this avoids the situation where map data requests are slow enough that requests get aborted before a complete refresh has been done
316 lines
9.1 KiB
JavaScript
316 lines
9.1 KiB
JavaScript
// MAP DATA REQUEST ///////////////////////////////////////////////////
|
|
// class to request the map data tiles from the Ingress servers
|
|
// and then pass it on to the render class for display purposes
|
|
// Uses the map data cache class to reduce network requests
|
|
|
|
|
|
window.MapDataRequest = function() {
|
|
this.cache = new DataCache();
|
|
this.render = new Render();
|
|
this.debugTiles = new RenderDebugTiles();
|
|
|
|
this.activeRequestCount = 0;
|
|
this.requestedTiles = {};
|
|
|
|
// no more than this many requests in parallel
|
|
this.MAX_REQUESTS = 4;
|
|
// no more than this many tiles in one request
|
|
this.MAX_TILES_PER_REQUEST = 16;
|
|
// but don't create more requests if it would make less than this per request
|
|
this.MIN_TILES_PER_REQUEST = 4;
|
|
|
|
// number of times to retty a tile after a 'bad' error (i.e. not a timeout)
|
|
this.MAX_TILE_RETRIES = 3;
|
|
|
|
// refresh timers
|
|
this.MOVE_REFRESH = 2.5; //refresh time to use after a move
|
|
this.STARTUP_REFRESH = 1; //refresh time used on first load of IITC
|
|
this.IDLE_RESUME_REFRESH = 5; //refresh time used after resuming from idle
|
|
this.REFRESH = 60; //refresh time to use when not idle and not moving
|
|
}
|
|
|
|
|
|
window.MapDataRequest.prototype.start = function() {
|
|
var savedContext = this;
|
|
|
|
// setup idle resume function
|
|
window.addResumeFunction ( function() { savedContext.refreshOnTimeout(savedContext.IDLE_RESUME_REFRESH); } );
|
|
|
|
// and map move callback
|
|
window.map.on('moveend', function() { savedContext.refreshOnTimeout(savedContext.MOVE_REFRESH); } );
|
|
|
|
// and on movestart, we clear the request queue
|
|
window.map.on('movestart', function() { savedContext.clearQueue(); } );
|
|
|
|
// then set a timeout to start the first refresh
|
|
this.refreshOnTimeout (this.MOVE_REFRESH);
|
|
|
|
}
|
|
|
|
window.MapDataRequest.prototype.refreshOnTimeout = function(seconds) {
|
|
|
|
if (this.timer) {
|
|
console.log("cancelling existing map refresh timer");
|
|
clearTimeout(this.timer);
|
|
this.timer = undefined;
|
|
}
|
|
|
|
|
|
console.log("starting map refresh in "+seconds+" seconds");
|
|
|
|
// 'this' won't be right inside the callback, so save it
|
|
var savedContext = this;
|
|
this.timer = setTimeout ( function() { savedContext.timer = undefined; savedContext.refresh(); }, seconds*1000);
|
|
}
|
|
|
|
|
|
window.MapDataRequest.prototype.clearQueue = function() {
|
|
this.tileBounds = {};
|
|
}
|
|
|
|
|
|
window.MapDataRequest.prototype.refresh = function() {
|
|
|
|
this.cache.expire();
|
|
|
|
this.debugTiles.reset();
|
|
|
|
// a 'set' to keep track of hard failures for tiles
|
|
this.tileErrorCount = {};
|
|
|
|
|
|
var bounds = clampLatLngBounds(map.getBounds());
|
|
var zoom = getPortalDataZoom();
|
|
var minPortalLevel = getMinPortalLevelForZoom(zoom);
|
|
|
|
|
|
this.render.startRenderPass(bounds);
|
|
this.render.clearPortalsBelowLevel(minPortalLevel);
|
|
|
|
console.log('requesting data tiles at zoom '+zoom+' (L'+minPortalLevel+'+ portals), map zoom is '+map.getZoom());
|
|
|
|
// fill tileBounds with the data needed to request each tile
|
|
this.tileBounds = {};
|
|
|
|
var x1 = lngToTile(bounds.getWest(), zoom);
|
|
var x2 = lngToTile(bounds.getEast(), zoom);
|
|
var y1 = latToTile(bounds.getNorth(), zoom);
|
|
var y2 = latToTile(bounds.getSouth(), zoom);
|
|
|
|
// y goes from left to right
|
|
for (var y = y1; y <= y2; y++) {
|
|
// x goes from bottom to top(?)
