- delay briefly before retrying a timeout, and a bit longer before other errors - also delay briefly before running the queue after a request, to give a chance of more than one request's requeued entries being handled atr once - add a min tiles per request, to avoid sending multiple requests when only a few queued items remain these are attempts to be nicer to the niantic servers, particularly in error cases, with some based on my best guess of the stock site behaviour, and others based on what seems reasonable to me
532 lines
18 KiB
JavaScript
532 lines
18 KiB
JavaScript
// MAP DATA REQUEST ///////////////////////////////////////////////////
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// class to request the map data tiles from the Ingress servers
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// and then pass it on to the render class for display purposes
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// Uses the map data cache class to reduce network requests
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window.MapDataRequest = function() {
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this.cache = new DataCache();
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this.render = new Render();
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this.debugTiles = new RenderDebugTiles();
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this.activeRequestCount = 0;
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this.requestedTiles = {};
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// this.moving = false;
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// no more than this many requests in parallel
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this.MAX_REQUESTS = 4;
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// no more than this many tiles in one request
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// (the stock site seems to have no limit - i've seen ~100 for L3+ portals and a maximised browser window)
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this.MAX_TILES_PER_REQUEST = 32;
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// try to maintain at least this may tiles in each request, by reducing the number of requests as needed
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this.MIN_TILES_PER_REQUEST = 4;
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// number of times to retty a tile after a 'bad' error (i.e. not a timeout)
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this.MAX_TILE_RETRIES = 3;
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// refresh timers
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this.MOVE_REFRESH = 0.5; //refresh time to use after a move
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this.STARTUP_REFRESH = 5; //refresh time used on first load of IITC
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this.IDLE_RESUME_REFRESH = 5; //refresh time used after resuming from idle
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// after one of the above, there's an additional delay between preparing the refresh (clearing out of bounds,
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// processing cache, etc) and actually sending the first network requests
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this.DOWNLOAD_DELAY = 3; //delay after preparing the data download before tile requests are sent
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// a short delay between one request finishing and the queue being run for the next request
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this.RUN_QUEUE_DELAY = 0.5;
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// delay before re-queueing tiles
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this.TILE_TIMEOUT_REQUEUE_DELAY = 0.5; // short delay before retrying a 'error==TIMEOUT' tile - as this is very common
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this.BAD_REQUEST_REQUEUE_DELAY = 4; // longer delay before retrying a completely failed request - as in this case the servers are struggling
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// additionally, a delay before processing the queue after requeueing tiles
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// (this way, if multiple requeue delays finish within a short time of each other, they're all processed in one queue run)
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this.RERUN_QUEUE_DELAY = 2;
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this.REFRESH_CLOSE = 120; // refresh time to use for close views z>12 when not idle and not moving
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this.REFRESH_FAR = 600; // refresh time for far views z <= 12
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this.FETCH_TO_REFRESH_FACTOR = 2; //refresh time is based on the time to complete a data fetch, times this value
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// ensure we have some initial map status
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this.setStatus ('startup');
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}
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window.MapDataRequest.prototype.start = function() {
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var savedContext = this;
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// setup idle resume function
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window.addResumeFunction ( function() { savedContext.idleResume(); } );
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// and map move start/end callbacks
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window.map.on('movestart', this.mapMoveStart, this);
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window.map.on('moveend', this.mapMoveEnd, this);
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// then set a timeout to start the first refresh
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this.refreshOnTimeout (this.STARTUP_REFRESH);
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this.setStatus ('refreshing');
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this.cache && this.cache.startExpireInterval (15);
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}
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window.MapDataRequest.prototype.mapMoveStart = function() {
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console.log('refresh map movestart');
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this.setStatus('paused');
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this.clearTimeout();
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}
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window.MapDataRequest.prototype.mapMoveEnd = function() {
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var bounds = clampLatLngBounds(map.getBounds());
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var zoom = getPortalDataZoom();
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if (this.fetchedDataParams) {
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// we have fetched (or are fetching) data...
