Jon Atkins 5c43225642 create placeholder portals from the field vertices
they should already be created from links, but it's handy to select anchors of ghost fields, and there's the odd edge case where the links were too short for some edges of a field
2015-07-26 08:12:14 +01:00

506 lines
16 KiB
JavaScript

// MAP DATA RENDER ////////////////////////////////////////////////
// class to handle rendering into leaflet the JSON data from the servers
window.Render = function() {
this.portalMarkerScale = undefined;
}
// start a render pass. called as we start to make the batch of data requests to the servers
window.Render.prototype.startRenderPass = function(level,bounds) {
this.isRendering = true;
this.deletedGuid = {}; // object - represents the set of all deleted game entity GUIDs seen in a render pass
this.seenPortalsGuid = {};
this.seenLinksGuid = {};
this.seenFieldsGuid = {};
this.bounds = bounds;
this.level = level;
// we pad the bounds used for clearing a litle bit, as entities are sometimes returned outside of their specified tile boundaries
// this will just avoid a few entity removals at start of render when they'll just be added again
var paddedBounds = bounds.pad(0.1);
this.clearPortalsOutsideBounds(paddedBounds);
this.clearLinksOutsideBounds(paddedBounds);
this.clearFieldsOutsideBounds(paddedBounds);
this.rescalePortalMarkers();
}
window.Render.prototype.clearPortalsOutsideBounds = function(bounds) {
var count = 0;
for (var guid in window.portals) {
var p = portals[guid];
// clear portals outside visible bounds - unless it's the selected portal, or it's relevant to artifacts
if (!bounds.contains(p.getLatLng()) && guid !== selectedPortal && !artifact.isInterestingPortal(guid)) {
this.deletePortalEntity(guid);
count++;
}
}
console.log('Render: deleted '+count+' portals by level/bounds');
}
window.Render.prototype.clearLinksOutsideBounds = function(bounds) {
var count = 0;
for (var guid in window.links) {
var l = links[guid];
// NOTE: our geodesic lines can have lots of intermediate points. the bounds calculation hasn't been optimised for this
// so can be particularly slow. a simple bounds check based on start+end point will be good enough for this check
var lls = l.getLatLngs();
var linkBounds = L.latLngBounds(lls);
if (!bounds.intersects(linkBounds)) {
this.deleteLinkEntity(guid);
count++;
}
}
console.log('Render: deleted '+count+' links by bounds');
}
window.Render.prototype.clearFieldsOutsideBounds = function(bounds) {
var count = 0;
for (var guid in window.fields) {
var f = fields[guid];
// NOTE: our geodesic polys can have lots of intermediate points. the bounds calculation hasn't been optimised for this
// so can be particularly slow. a simple bounds check based on corner points will be good enough for this check
var lls = f.getLatLngs();
var fieldBounds = L.latLngBounds([lls[0],lls[1]]).extend(lls[2]);
if (!bounds.intersects(fieldBounds)) {
this.deleteFieldEntity(guid);
count++;
}
}
console.log('Render: deleted '+count+' fields by bounds');
}
// process deleted entity list and entity data
window.Render.prototype.processTileData = function(tiledata) {
this.processDeletedGameEntityGuids(tiledata.deletedGameEntityGuids||[]);
this.processGameEntities(tiledata.gameEntities||[]);
}
window.Render.prototype.processDeletedGameEntityGuids = function(deleted) {
for(var i in deleted) {
var guid = deleted[i];
if ( !(guid in this.deletedGuid) ) {
this.deletedGuid[guid] = true; // flag this guid as having being processed
if (guid == selectedPortal) {
// the rare case of the selected portal being deleted. clear the details tab and deselect it
renderPortalDetails(null);
}
this.deleteEntity(guid);
}
}
}
window.Render.prototype.processGameEntities = function(entities) {
// we loop through the entities three times - for fields, links and portals separately
