now only some portals are drawn to the map it's OK to bring them all to front at the end of the render use larger squares for portal clustering on mobile - as the portal markers are larger
566 lines
19 KiB
JavaScript
566 lines
19 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 divited 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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this.currentPortalClusterZoom = 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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if (parseInt(p.options.level) < level && guid !== selectedPortal) {
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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) {
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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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// 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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// var portalGuids = [];
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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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// if ('portalV2' in ent[2]) portalGuids.push(ent[0]);
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}
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}
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// // now reconstruct links 'optimised' out of the data from the portal link data
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// this.createLinksFromPortalData(portalGuids);
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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's eny entities we haven't seen. if so, delete them
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for (var guid in window.portals) {
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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 i in portalsLayers) {
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var layer = portalsLayers[i];
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if (window.map.hasLayer(layer)) {
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layer.eachLayer (function(p) {
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p.bringToFront();
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});
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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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linksLayer.removeLayer(l);
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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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var deletePortalLinkedField = function(pguid) {
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if (pguid in window.portals) {
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var pd = window.portals[pguid].options.details;
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if (pd.portalV2.linkedFields) {
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var i = pd.portalV2.linkedFields.indexOf(guid);
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if (i >= 0) {
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pd.portalV2.linkedFields.splice(i,1);
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}
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}
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}
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}
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deletePortalLinkedField (fd.capturedRegion.vertexA.guid);
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deletePortalLinkedField (fd.capturedRegion.vertexB.guid);
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deletePortalLinkedField (fd.capturedRegion.vertexC.guid);
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fieldsLayer.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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if ("portalV2" in ent[2]) {
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this.createPortalEntity(ent);
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} else if ("capturedRegion" in ent[2]) {
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this.createFieldEntity(ent);
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} else if ("edge" in ent[2]) {
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this.createLinkEntity(ent);
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} else {
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console.warn("Unknown entity found: "+JSON.stringify(ent));
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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 previousDetails = 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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previousDetails = p.options.details;
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this.deletePortalEntity(ent[0]);
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}
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var portalLevel = getPortalLevel(ent[2]);
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var team = getTeam(ent[2]);
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var latlng = L.latLng(ent[2].locationE6.latE6/1E6, ent[2].locationE6.lngE6/1E6);
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//TODO: move marker creation, style setting, etc into a separate class
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//(as it's called from elsewhere - e.g. selecting/deselecting portals)
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//ALSO: change API for highlighters - make them return the updated style rather than directly calling setStyle on the portal marker
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//(can this be done in a backwardly-compatable way??)
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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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details: ent[2]
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};
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// Javascript uses references for objects. For now, at least, we need to modify the data within
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// the options.details.portalV2 (to add in linkedFields). To avoid tainting the original data (which may be cached)
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// we'll shallow-copy these items
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dataOptions.details = $.extend({}, dataOptions.details);
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dataOptions.details.portalV2 = $.extend({}, dataOptions.details.portalV2);
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// create a linkedFields entry and add it to details - various bits of code assumes it will exist
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for (var fguid in window.fields) {
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var fd = window.fields[fguid].options.details;
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if ( fd.capturedRegion.vertexA.guid == ent[0] || fd.capturedRegion.vertexB.guid == ent[0] || fd.capturedRegion.vertexC.guid == ent[0]) {
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if (!dataOptions.details.portalV2.linkedFields) dataOptions.details.portalV2.linkedFields = [];
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dataOptions.details.portalV2.linkedFields.push(fguid);
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}
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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, previousDetails: previousDetails});
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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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// portalsLayers[parseInt(portalLevel)].addLayer(marker);
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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 = getTeam(ent[2]);
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var reg = ent[2].capturedRegion;
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var latlngs = [
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L.latLng(reg.vertexA.location.latE6/1E6, reg.vertexA.location.lngE6/1E6),
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L.latLng(reg.vertexB.location.latE6/1E6, reg.vertexB.location.lngE6/1E6),
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L.latLng(reg.vertexC.location.latE6/1E6, reg.vertexC.location.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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guid: ent[0],
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timestamp: ent[1],
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details: ent[2],
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// LEGACY FIELDS: these duplicate data available via .details, as IITC previously stored it in data and vertices
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data: ent[2],
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vertices: ent[2].capturedRegion
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});
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// now fill in any references portals linkedFields data
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var addPortalLinkedField = function(pguid) {
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if (pguid in window.portals) {
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var pd = window.portals[pguid].options.details;
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if (!pd.portalV2.linkedFields) pd.portalV2.linkedFields = [];
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if (pd.portalV2.linkedFields.indexOf(pguid) <0 ) {
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pd.portalV2.linkedFields.push (ent[0]);
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}
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}
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}
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addPortalLinkedField(ent[2].capturedRegion.vertexA.guid);
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addPortalLinkedField(ent[2].capturedRegion.vertexB.guid);
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addPortalLinkedField(ent[2].capturedRegion.vertexC.guid);
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window.fields[ent[0]] = poly;
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// TODO? postpone adding to the layer??
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fieldsLayer.addLayer(poly);
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}
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window.Render.prototype.createLinkEntity = function(ent) {
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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 = getTeam(ent[2]);
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var edge = ent[2].edge;
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var latlngs = [
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L.latLng(edge.originPortalLocation.latE6/1E6, edge.originPortalLocation.lngE6/1E6),
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L.latLng(edge.destinationPortalLocation.latE6/1E6, edge.destinationPortalLocation.lngE6/1E6)
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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: 2,
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clickable: false,
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guid: ent[0],
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timestamp: ent[1],
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details: ent[2],
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// LEGACY FIELDS: these duplicate data available via .details, as IITC previously stored it in data and vertices
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data: ent[2]
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});
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window.links[ent[0]] = poly;
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// TODO? postpone adding to the layer??