|
|
for (var x = x1; x <= x2; x++) {
|
|
var tile_id = pointToTileId(zoom, x, y);
|
|
var latNorth = tileToLat(y,zoom);
|
|
var latSouth = tileToLat(y+1,zoom);
|
|
var lngWest = tileToLng(x,zoom);
|
|
var lngEast = tileToLng(x+1,zoom);
|
|
|
|
this.debugTiles.create(tile_id,[[latSouth,lngWest],[latNorth,lngEast]]);
|
|
|
|
if (this.cache.isFresh(tile_id) ) {
|
|
// data is fresh in the cache - just render it
|
|
this.debugTiles.setState(tile_id, 'cache-fresh');
|
|
this.render.processTileData (this.cache.get(tile_id));
|
|
} else {
|
|
// no fresh data - queue a request
|
|
var boundsParams = generateBoundsParams(
|
|
tile_id,
|
|
latSouth,
|
|
lngWest,
|
|
latNorth,
|
|
lngEast
|
|
);
|
|
|
|
this.tileBounds[tile_id] = boundsParams;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
this.processRequestQueue(true);
|
|
}
|
|
|
|
|
|
|
|
|
|
window.MapDataRequest.prototype.processRequestQueue = function(isFirstPass) {
|
|
|
|
// if nothing left in the queue, end the render. otherwise, send network requests
|
|
if (Object.keys(this.tileBounds).length == 0) {
|
|
this.render.endRenderPass();
|
|
|
|
console.log("finished requesting data!");
|
|
|
|
if (!window.isIdle()) {
|
|
this.refreshOnTimeout(this.REFRESH);
|
|
} else {
|
|
console.log("suspending map refresh - is idle");
|
|
}
|
|
return;
|
|
}
|
|
|
|
// create a list of tiles that aren't requested over the network
|
|
var pendingTiles = {};
|
|
for (var id in this.tileBounds) {
|
|
if (!(id in this.requestedTiles) ) {
|
|
pendingTiles[id] = true;
|
|
}
|
|
}
|
|
|
|
console.log("- request state: "+Object.keys(this.requestedTiles).length+" tiles in "+this.activeRequestCount+" active requests, "+Object.keys(pendingTiles).length+" tiles queued");
|
|
|
|
|
|
var requestTileCount = Math.min(this.MAX_TILES_PER_REQUEST,Math.max(this.MIN_TILES_PER_REQUEST, Object.keys(pendingTiles).length/this.MAX_REQUESTS));
|
|
|
|
while (this.activeRequestCount < this.MAX_REQUESTS && Object.keys(pendingTiles).length > 0) {
|
|
// let's distribute the requests evenly throughout the pending list.
