Projected block loading spinner & WebGL detection
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@@ -90,7 +90,7 @@ export default class BlockScene {
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this.updateAll(startTime, direction)
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}
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update (add: TransactionStripped[], remove: string[], direction: string = 'left'): void {
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update (add: TransactionStripped[], remove: string[], direction: string = 'left', resetLayout: boolean = false): void {
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const startTime = performance.now()
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const removed = this.removeBatch(remove, startTime, direction)
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@@ -101,17 +101,25 @@ export default class BlockScene {
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})
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}, 1000)
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// try to insert new txs directly
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const remaining = []
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add.map(tx => new TxView(tx, this.vertexArray)).sort((a,b) => { return b.feerate - a.feerate }).forEach(tx => {
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if (!this.tryInsertByFee(tx)) {
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remaining.push(tx)
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}
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})
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this.placeBatch(remaining)
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this.layout.applyGravity()
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if (resetLayout) {
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add.forEach(tx => {
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if (!this.txs[tx.txid]) this.txs[tx.txid] = new TxView(tx, this.vertexArray)
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})
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this.layout = new BlockLayout({ width: this.gridWidth, height: this.gridHeight })
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Object.values(this.txs).sort((a,b) => { return b.feerate - a.feerate }).forEach(tx => {
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this.place(tx)
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})
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} else {
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// try to insert new txs directly
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const remaining = []
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add.map(tx => new TxView(tx, this.vertexArray)).sort((a,b) => { return b.feerate - a.feerate }).forEach(tx => {
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if (!this.tryInsertByFee(tx)) {
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remaining.push(tx)
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}
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})
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this.placeBatch(remaining)
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this.layout.applyGravity()
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}
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this.updateAll(startTime, direction)
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}
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