tileParams), tileToLng(x2+1,tileParams)]
]);
//var debugrect2 = L.rectangle(dataBounds,{color: 'magenta', fill: false, weight: 4, opacity: 0.8}).addTo(map);
//setTimeout (function(){ map.removeLayer(debugrect2); }, 10*1000);
// store the parameters used for fetching the data. used to prevent unneeded refreshes after move/zoom
this.fetchedDataParams = { bounds: dataBounds, mapZoom: mapZoom, dataZoom: dataZoom };
window.runHooks ('mapDataRefreshStart', {bounds: bounds, mapZoom: mapZoom, dataZoom: dataZoom, minPortalLevel: tileParams.level, tileBounds: dataBounds});
this.render.startRenderPass();
this.render.clearPortalsBelowLevel(tileParams.level);
this.render.clearEntitiesOutsideBounds(dataBounds);
this.render.updateEntityVisibility();
this.render.processGameEntities(artifact.getArtifactEntities());
console.log('requesting data tiles at zoom '+dataZoom+' (L'+tileParams.level+'+ portals, '+tileParams.tilesPerEdge+' tiles per global edge), map zoom is '+mapZoom);
this.cachedTileCount = 0;
this.requestedTileCount = 0;
this.successTileCount = 0;
this.failedTileCount = 0;
this.staleTileCount = 0;
var tilesToFetchDistance = {};
// map center point - for fetching center tiles first
var mapCenterPoint = map.project(map.getCenter(), mapZoom);
// y goes from left to right
for (var y = y1; y <= y2; y++) {
// x goes from bottom to top(?)
for (var x = x1; x <= x2; x++) {
var tile_id = pointToTileId(tileParams, x, y);
var latNorth = tileToLat(y,tileParams);
var latSouth = tileToLat(y+1,tileParams);
var lngWest = tileToLng(x,tileParams);
var lngEast = tileToLng(x+1,tileParams);
this.debugTiles.create(tile_id,[[latSouth,lngWest],[latNorth,lngEast]]);
if (this.cache && this.cache.isFresh(tile_id) ) {
// data is fresh in the cache - just render it
this.debugTiles.setState(tile_id, 'cache-fresh');
this.render.processTileData (this.cache.get(tile_id));
this.cachedTileCount += 1;
} else {
// no fresh data
// render the cached stale data, if we have it. this ensures *something* appears quickly when possible
// var old_data = this.cache && this.cache.get(tile_id);
// if (old_data) {
// this.render.processTileData (old_data);
// }
// tile needed. calculate the distance from the centre of the screen, to optimise the load order
var latCenter = (latNorth+latSouth)/2;
var lngCenter = (lngEast+lngWest)/2;
var tileLatLng = L.latLng(latCenter,lngCenter);
var tilePoint = map.project(tileLatLng, mapZoom);
var delta = mapCenterPoint.subtract(tilePoint);
var distanceSquared = delta.x*delta.x + delta.y*delta.y;
tilesToFetchDistance[tile_id] = distanceSquared;
this.requestedTileCount += 1;
}
}
}
// re-order the tile list by distance from the centre of the screen. this should load more relevant data first
var tilesToFetch = Object.keys(tilesToFetchDistance);
tilesToFetch.sort(function(a,b) {
return tilesToFetchDistance[a]-tilesToFetchDistance[b];
});
for (var i in tilesToFetch) {
var qk = tilesToFetch[i];
this.queuedTiles[qk] = qk;
}
this.setStatus ('loading', undefined, -1);
// technically a request hasn't actually finished - however, displayed portal data has been refreshed
// so as far as plugins are concerned, it should be treated as a finished request
window.runHooks('requestFinished', {success: true});
console.log ('done request preparation (cleared out-of-bounds and invalid for zoom, and rendered cached data)');
if (Object.keys(this.queuedTiles).length > 0) {
// queued requests - don't start processing the download queue immediately - start it after a short delay
this.delayProcessRequestQueue (this.DOWNLOAD_DELAY,true);
} else {
// all data was from the cache, nothing queued - run the queue 'immediately' so it handles the end request processing