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linksLayer.addLayer(poly);
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}
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window.Render.prototype.createLinksFromPortalData = function(portalGuids) {
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for (var portalGuidIndex in portalGuids) {
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var portalGuid = portalGuids[portalGuidIndex];
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var sourcePortal = portals[portalGuid];
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for (var sourceLinkIndex in sourcePortal.options.details.portalV2.linkedEdges||[]) {
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var sourcePortalLinkInfo = sourcePortal.options.details.portalV2.linkedEdges[sourceLinkIndex];
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// portals often contain details for edges that don't exist. so only consider faking an edge if this
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// is the origin portal, the link doesn't already exist...
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if (sourcePortalLinkInfo.isOrigin && !(sourcePortalLinkInfo.edgeGuid in links)) {
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// ... and the other porta has matching link information.
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if (portalGuids.indexOf(sourcePortalLinkInfo.otherPortalGuid) != -1 &&
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sourcePortalLinkInfo.otherPortalGuid in portals) {
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var targetPortal = portals[sourcePortalLinkInfo.otherPortalGuid];
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for (var targetLinkIndex in targetPortal.options.details.portalV2.linkedEdges||[]) {
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var targetPortalLinkInfo = targetPortal.options.details.portalV2.linkedEdges[targetLinkIndex];
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if (targetPortalLinkInfo.edgeGuid == sourcePortalLinkInfo.edgeGuid) {
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// yes - edge in both portals. create it
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var fakeEnt = [
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sourcePortalLinkInfo.edgeGuid,
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0, // mtime for entity data - unknown when faking it, so zero will be the oldest possible
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{
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controllingTeam: sourcePortal.options.details.controllingTeam,
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edge: {
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originPortalGuid: portalGuid,
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originPortalLocation: sourcePortal.options.details.locationE6,
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destinationPortalGuid: sourcePortalLinkInfo.otherPortalGuid,
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destinationPortalLocation: targetPortal.options.details.locationE6
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}
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}
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];
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this.createLinkEntity(fakeEnt);
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}
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}
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}
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}
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}
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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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if (this.currentPortalClusterZoom === undefined || this.currentPortalClusterZoom != map.getZoom()) {
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this.portalClusters = {};
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this.currentPortalClusterZoom = map.getZoom();
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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 arbitary data (the guid will do), and display the first CLUSTER_PORTAL_LIMIT
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for (var cid in this.portalClusters) {
|
|
var c = this.portalClusters[cid];
|
|
|
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c.sort();
|
|
|
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for (var i=0; i<c.length; i++) {
|
|
var guid = c[i];
|
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var p = window.portals[guid];
|
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var layerGroup = portalsLayers[parseInt(p.options.level)];
|
|
if (i<this.CLUSTER_PORTAL_LIMIT || p.options.guid == selectedPortal) {
|
|
if (!layerGroup.hasLayer(p)) {
|
|
portalsLayers[parseInt(p.options.level)].addLayer(p);
|
|
}
|
|
} else {
|
|
if (layerGroup.hasLayer(p)) {
|
|
portalsLayers[parseInt(p.options.level)].removeLayer(p);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
} //else zoom unchanged, no need to update
|
|
}
|
|
|
|
// add the portal to the visiable map layer unless we pass the cluster limits
|
|
window.Render.prototype.addPortalToMapLayer = function(portal) {
|
|
|
|
var cid = this.getPortalClusterID(portal);
|
|
|
|
if (!(cid in this.portalClusters)) this.portalClusters[cid] = [];
|
|
|
|
this.portalClusters[cid].push(portal.options.guid);
|
|
|
|
// now, at this point, we could match the above re-clustr code - sorting, and adding/removing as necessary
|
|
// however, it won't make a lot of visible difference compared to just pushing to the end of the list, then
|
|
// adding to the visible layer if the list is below the limit
|
|
if (this.portalClusters[cid].length < this.CLUSTER_PORTAL_LIMIT || portal.options.guid == selectedPortal) {
|
|
portalsLayers[parseInt(portal.options.level)].addLayer(portal);
|
|
}
|
|
}
|
|
|
|
window.Render.prototype.removePortalFromMapLayer = function(portal) {
|
|
|
|
//remove it from the portalsLevels layer
|
|
portalsLayers[parseInt(portal.options.level)].removeLayer(portal);
|
|
|
|
// and ensure there's no mention of the portal in the cluster list
|
|
var cid = this.getPortalClusterID(portal);
|
|
|
|
if (cid in this.portalClusters) {
|
|
var index = this.portalClusters[cid].indexOf(portal.options.guid);
|
|
if (index >= 0) {
|
|
this.portalClusters[cid].splice(index,1);
|
|
// 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?
|
|
}
|
|
}
|
|
}
|
|
|
|
window.Render.prototype.getPortalClusterID = function(portal) {
|
|
// project the lat/lng into absolute map pixels
|
|
var z = map.getZoom();
|
|
|
|
var point = map.project(portal.getLatLng(), z);
|
|
|
|
var clusterpoint = point.divideBy(this.CLUSTER_SIZE).round();
|
|
|
|
return z+":"+clusterpoint.x+":"+clusterpoint.y;
|
|
}
|