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if (this.fetchedDataParams.zoom == zoom && this.fetchedDataParams.bounds.contains(bounds)) {
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// ... and the data zoom levels are the same, and the current bounds is inside the fetched bounds
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// so, no need to fetch data. if there's time left, restore the original timeout
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var remainingTime = (this.timerExpectedTimeoutTime - new Date().getTime())/1000;
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if (remainingTime > this.MOVE_REFRESH) {
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this.setStatus('done','Map moved, but no data updates needed');
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this.refreshOnTimeout(remainingTime);
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return;
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}
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}
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}
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this.setStatus('refreshing');
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this.refreshOnTimeout(this.MOVE_REFRESH);
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}
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window.MapDataRequest.prototype.idleResume = function() {
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// if we have no timer set, refresh has gone idle and the timer needs restarting
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if (this.timer === undefined) {
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console.log('refresh map idle resume');
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this.setStatus('idle restart');
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this.refreshOnTimeout(this.IDLE_RESUME_REFRESH);
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}
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}
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window.MapDataRequest.prototype.clearTimeout = function() {
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if (this.timer) {
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console.log('cancelling existing map refresh timer');
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clearTimeout(this.timer);
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this.timer = undefined;
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}
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}
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window.MapDataRequest.prototype.refreshOnTimeout = function(seconds) {
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this.clearTimeout();
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console.log('starting map refresh in '+seconds+' seconds');
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// 'this' won't be right inside the callback, so save it
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var savedContext = this;
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this.timer = setTimeout ( function() { savedContext.timer = undefined; savedContext.refresh(); }, seconds*1000);
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this.timerExpectedTimeoutTime = new Date().getTime() + seconds*1000;
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}
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window.MapDataRequest.prototype.setStatus = function(short,long,progress) {
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this.status = { short: short, long: long, progress: progress };
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window.renderUpdateStatus();
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}
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window.MapDataRequest.prototype.getStatus = function() {
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return this.status;
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};
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window.MapDataRequest.prototype.refresh = function() {
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// if we're idle, don't refresh
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if (window.isIdle()) {
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console.log('suspending map refresh - is idle');
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this.setStatus ('idle');
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return;
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}
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//time the refresh cycle
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this.refreshStartTime = new Date().getTime();
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this.debugTiles.reset();
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// a 'set' to keep track of hard failures for tiles
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this.tileErrorCount = {};
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// fill tileBounds with the data needed to request each tile
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this.tileBounds = {};
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var bounds = clampLatLngBounds(map.getBounds());
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var zoom = getPortalDataZoom();
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var minPortalLevel = getMinPortalLevelForZoom(zoom);
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//DEBUG: resize the bounds so we only retrieve some data
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//bounds = bounds.pad(-0.4);
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//var debugrect = L.rectangle(bounds,{color: 'red', fill: false, weight: 4, opacity: 0.8}).addTo(map);
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//setTimeout (function(){ map.removeLayer(debugrect); }, 10*1000);
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var x1 = lngToTile(bounds.getWest(), zoom);
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var x2 = lngToTile(bounds.getEast(), zoom);
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var y1 = latToTile(bounds.getNorth(), zoom);
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var y2 = latToTile(bounds.getSouth(), zoom);
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// calculate the full bounds for the data - including the part of the tiles off the screen edge
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var dataBounds = L.latLngBounds([
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[tileToLat(y2+1,zoom), tileToLng(x1,zoom)],
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[tileToLat(y1,zoom), tileToLng(x2+1,zoom)]
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]);
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//var debugrect2 = L.rectangle(dataBounds,{color: 'magenta', fill: false, weight: 4, opacity: 0.8}).addTo(map);
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//setTimeout (function(){ map.removeLayer(debugrect2); }, 10*1000);
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// store the parameters used for fetching the data. used to prevent unneeded refreshes after move/zoom
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this.fetchedDataParams = { bounds: dataBounds, zoom: zoom };
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window.runHooks ('mapDataRefreshStart', {bounds: bounds, zoom: zoom, tileBounds: dataBounds});
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this.render.startRenderPass();
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this.render.clearPortalsBelowLevel(minPortalLevel);
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this.render.clearEntitiesOutsideBounds(dataBounds);
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this.render.resetPortalClusters();
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console.log('requesting data tiles at zoom '+zoom+' (L'+minPortalLevel+'+ portals), map zoom is '+map.getZoom());
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this.cachedTileCount = 0;
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this.requestedTileCount = 0;
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this.successTileCount = 0;
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this.failedTileCount = 0;
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this.staleTileCount = 0;
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// y goes from left to right
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for (var y = y1; y <= y2; y++) {
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// x goes from bottom to top(?)
