Move catch-up logic to main thread
This avoids requestAnimationFrame in the worker.
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@@ -11,7 +11,7 @@ import Source from '../src/ol/source/Source.js';
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const worker = new Worker();
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let container, transformContainer, canvas, workerFrameState, mainThreadFrameState;
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let container, transformContainer, canvas, rendering, workerFrameState, mainThreadFrameState;
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// Transform the container to account for the differnece between the (newer)
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// main thread frameState and the (older) worker frameState
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@@ -62,10 +62,15 @@ const map = new Map({
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}
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mainThreadFrameState = frameState;
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updateContainerTransform();
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worker.postMessage({
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action: 'render',
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frameState: JSON.parse(stringify(frameState))
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});
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if (!rendering) {
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rendering = true;
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worker.postMessage({
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action: 'render',
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frameState: JSON.parse(stringify(frameState))
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});
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} else {
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frameState.animate = true;
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}
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return container;
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},
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source: new Source({
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@@ -101,18 +106,20 @@ worker.addEventListener('message', message => {
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});
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});
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image.src = event.data.src;
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} else if (message.data.action === 'request-render') {
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} else if (message.data.action === 'requestRender') {
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// Worker requested a new render frame
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map.render();
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} else if (canvas && message.data.action === 'rendered') {
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// Worker provies a new render frame
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transformContainer.style.transform = '';
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const imageData = message.data.imageData;
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canvas.width = imageData.width;
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canvas.height = imageData.height;
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canvas.getContext('2d').drawImage(imageData, 0, 0);
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canvas.style.transform = message.data.transform;
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workerFrameState = message.data.frameState;
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updateContainerTransform();
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requestAnimationFrame(function() {
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const imageData = message.data.imageData;
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canvas.width = imageData.width;
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canvas.height = imageData.height;
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canvas.getContext('2d').drawImage(imageData, 0, 0);
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canvas.style.transform = message.data.transform;
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workerFrameState = message.data.frameState;
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updateContainerTransform();
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});
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rendering = false;
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}
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});
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