this.delayProcessRequestQueue (0,true);
}
}
window.MapDataRequest.prototype.delayProcessRequestQueue = function(seconds,isFirst) {
if (this.timer === undefined) {
var savedContext = this;
this.timer = setTimeout ( function() { savedContext.timer = undefined; savedContext.processRequestQueue(isFirst); }, seconds*1000 );
}
}
window.MapDataRequest.prototype.processRequestQueue = function(isFirstPass) {
// if nothing left in the queue, end the render. otherwise, send network requests
if (Object.keys(this.queuedTiles).length == 0) {
this.render.endRenderPass();
this.debugTiles.removeOkTiles();
var endTime = new Date().getTime();
var duration = (endTime - this.refreshStartTime)/1000;
console.log('finished requesting data! (took '+duration+' seconds to complete)');
window.runHooks ('mapDataRefreshEnd', {});
var longStatus = 'Tiles: ' + this.cachedTileCount + ' cached, ' +
this.successTileCount + ' loaded, ' +
(this.staleTileCount ? this.staleTileCount + ' stale, ' : '') +
(this.failedTileCount ? this.failedTileCount + ' failed, ' : '') +
'in ' + duration + ' seconds';
// refresh timer based on time to run this pass, with a minimum of REFRESH seconds
var minRefresh = map.getZoom()>12 ? this.REFRESH_CLOSE : this.REFRESH_FAR;
var refreshTimer = Math.max(minRefresh, duration*this.FETCH_TO_REFRESH_FACTOR);
this.refreshOnTimeout(refreshTimer);
this.setStatus (this.failedTileCount ? 'errors' : this.staleTileCount ? 'out of date' : 'done', longStatus);
return;
}
// create a list of tiles that aren't requested over the network
var pendingTiles = [];
for (var id in this.queuedTiles) {
if (!(id in this.requestedTiles) ) {
pendingTiles.push(id);
}
}
// console.log('- request state: '+Object.keys(this.requestedTiles).length+' tiles in '+this.activeRequestCount+' active requests, '+pendingTiles.length+' tiles queued');
var requestBuckets = this.MAX_REQUESTS - this.activeRequestCount;
if (pendingTiles.length > 0 && requestBuckets > 0) {
for (var bucket=0; bucket < requestBuckets; bucket++) {
var tiles = pendingTiles.splice(0, this.NUM_TILES_PER_REQUEST);
if (tiles.length > 0) {
this.sendTileRequest(tiles);
}
}
}
// update status
var pendingTileCount = this.requestedTileCount - (this.successTileCount+this.failedTileCount+this.staleTileCount);
var longText = 'Tiles: ' + this.cachedTileCount + ' cached, ' +
this.successTileCount + ' loaded, ' +
(this.staleTileCount ? this.staleTileCount + ' stale, ' : '') +
(this.failedTileCount ? this.failedTileCount + ' failed, ' : '') +
pendingTileCount + ' remaining';
progress = this.requestedTileCount > 0 ? (this.requestedTileCount-pendingTileCount) / this.requestedTileCount : undefined;
this.setStatus ('loading', longText, progress);
}
window.MapDataRequest.prototype.sendTileRequest = function(tiles) {
var tilesList = [];
for (var i in tiles) {
var id = tiles[i];
this.debugTiles.setState (id, 'requested');
this.requestedTiles[id] = true;
if (id in this.queuedTiles) {
tilesList.push (id);
} else {
console.warn('no queue entry for tile id '+id);
}
}
var data = { quadKeys: tilesList };
this.activeRequestCount += 1;
var savedThis = this;
// NOTE: don't add the request with window.request.add, as we don't want the abort handling to apply to map data any more
window.postAjax('getThinnedEntities', data,
function(data, textStatus, jqXHR) { savedThis.handleResponse (data, tiles, true); }, // request successful callback
function() { savedThis.handleResponse (undefined, tiles, false); } // request failed callback
);
}
window.MapDataRequest.prototype.requeueTile = function(id, error) {
if (id in this.queuedTiles) {
// tile is currently wanted...
