- don't render portals or links outside the bounds. the backend returns lots of link, and some portals, outside of the data tiles - moved more of the render pass start process inside startRenderPass function, rather than having to call separate functions in the data request code
538 lines
16 KiB
JavaScript
538 lines
16 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.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.clearPortalsBelowLevel(level);
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this.resetPortalClusters();
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this.resetLinkVisibility();
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this.rescalePortalMarkers();
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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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// 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].type == 'region' && !(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].type == 'edge' && !(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].type == 'portal' && !(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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// 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.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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// 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].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: 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.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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// 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(pguid);
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}
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// now, for each cluster, sort by some arbitrary data (the level+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(function(a,b) {
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var ka = (8-portals[a].options.level)+a;
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var kb = (8-portals[b].options.level)+b;
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if (ka<kb) return -1;
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else if (ka>kb) return 1;
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else return 0;
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});
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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)) && this.bounds.contains(p.getLatLng())) {
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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-cluster 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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if (this.bounds.contains(portal.getLatLng())) {
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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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}
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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 10th 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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window.Render.prototype.linkVisible = function(link) {
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if (!this.bounds.intersects(link.getBounds())) {
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return false;
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}
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var lengthSquared = this.getLinkPixelLengthSquared (link);
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return lengthSquared >= this.LINK_VISIBLE_PIXEL_LENGTH*this.LINK_VISIBLE_PIXEL_LENGTH;
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}
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window.Render.prototype.resetLinkVisibility = function() {
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for (var guid in window.links) {
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var link = window.links[guid];
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var visible = this.linkVisible(link);
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if (visible) {
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if (!linksFactionLayers[link.options.team].hasLayer(link)) linksFactionLayers[link.options.team].addLayer(link);
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} else {
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if (linksFactionLayers[link.options.team].hasLayer(link)) linksFactionLayers[link.options.team].removeLayer(link);
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}
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}
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}
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window.Render.prototype.getLinkPixelLengthSquared = function(link) {
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var z = map.getZoom();
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var latLngs = link.getLatLngs();
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if (latLngs.length != 2) {
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console.warn ('Link had '+latLngs.length+' points - expected 2!');
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return undefined;
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}
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var point0 = map.project(latLngs[0]);
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var point1 = map.project(latLngs[1]);
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var dx = point0.x - point1.x;
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var dy = point0.y - point1.y;
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var lengthSquared = (dx*dx)+(dy*dy);
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return lengthSquared;
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}
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