// this is a reasonably efficient work-around for leafletjs limitations on svg render order
for (var i in entities) {
var ent = entities[i];
if (ent[2][0] == 'r' && !(ent[0] in this.deletedGuid)) {
this.createFieldEntity(ent);
}
}
for (var i in entities) {
var ent = entities[i];
if (ent[2][0] == 'e' && !(ent[0] in this.deletedGuid)) {
this.createLinkEntity(ent);
}
}
for (var i in entities) {
var ent = entities[i];
if (ent[2][0] == 'p' && !(ent[0] in this.deletedGuid)) {
this.createPortalEntity(ent);
}
}
}
// end a render pass. does any cleaning up required, postponed processing of data, etc. called when the render
// is considered complete
window.Render.prototype.endRenderPass = function() {
var countp=0,countl=0,countf=0;
// check to see if there are any entities we haven't seen. if so, delete them
for (var guid in window.portals) {
// special case for selected portal - it's kept even if not seen
// artifact (e.g. jarvis shard) portals are also kept - but they're always 'seen'
if (!(guid in this.seenPortalsGuid) && guid !== selectedPortal) {
this.deletePortalEntity(guid);
countp++;
}
}
for (var guid in window.links) {
if (!(guid in this.seenLinksGuid)) {
this.deleteLinkEntity(guid);
countl++;
}
}
for (var guid in window.fields) {
if (!(guid in this.seenFieldsGuid)) {
this.deleteFieldEntity(guid);
countf++;
}
}
console.log('Render: end cleanup: removed '+countp+' portals, '+countl+' links, '+countf+' fields');
// reorder portals to be after links/fields
this.bringPortalsToFront();
this.isRendering = false;
// re-select the selected portal, to re-render the side-bar. ensures that any data calculated from the map data is up to date
if (selectedPortal) {
renderPortalDetails (selectedPortal);
}
}
window.Render.prototype.bringPortalsToFront = function() {
for (var lvl in portalsFactionLayers) {
// portals are stored in separate layers per faction
// to avoid giving weight to one faction or another, we'll push portals to front based on GUID order
var lvlPortals = {};
for (var fac in portalsFactionLayers[lvl]) {
var layer = portalsFactionLayers[lvl][fac];
if (layer._map) {
layer.eachLayer (function(p) {
lvlPortals[p.options.guid] = p;
});
}
}
var guids = Object.keys(lvlPortals);
guids.sort();
for (var j in guids) {
var guid = guids[j];
lvlPortals[guid].bringToFront();
}
}
// artifact portals are always brought to the front, above all others
$.each(artifact.getInterestingPortals(), function(i,guid) {
if (portals[guid] && portals[guid]._map) {
portals[guid].bringToFront();
}
});
}
window.Render.prototype.deleteEntity = function(guid) {
this.deletePortalEntity(guid);
this.deleteLinkEntity(guid);
this.deleteFieldEntity(guid);
}
window.Render.prototype.deletePortalEntity = function(guid) {
if (guid in window.portals) {
var p = window.portals[guid];
window.ornaments.removePortal(p);
this.removePortalFromMapLayer(p);
delete window.portals[guid];
}
}
window.Render.prototype.deleteLinkEntity = function(guid) {
if (guid in window.links) {
var l = window.links[guid];
linksFactionLayers[l.options.team].removeLayer(l);
delete window.links[guid];
}
}
window.Render.prototype.deleteFieldEntity = function(guid) {
if (guid in window.fields) {
var f = window.fields[guid];
var fd = f.options.details;
fieldsFactionLayers[f.options.team].removeLayer(f);
delete window.fields[guid];
}
}
window.Render.prototype.createPlaceholderPortalEntity = function(guid,latE6,lngE6,team) {
// intel no longer returns portals at anything but the closest zoom
// stock intel creates 'placeholder' portals from the data in links/fields - IITC needs to do the same
// we only have the portal guid, lat/lng coords, and the faction - no other data
// having the guid, at least, allows the portal details to be loaded once it's selected. however,
// no highlighters, portal level numbers, portal names, useful counts of portals, etc are possible