// first, see if the error can be ignored due to retry counts
if (error) {
this.tileErrorCount[id] = (this.tileErrorCount[id]||0)+1;
if (this.tileErrorCount[id] <= this.MAX_TILE_RETRIES) {
// retry limit low enough - clear the error flag
error = false;
}
}
if (error) {
// if error is still true, retry limit hit. use stale data from cache if available
var data = this.cache ? this.cache.get(id) : undefined;
if (data) {
// we have cached data - use it, even though it's stale
this.debugTiles.setState (id, 'cache-stale');
this.render.processTileData (data);
this.staleTileCount += 1;
} else {
// no cached data
this.debugTiles.setState (id, 'error');
this.failedTileCount += 1;
}
// and delete from the pending requests...
delete this.queuedTiles[id];
} else {
// if false, was a 'timeout' or we're retrying, so unlimited retries (as the stock site does)
this.debugTiles.setState (id, 'retrying');
// FIXME? it's nice to move retried tiles to the end of the request queue. however, we don't actually have a
// proper queue, just an object with guid as properties. Javascript standards don't guarantee the order of properties
// within an object. however, all current browsers do keep property order, and new properties are added at the end.
// therefore, delete and re-add the requeued tile and it will be added to the end of the queue
delete this.queuedTiles[id];
this.queuedTiles[id] = id;
}
} // else the tile wasn't currently wanted (an old non-cancelled request) - ignore
}
window.MapDataRequest.prototype.handleResponse = function (data, tiles, success) {
this.activeRequestCount -= 1;
var successTiles = [];
var errorTiles = [];
var timeoutTiles = [];
if (!success || !data || !data.result) {
console.warn("Request.handleResponse: request failed - requeuing...");
//request failed - requeue all the tiles(?)
for (var i in tiles) {
var id = tiles[i];
errorTiles.push(id);
this.debugTiles.setState (id, 'request-fail');
}
window.runHooks('requestFinished', {success: false});
} else {
// TODO: use result.minLevelOfDetail ??? stock site doesn't use it yet...
var m = data.result.map;
for (var id in m) {
var val = m[id];
if ('error' in val) {
// server returned an error for this individual data tile
if (val.error == "TIMEOUT") {
// TIMEOUT errors for individual tiles are 'expected'(!) - and result in a silent unlimited retries
timeoutTiles.push (id);
} else {
console.warn('map data tile '+id+' failed: error=='+val.error);
errorTiles.push (id);
this.debugTiles.setState (id, 'tile-fail');
}
} else {
// no error for this data tile - process it
successTiles.push (id);
// store the result in the cache
this.cache && this.cache.store (id, val);
// if this tile was in the render list, render it
// (requests aren't aborted when new requests are started, so it's entirely possible we don't want to render it!)
if (id in this.queuedTiles) {
this.debugTiles.setState (id, 'ok');
this.render.processTileData (val);
delete this.queuedTiles[id];
this.successTileCount += 1;
} // else we don't want this tile (from an old non-cancelled request) - ignore
}
}
// TODO? check for any requested tiles in 'tiles' not being mentioned in the response - and handle as if it's a 'timeout'?
window.runHooks('requestFinished', {success: true});
}
console.log ('getThinnedEntities status: '+tiles.length+' tiles: '+successTiles.length+' successful, '+timeoutTiles.length+' timed out, '+errorTiles.length+' failed');
// requeue any 'timeout' tiles immediately
if (timeoutTiles.length > 0) {
for (var i in timeoutTiles) {
var id = timeoutTiles[i];
delete this.requestedTiles[id];
this.requeueTile(id, false);
}
}
// but for other errors, delay before retrying (as the server is having issues)
if (errorTiles.length > 0) {
//setTimeout has no way of passing the 'context' (aka 'this') to it's function
var savedContext = this;
setTimeout (function() {
for (var i in errorTiles) {
var id = errorTiles[i];
delete savedContext.requestedTiles[id];
savedContext.requeueTile(id, true);
}
savedContext.delayProcessRequestQueue(this.REQUEUE_DELAY);
}, this.BAD_REQUEST_REQUEUE_DELAY*1000);
}
for (var i in successTiles) {
var id = successTiles[i];
delete this.requestedTiles[id];
}
//.. should this also be delayed a small amount?
this.delayProcessRequestQueue(this.RUN_QUEUE_DELAY);
}