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for (var x = x1; x <= x2; x++) {
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var tile_id = pointToTileId(zoom, x, y);
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var latNorth = tileToLat(y,zoom);
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var latSouth = tileToLat(y+1,zoom);
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var lngWest = tileToLng(x,zoom);
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var lngEast = tileToLng(x+1,zoom);
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this.debugTiles.create(tile_id,[[latSouth,lngWest],[latNorth,lngEast]]);
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if (this.cache && this.cache.isFresh(tile_id) ) {
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// data is fresh in the cache - just render it
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this.debugTiles.setState(tile_id, 'cache-fresh');
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this.render.processTileData (this.cache.get(tile_id));
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this.cachedTileCount += 1;
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} else {
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// no fresh data - queue a request
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var boundsParams = generateBoundsParams(
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tile_id,
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latSouth,
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lngWest,
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latNorth,
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lngEast
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);
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this.tileBounds[tile_id] = boundsParams;
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this.requestedTileCount += 1;
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}
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}
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}
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this.setStatus ('loading');
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console.log ('done request preperation (cleared out-of-bounds and invalid for zoom, and rendered cached data)');
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// don't start processing the download queue immediately - start it after a short delay
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this.delayProcessRequestQueue (this.DOWNLOAD_DELAY,true);
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}
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window.MapDataRequest.prototype.delayProcessRequestQueue = function(seconds,isFirst) {
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if (this.timer === undefined) {
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var savedContext = this;
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this.timer = setTimeout ( function() { savedContext.timer = undefined; savedContext.processRequestQueue(isFirst); }, seconds*1000 );
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}
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}
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window.MapDataRequest.prototype.processRequestQueue = function(isFirstPass) {
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// if nothing left in the queue, end the render. otherwise, send network requests
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if (Object.keys(this.tileBounds).length == 0) {
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this.render.endRenderPass();
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var endTime = new Date().getTime();
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var duration = (endTime - this.refreshStartTime)/1000;
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console.log('finished requesting data! (took '+duration+' seconds to complete)');
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window.runHooks ('mapDataRefreshEnd', {});
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var longStatus = 'Tiles: ' + this.cachedTileCount + ' cached, ' +
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this.successTileCount + ' loaded, ' +
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(this.staleTileCount ? this.staleTileCount + ' stale, ' : '') +
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(this.failedTileCount ? this.failedTileCount + ' failed, ' : '') +
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'in ' + duration + ' seconds';
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// refresh timer based on time to run this pass, with a minimum of REFRESH seconds
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var minRefresh = map.getZoom()>12 ? this.REFRESH_CLOSE : this.REFRESH_FAR;
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var refreshTimer = Math.max(minRefresh, duration*this.FETCH_TO_REFRESH_FACTOR);
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this.refreshOnTimeout(refreshTimer);
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this.setStatus (this.failedTileCount ? 'errors' : this.staleTileCount ? 'out of date' : 'done', longStatus);
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return;
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}
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// create a list of tiles that aren't requested over the network
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var pendingTiles = [];
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for (var id in this.tileBounds) {
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if (!(id in this.requestedTiles) ) {
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pendingTiles.push(id);
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}
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}
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// console.log('- request state: '+Object.keys(this.requestedTiles).length+' tiles in '+this.activeRequestCount+' active requests, '+pendingTiles.length+' tiles queued');
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var requestBuckets = this.MAX_REQUESTS - this.activeRequestCount;
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if (pendingTiles.length > 0 && requestBuckets > 0) {
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// the stock site calculates bucket grouping with the simplistic <8 tiles: 1 bucket, otherwise 4 buckets
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var maxBuckets = Math.ceil(pendingTiles.length/this.MIN_TILES_PER_REQUEST);
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requestBuckets = Math.min (maxBuckets, requestBuckets);
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var lastTileIndex = Math.min(requestBuckets*this.MAX_TILES_PER_REQUEST, pendingTiles.length);
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for (var bucket=0; bucket<requestBuckets; bucket++) {
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// create each request by taking tiles interleaved from the request
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var tiles = [];
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for (var i=bucket; i<lastTileIndex; i+=requestBuckets) {
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tiles.push (pendingTiles[i]);
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}
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if (tiles.length > 0) {
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// console.log('-- new request: '+tiles.length+' tiles');
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this.sendTileRequest(tiles);
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}
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}
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}
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// update status
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var pendingTileCount = this.requestedTileCount - (this.successTileCount+this.failedTileCount+this.staleTileCount);
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var longText = 'Tiles: ' + this.cachedTileCount + ' cached, ' +
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this.successTileCount + ' loaded, ' +
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(this.staleTileCount ? this.staleTileCount + ' stale, ' : '') +
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(this.failedTileCount ? this.failedTileCount + ' failed, ' : '') +
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pendingTileCount + ' remaining';
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progress = this.requestedTileCount > 0 ? (this.requestedTileCount-pendingTileCount) / this.requestedTileCount : undefined;
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this.setStatus ('loading', longText, progress);
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}
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window.MapDataRequest.prototype.sendTileRequest = function(tiles) {
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var boundsParamsList = [];
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for (var i in tiles) {
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var id = tiles[i];
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this.debugTiles.setState (id, 'requested');
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this.requestedTiles[id] = true;
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var boundsParams = this.tileBounds[id];
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if (boundsParams) {
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boundsParamsList.push (boundsParams);
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} else {
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console.warn('failed to find bounds for tile id '+id);
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}
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}
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var data = { boundsParamsList: boundsParamsList };
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this.activeRequestCount += 1;
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var savedThis = this;
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// 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
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window.postAjax('getThinnedEntitiesV4', data,
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function(data, textStatus, jqXHR) { savedThis.handleResponse (data, tiles, true); }, // request successful callback
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function() { savedThis.handleResponse (undefined, tiles, false); } // request failed callback
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);
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}
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window.MapDataRequest.prototype.requeueTile = function(id, error) {
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if (id in this.tileBounds) {
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// tile is currently wanted...
