554 lines
17 KiB
JavaScript
554 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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// when there are lots of portals close together, we only add some of them to the map
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// the idea is to keep the impression of the dense set of portals, without rendering them all
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this.CLUSTER_SIZE = L.Browser.mobile ? 16 : 8; // the map is divided into squares of this size in pixels for clustering purposes. mobile uses larger markers, so therefore larger clustering areas
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this.CLUSTER_PORTAL_LIMIT = 4; // no more than this many portals are drawn in each cluster square
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// link length, in pixels, to be visible. use the portal cluster size, as shorter than this is likely hidden
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// under the portals
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this.LINK_VISIBLE_PIXEL_LENGTH = this.CLUSTER_SIZE;
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this.entityVisibilityZoom = 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() {
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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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}
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window.Render.prototype.clearPortalsBelowLevel = function(level) {
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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 below specified level - unless it's the selected portal, or it's relevant to artifacts
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if (parseInt(p.options.level) < level && 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');
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}
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window.Render.prototype.clearEntitiesOutsideBounds = function(bounds) {
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var pcount=0, lcount=0, fcount=0;
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for (var guid in window.portals) {
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var p = portals[guid];
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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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pcount++;
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}
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}
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for (var guid in window.links) {
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var l = links[guid];
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if (!bounds.intersects (l.getBounds())) {
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this.deleteLinkEntity(guid);
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lcount++;
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}
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}
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for (var guid in window.fields) {
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var f = fields[guid];
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if (!bounds.intersects (f.getBounds())) {
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this.deleteFieldEntity(guid);
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fcount++;
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}
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}
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console.log('Render: deleted '+pcount+' portals, '+lcount+' links, '+fcount+' fields by bounds check');
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}
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// TODO? as well as clearing portals by level, and clearing entities outside the bounds...
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// can we clear unneeded 'fake' links after zooming out? based on the portals no longer being available to construct
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// the data? (not *required* - as they'll be removed in the endRenderPass code - but clearing things earlier rather than
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// later is preferred, if possible)
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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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for (var i in entities) {
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var ent = entities[i];
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// don't create entities in the 'deleted' list
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if (!(ent[0] in this.deletedGuid)) {
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this.createEntity(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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// 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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}
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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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}
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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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}
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}
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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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}
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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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this.removePortalFromMapLayer(p);
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delete window.portals[guid];
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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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if (linksFactionLayers[l.options.team].hasLayer(l)) {
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linksFactionLayers[l.options.team].removeLayer(l);
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}
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delete window.links[guid];
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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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}
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}
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window.Render.prototype.createEntity = function(ent) {
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// ent[0] == guid
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// ent[1] == mtime
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// ent[2] == data
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// logic on detecting entity type based on the stock site javascript.
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switch (ent[2].type) {
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case 'portal':
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this.createPortalEntity(ent);
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break;
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case 'edge':
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this.createLinkEntity(ent);
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break;
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case 'region':
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this.createFieldEntity(ent);
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break;
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default:
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console.warn('unknown entity found: '+JSON.stringify(ent));
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break;
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}
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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].level);
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var team = teamStringToId(ent[2].team);
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var latlng = L.latLng(ent[2].latE6/1E6, ent[2].lngE6/1E6);
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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 .details instead
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guid: ent[0],
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timestamp: ent[1],
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data: { summary: ent[2] },
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};
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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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//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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// 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].team);
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var latlngs = [
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L.latLng(ent[2].points[0].latE6/1E6, ent[2].points[0].lngE6/1E6),
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L.latLng(ent[2].points[1].latE6/1E6, ent[2].points[1].lngE6/1E6),
