Jon Atkins de3d05fe95 remove entities outside the map request bounds before processing any requests
prevent the selected portal from being removed
re-select the selected portal - should refresh the side bar when data changes
2013-08-30 00:34:07 +01:00

341 lines
10 KiB
JavaScript

// 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() {
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 = {};
}
window.Render.prototype.clearPortalsBelowLevel = function(level) {
var count = 0;
for (var guid in window.portals) {
var p = portals[guid];
if (parseInt(p.options.level) < level && guid !== selectedPortal) {
this.deletePortalEntity(guid);
count++;
}
}
console.log('Render: deleted '+count+' portals by level');
}
window.Render.prototype.clearEntitiesOutsideBounds = function(bounds) {
var pcount=0, lcount=0, fcount=0;
for (var guid in window.portals) {
var p = portals[guid];
if (!bounds.contains (p.getLatLng()) && guid !== selectedPortal) {
this.deletePortalEntity(guid);
pcount++;
}
}
for (var guid in window.links) {
var l = links[guid];
if (!bounds.intersects (l.getBounds())) {
this.deleteLinkEntity(guid);
lcount++;
}
}
for (var guid in window.fields) {
var f = fields[guid];
if (!bounds.intersects (f.getBounds())) {
this.deleteFieldEntity(guid);
fcount++;
}
}
console.log('Render: deleted '+pcount+' portals, '+lcount+' links, '+fcount+' fields by bounds check');
}
// 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); });
window.runHooks('portalAdded', {portal: marker});
window.portals[ent[0]] = marker;
// re-select the portal, to refresh the sidebar on any changes
if (ent[0] === selectedPortal) {
selectPortal (ent[0]);
}
//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],
// LEGACY FIELDS: these duplicate data available via .details, as IITC previously stored it in data and vertices
data: ent[2],
vertices: ent[2].capturedRegion
});
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],
// LEGACY FIELDS: these duplicate data available via .details, as IITC previously stored it in data and vertices
data: ent[2]
});
window.links[ent[0]] = poly;
// TODO? postpone adding to the layer??
linksLayer.addLayer(poly);
}