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// first, see if the error can be ignored due to retry counts
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if (error) {
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this.tileErrorCount[id] = (this.tileErrorCount[id]||0)+1;
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if (this.tileErrorCount[id] <= this.MAX_TILE_RETRIES) {
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// retry limit low enough - clear the error flag
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error = false;
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}
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}
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if (error) {
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// if error is still true, retry limit hit. use stale data from cache if available
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var data = this.cache ? this.cache.get(id) : undefined;
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if (data) {
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// we have cached data - use it, even though it's stale
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this.debugTiles.setState (id, 'cache-stale');
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this.render.processTileData (data);
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this.staleTileCount += 1;
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} else {
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// no cached data
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this.debugTiles.setState (id, 'error');
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this.failedTileCount += 1;
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}
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// and delete from the pending requests...
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delete this.tileBounds[id];
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} else {
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// if false, was a 'timeout' or we're retrying, so unlimited retries (as the stock site does)
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this.debugTiles.setState (id, 'retrying');
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// FIXME? it's nice to move retried tiles to the end of the request queue. however, we don't actually have a
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// proper queue, just an object with guid as properties. Javascript standards don't guarantee the order of properties
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// within an object. however, all current browsers do keep property order, and new properties are added at the end.
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// therefore, delete and re-add the requeued tile and it will be added to the end of the queue
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var boundsData = this.tileBounds[id];
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delete this.tileBounds[id];
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this.tileBounds[id] = boundsData;
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}
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} // else the tile wasn't currently wanted (an old non-cancelled request) - ignore
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}
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window.MapDataRequest.prototype.handleResponse = function (data, tiles, success) {
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this.activeRequestCount -= 1;
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var successTiles = [];
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var errorTiles = [];
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var timeoutTiles = [];
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if (!success || !data || !data.result) {
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console.warn("Request.handleResponse: request failed - requeing...");
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//request failed - requeue all the tiles(?)
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for (var i in tiles) {
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var id = tiles[i];
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errorTiles.push(id);
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this.debugTiles.setState (id, 'request-fail');
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}
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window.runHooks('requestFinished', {success: false});
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} else {
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// TODO: use result.minLevelOfDetail ??? stock site doesn't use it yet...
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var m = data.result.map;
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for (var id in m) {
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var val = m[id];
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if ('error' in val) {
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// server returned an error for this individual data tile
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if (val.error == "TIMEOUT") {
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// TIMEOUT errors for individual tiles are 'expected'(!) - and result in a silent unlimited retries
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timeoutTiles.push (id);
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this.debugTiles.setState (id, 'tile-timeout');
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} else {
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console.warn('map data tile '+id+' failed: error=='+val.error);
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errorTiles.push (id);
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this.debugTiles.setState (id, 'tile-fail');
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}
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} else {
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// no error for this data tile - process it
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successTiles.push (id);
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// store the result in the cache
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this.cache && this.cache.store (id, val);
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// if this tile was in the render list, render it
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// (requests aren't aborted when new requests are started, so it's entirely possible we don't want to render it!)
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if (id in this.tileBounds) {
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this.debugTiles.setState (id, 'ok');
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this.render.processTileData (val);
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delete this.tileBounds[id];
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this.successTileCount += 1;
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} // else we don't want this tile (from an old non-cancelled request) - ignore
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}
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}
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window.runHooks('requestFinished', {success: true});
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}
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console.log ('getThinnedEntities status: '+tiles.length+' tiles: '+successTiles.length+' successful, '+timeoutTiles.length+' timed out, '+errorTiles.length+' failed');
|
|
|
|
|
|
//setTimeout has no way of passing the 'context' (aka 'this') to it's function
|
|
var savedContext = this;
|
|
|
|
if (timeoutTiles.length > 0) {
|
|
setTimeout (function() {
|
|
for (var i in timeoutTiles) {
|
|
var id = timeoutTiles[i];
|
|
delete savedContext.requestedTiles[id];
|
|
savedContext.requeueTile(id, false);
|
|
}
|
|
savedContext.delayProcessRequestQueue(this.RERUN_QUEUE_DELAY);
|
|
}, this.TILE_TIMEOUT_REQUEUE_DELAY*1000);
|
|
}
|
|
|
|
if (errorTiles.length > 0) {
|
|
setTimeout (function() {
|
|
for (var i in errorTiles) {
|
|
var id = errorTiles[i];
|
|
delete savedContext.requestedTiles[id];
|
|
savedContext.requeueTile(id, true);
|
|
}
|
|
savedContext.delayProcessRequestQueue(this.RERUN_QUEUE_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);
|
|
}
|