var ent = [
guid, //ent[0] = guid
0, //ent[1] = timestamp - zero will mean any other source of portal data will have a higher timestamp
//ent[2] = an array with the entity data
[ 'p', //0 - a portal
team, //1 - team
latE6, //2 - lat
lngE6 //3 - lng
]
];
this.createPortalEntity(ent);
}
window.Render.prototype.createPortalEntity = function(ent) {
this.seenPortalsGuid[ent[0]] = true; // flag we've seen it
var previousData = undefined;
// check if entity already exists
if (ent[0] in window.portals) {
// yes. now check to see if the entity data we have is newer than that in place
var p = window.portals[ent[0]];
if (p.options.timestamp >= ent[1]) return; // this data is identical or older - abort processing
// the data we have is newer. many data changes require re-rendering of the portal
// (e.g. level changed, so size is different, or stats changed so highlighter is different)
// so to keep things simple we'll always re-create the entity in this case
// remember the old details, for the callback
previousData = p.options.data;
this.deletePortalEntity(ent[0]);
}
var portalLevel = parseInt(ent[2][4])||0;
var team = teamStringToId(ent[2][1]);
// the data returns unclaimed portals as level 1 - but IITC wants them treated as level 0
if (team == TEAM_NONE) portalLevel = 0;
var latlng = L.latLng(ent[2][2]/1E6, ent[2][3]/1E6);
var data = decodeArray.portalSummary(ent[2]);
var dataOptions = {
level: portalLevel,
team: team,
ent: ent, // LEGACY - TO BE REMOVED AT SOME POINT! use .guid, .timestamp and .data instead
guid: ent[0],
timestamp: ent[1],
data: data
};
window.pushPortalGuidPositionCache(ent[0], data.latE6, data.lngE6);
var marker = createMarker(latlng, dataOptions);
marker.on('click', function() { window.renderPortalDetails(ent[0]); });
marker.on('dblclick', function() { window.renderPortalDetails(ent[0]); window.map.setView(latlng, 17); });
window.runHooks('portalAdded', {portal: marker, previousData: previousData});
window.portals[ent[0]] = marker;
// check for URL links to portal, and select it if this is the one
if (urlPortalLL && urlPortalLL[0] == marker.getLatLng().lat && urlPortalLL[1] == marker.getLatLng().lng) {
// URL-passed portal found via pll parameter - set the guid-based parameter
console.log('urlPortalLL '+urlPortalLL[0]+','+urlPortalLL[1]+' matches portal GUID '+ent[0]);
urlPortal = ent[0];
urlPortalLL = undefined; // clear the URL parameter so it's not matched again
}
if (urlPortal == ent[0]) {
// URL-passed portal found via guid parameter - set it as the selected portal
console.log('urlPortal GUID '+urlPortal+' found - selecting...');
selectedPortal = ent[0];
urlPortal = undefined; // clear the URL parameter so it's not matched again
}
// (re-)select the portal, to refresh the sidebar on any changes
if (ent[0] == selectedPortal) {
console.log('portal guid '+ent[0]+' is the selected portal - re-rendering portal details');
renderPortalDetails (selectedPortal);
}
window.ornaments.addPortal(marker);
//TODO? postpone adding to the map layer
this.addPortalToMapLayer(marker);
}
window.Render.prototype.createFieldEntity = function(ent) {
this.seenFieldsGuid[ent[0]] = true; // flag we've seen it
var data = {
// type: ent[2][0],
team: ent[2][1],
points: ent[2][2].map(function(arr) { return {guid: arr[0], latE6: arr[1], lngE6: arr[2] }; })
};
//create placeholder portals for field corners. we already do links, but there are the odd case where this is useful
for (var i=0; i<3; i++) {
var p=data.points[i];
this.createPlaceholderPortalEntity(p.guid, p.latE6, p.lngE6, data.team);
}
// check if entity already exists
if(ent[0] in window.fields) {
// yes. in theory, we should never get updated data for an existing field. they're created, and they're destroyed - never changed
// but theory and practice may not be the same thing...