|
|
|
|
var pendingTilesArray = Object.keys(pendingTiles);
|
|
|
|
var mod = Math.ceil(pendingTilesArray.length / requestTileCount);
|
|
|
|
var tiles = [];
|
|
for (var i in pendingTilesArray) {
|
|
if ((i % mod) == 0) {
|
|
id = pendingTilesArray[i];
|
|
tiles.push(id);
|
|
delete pendingTiles[id];
|
|
}
|
|
}
|
|
|
|
console.log("-- asking for "+tiles.length+" tiles in one request");
|
|
this.sendTileRequest(tiles);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
window.MapDataRequest.prototype.sendTileRequest = function(tiles) {
|
|
|
|
var boundsParamsList = [];
|
|
|
|
for (var i in tiles) {
|
|
var id = tiles[i];
|
|
|
|
this.debugTiles.setState (id, 'requested');
|
|
|
|
this.requestedTiles[id] = true;
|
|
|
|
var boundsParams = this.tileBounds[id];
|
|
if (boundsParams) {
|
|
boundsParamsList.push (boundsParams);
|
|
} else {
|
|
console.warn('failed to find bounds for tile id '+id);
|
|
}
|
|
}
|
|
|
|
var data = { boundsParamsList: boundsParamsList };
|
|
|
|
this.activeRequestCount += 1;
|
|
|
|
var savedThis = this;
|
|
|
|
window.requests.add (window.postAjax('getThinnedEntitiesV4', data,
|
|
function(data, textStatus, jqXHR) { savedThis.handleResponse (data, tiles, true); }, // request successful callback
|
|
function() { savedThis.handleResponse (undefined, tiles, false); } // request failed callback
|
|
));
|
|
}
|
|
|
|
window.MapDataRequest.prototype.requeueTile = function(id, error) {
|
|
if (id in this.tileBounds) {
|
|
// tile is currently wanted...
|
|
|
|
// first, see if the error can be ignored due to retry counts
|
|
if (error) {
|
|
this.tileErrorCount[id] = (this.tileErrorCount[id]||0)+1;
|
|
if (tileErrorCount < this.MAX_TILE_RETRIES) {
|
|
// retry limit low enough - clear the error flag
|
|
error = false;
|
|
}
|
|
}
|
|
|
|
if (error) {
|
|
// if error is still true, retry limit hit. use stale data from cache if available
|
|
var data = this.cache.get(id);
|
|
if (data) {
|
|
// we have cached data - use it, even though it's stale
|
|
this.debugTiles.setState (id, 'cache-stale');
|
|
this.render.processTileData (data);
|
|
delete this.tileBounds[id];
|
|
} else {
|
|
// no cached data
|
|
this.debugTiles.setState (id, 'error');
|
|
}
|
|
// and delete from the pending requests...
|
|
delete this.tileBounds[id];
|
|
|
|
} else {
|
|
// if false, was a 'timeout', so unlimited retries (as the stock site does)
|
|
this.debugTiles.setState (id, 'retrying');
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
window.MapDataRequest.prototype.handleResponse = function (data, tiles, success) {
|
|
|
|
this.activeRequestCount -= 1;
|
|
|
|
for (var i in tiles) {
|
|
var id = tiles[i];
|
|
delete this.requestedTiles[id];
|
|
}
|
|
|
|
|
|
if (!success || !data || !data.result) {
|
|
console.warn("Request.handleResponse: request failed - requeing...");
|
|
|
|
//request failed - requeue all the tiles(?)
|
|
for (var i in tiles) {
|
|
var id = tiles[i];
|
|
this.requeueTile(id, true);
|
|
}
|
|
} else {
|
|
|
|
// TODO: use result.minLevelOfDetail ??? stock site doesn't use it yet...
|
|
|
|
var m = data.result.map;
|
|
|
|
for (var id in m) {
|
|
var val = m[id];
|
|
|
|
if ('error' in val) {
|
|
// server returned an error for this individual data tile
|
|
|
|
if (val.error == "TIMEOUT") {
|
|
// TIMEOUT errors for individual tiles are 'expected'(!) - and result in a silent unlimited retries
|
|
this.requeueTile(id, false);
|
|
} else {
|
|
console.warn('map data tile '+id+' failed: error=='+val.error);
|
|
this.requeueTile(id, true);
|
|
}
|
|
} else {
|
|
// no error for this data tile - process it
|
|
|
|
// store the result in the cache
|
|
this.cache.store (id, val);
|
|
|
|
// if this tile was in the render list, render it
|
|
// (requests aren't aborted when new requests are started, so it's entirely possible we don't want to render it!)
|
|
if (id in this.tileBounds) {
|
|
this.debugTiles.setState (id, 'ok');
|
|
|
|
this.render.processTileData (val);
|
|
|
|
delete this.tileBounds[id];
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
this.processRequestQueue();
|
|
}
|