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L.latLng(ent[2].points[2].latE6/1E6, ent[2].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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guid: ent[0],
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timestamp: ent[1],
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data: ent[2],
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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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this.seenLinksGuid[ent[0]] = true; // flag we've seen it
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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].team);
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var latlngs = [
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L.latLng(ent[2].oLatE6/1E6, ent[2].oLngE6/1E6),
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L.latLng(ent[2].dLatE6/1E6, ent[2].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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guid: ent[0],
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timestamp: ent[1],
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data: ent[2]
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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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// only add the link to the layer if it's long enough to be seen
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if (this.linkVisible(poly)) {
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linksFactionLayers[poly.options.team].addLayer(poly);
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}
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}
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window.Render.prototype.updateEntityVisibility = function() {
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if (this.entityVisibilityZoom === undefined || this.entityVisibilityZoom != map.getZoom()) {
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this.entityVisibilityZoom = map.getZoom();
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this.resetPortalClusters();
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this.resetLinkVisibility();
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}
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}
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// portal clustering functionality
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window.Render.prototype.resetPortalClusters = function() {
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this.portalClusters = {};
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// first, place the portals into the clusters
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for (var pguid in window.portals) {
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var p = window.portals[pguid];
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var cid = this.getPortalClusterID(p);
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if (!(cid in this.portalClusters)) this.portalClusters[cid] = [];
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this.portalClusters[cid].push(p.options.guid);
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}
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// now, for each cluster, sort by some arbitrary data (the guid will do), and display the first CLUSTER_PORTAL_LIMIT
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for (var cid in this.portalClusters) {
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var c = this.portalClusters[cid];
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c.sort();
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for (var i=0; i<c.length; i++) {
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var guid = c[i];
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var p = window.portals[guid];
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var layerGroup = portalsFactionLayers[parseInt(p.options.level)][p.options.team];
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if (i<this.CLUSTER_PORTAL_LIMIT || p.options.guid == selectedPortal || artifact.isInterestingPortal(p.options.guid)) {
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if (!layerGroup.hasLayer(p)) {
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layerGroup.addLayer(p);
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}
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} else {
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if (layerGroup.hasLayer(p)) {
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layerGroup.removeLayer(p);
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}
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}
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}
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}
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}
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// add the portal to the visible map layer unless we pass the cluster limits
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window.Render.prototype.addPortalToMapLayer = function(portal) {
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var cid = this.getPortalClusterID(portal);
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if (!(cid in this.portalClusters)) this.portalClusters[cid] = [];
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this.portalClusters[cid].push(portal.options.guid);
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// now, at this point, we could match the above re-clustr code - sorting, and adding/removing as necessary
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// however, it won't make a lot of visible difference compared to just pushing to the end of the list, then
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// adding to the visible layer if the list is below the limit
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if (this.portalClusters[cid].length < this.CLUSTER_PORTAL_LIMIT || portal.options.guid == selectedPortal || artifact.isInterestingPortal(portal.options.guid)) {
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portalsFactionLayers[parseInt(portal.options.level)][portal.options.team].addLayer(portal);
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}
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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)][portal.options.team].removeLayer(portal);
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// and ensure there's no mention of the portal in the cluster list
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var cid = this.getPortalClusterID(portal);
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if (cid in this.portalClusters) {
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var index = this.portalClusters[cid].indexOf(portal.options.guid);
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if (index >= 0) {
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this.portalClusters[cid].splice(index,1);
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// FIXME? if this portal was in on the screen (in the first 10), and we still have 10+ portals, add the new 10to to the screen?
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}
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}
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}
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window.Render.prototype.getPortalClusterID = function(portal) {
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// project the lat/lng into absolute map pixels
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var z = map.getZoom();
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var point = map.project(portal.getLatLng(), z);
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var clusterpoint = point.divideBy(this.CLUSTER_SIZE).round();
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return z+":"+clusterpoint.x+":"+clusterpoint.y;
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}
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// link length
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window.Render.prototype.getLinkPixelLength = function(link) {
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var z = map.getZoom();
|
|
|
|
var latLngs = link.getLatLngs();
|
|
if (latLngs.length != 2) {
|
|
console.warn ('Link had '+latLngs.length+' points - expected 2!');
|
|
return undefined;
|
|
}
|
|
|
|
var point0 = map.project(latLngs[0]);
|
|
var point1 = map.project(latLngs[1]);
|
|
|
|
var dx = point0.x - point1.x;
|
|
var dy = point0.y - point1.y;
|
|
|
|
var lengthSquared = (dx*dx)+(dy*dy);
|
|
|
|
var length = Math.sqrt (lengthSquared);
|
|
|
|
return length;
|
|
}
|
|
|
|
|
|
window.Render.prototype.linkVisible = function(link) {
|
|
var length = this.getLinkPixelLength (link);
|
|
|
|
return length >= this.LINK_VISIBLE_PIXEL_LENGTH;
|
|
}
|
|
|
|
|
|
window.Render.prototype.resetLinkVisibility = function() {
|
|
|
|
for (var guid in window.links) {
|
|
var link = window.links[guid];
|
|
|
|
var visible = this.linkVisible(link);
|
|
|
|
if (visible) {
|
|
if (!linksFactionLayers[link.options.team].hasLayer(link)) linksFactionLayers[link.options.team].addLayer(link);
|
|
} else {
|
|
if (linksFactionLayers[link.options.team].hasLayer(link)) linksFactionLayers[link.options.team].removeLayer(link);
|
|
}
|
|
}
|
|
}
|