var f = window.fields[ent[0]];
if (f.options.timestamp >= ent[1]) return; // this data is identical (or order) than that rendered - abort processing
// the data we have is newer - two options
// 1. just update the data, assume the field render appearance is unmodified
// 2. delete the entity, then re-create with the new data
this.deleteFieldEntity(ent[0]); // option 2, for now
}
var team = teamStringToId(ent[2][1]);
var latlngs = [
L.latLng(data.points[0].latE6/1E6, data.points[0].lngE6/1E6),
L.latLng(data.points[1].latE6/1E6, data.points[1].lngE6/1E6),
L.latLng(data.points[2].latE6/1E6, data.points[2].lngE6/1E6)
];
var poly = L.geodesicPolygon(latlngs, {
fillColor: COLORS[team],
fillOpacity: 0.25,
stroke: false,
clickable: false,
team: team,
ent: ent, // LEGACY - TO BE REMOVED AT SOME POINT! use .guid, .timestamp and .data instead
guid: ent[0],
timestamp: ent[1],
data: data,
});
runHooks('fieldAdded',{field: poly});
window.fields[ent[0]] = poly;
// TODO? postpone adding to the layer??
fieldsFactionLayers[poly.options.team].addLayer(poly);
}
window.Render.prototype.createLinkEntity = function(ent,faked) {
// Niantic have been faking link entities, based on data from fields
// these faked links are sent along with the real portal links, causing duplicates
// the faked ones all have longer GUIDs, based on the field GUID (with _ab, _ac, _bc appended)
var fakedLink = new RegExp("^[0-9a-f]{32}\.b_[ab][bc]$"); //field GUIDs always end with ".b" - faked links append the edge identifier
if (fakedLink.test(ent[0])) return;
this.seenLinksGuid[ent[0]] = true; // flag we've seen it
var data = { // TODO add other properties and check correction direction
// type: ent[2][0],
team: ent[2][1],
oGuid: ent[2][2],
oLatE6: ent[2][3],
oLngE6: ent[2][4],
dGuid: ent[2][5],
dLatE6: ent[2][6],
dLngE6: ent[2][7]
};
// create placeholder entities for link start and end points (before checking if the link itself already exists
this.createPlaceholderPortalEntity(data.oGuid, data.oLatE6, data.oLngE6, data.team);
this.createPlaceholderPortalEntity(data.dGuid, data.dLatE6, data.dLngE6, data.team);
// check if entity already exists
if (ent[0] in window.links) {
// yes. now, as sometimes links are 'faked', they have incomplete data. if the data we have is better, replace the data
var l = window.links[ent[0]];
// the faked data will have older timestamps than real data (currently, faked set to zero)
if (l.options.timestamp >= ent[1]) return; // this data is older or identical to the rendered data - abort processing
// the data is newer/better - two options
// 1. just update the data. assume the link render appearance is unmodified
// 2. delete the entity, then re-create it with the new data
this.deleteLinkEntity(ent[0]); // option 2 - for now
}
var team = teamStringToId(ent[2][1]);
var latlngs = [
L.latLng(data.oLatE6/1E6, data.oLngE6/1E6),
L.latLng(data.dLatE6/1E6, data.dLngE6/1E6)
];
var poly = L.geodesicPolyline(latlngs, {
color: COLORS[team],
opacity: 1,
weight: faked ? 1 : 2,
clickable: false,
team: team,
ent: ent, // LEGACY - TO BE REMOVED AT SOME POINT! use .guid, .timestamp and .data instead
guid: ent[0],
timestamp: ent[1],
data: data
});
runHooks('linkAdded', {link: poly});
window.links[ent[0]] = poly;
linksFactionLayers[poly.options.team].addLayer(poly);
}
window.Render.prototype.rescalePortalMarkers = function() {
if (this.portalMarkerScale === undefined || this.portalMarkerScale != portalMarkerScale()) {
this.portalMarkerScale = portalMarkerScale();
console.log('Render: map zoom '+map.getZoom()+' changes portal scale to '+portalMarkerScale()+' - redrawing all portals');
//NOTE: we're not calling this because it resets highlights - we're calling it as it
// resets the style (inc size) of all portal markers, applying the new scale
resetHighlightedPortals();
}
}
// add the portal to the visible map layer
window.Render.prototype.addPortalToMapLayer = function(portal) {
portalsFactionLayers[parseInt(portal.options.level)||0][portal.options.team].addLayer(portal);
}
window.Render.prototype.removePortalFromMapLayer = function(portal) {
//remove it from the portalsLevels layer
portalsFactionLayers[parseInt(portal.options.level)||0][portal.options.team].removeLayer(portal);
}