Tracking de l'application VApp (IHM du jeu)
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133
VApp/node_modules/@videojs/xhr/lib/retry.js
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133
VApp/node_modules/@videojs/xhr/lib/retry.js
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"use strict";
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var RetryManager = /*#__PURE__*/function () {
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function RetryManager() {
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this.maxAttempts_ = 1;
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this.delayFactor_ = 0.1;
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this.fuzzFactor_ = 0.1;
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this.initialDelay_ = 1000;
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this.enabled_ = false;
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}
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var _proto = RetryManager.prototype;
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_proto.getIsEnabled = function getIsEnabled() {
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return this.enabled_;
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};
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_proto.enable = function enable() {
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this.enabled_ = true;
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};
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_proto.disable = function disable() {
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this.enabled_ = false;
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};
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_proto.reset = function reset() {
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this.maxAttempts_ = 1;
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this.delayFactor_ = 0.1;
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this.fuzzFactor_ = 0.1;
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this.initialDelay_ = 1000;
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this.enabled_ = false;
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};
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_proto.getMaxAttempts = function getMaxAttempts() {
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return this.maxAttempts_;
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};
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_proto.setMaxAttempts = function setMaxAttempts(maxAttempts) {
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this.maxAttempts_ = maxAttempts;
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};
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_proto.getDelayFactor = function getDelayFactor() {
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return this.delayFactor_;
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};
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_proto.setDelayFactor = function setDelayFactor(delayFactor) {
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this.delayFactor_ = delayFactor;
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};
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_proto.getFuzzFactor = function getFuzzFactor() {
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return this.fuzzFactor_;
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};
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_proto.setFuzzFactor = function setFuzzFactor(fuzzFactor) {
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this.fuzzFactor_ = fuzzFactor;
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};
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_proto.getInitialDelay = function getInitialDelay() {
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return this.initialDelay_;
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};
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_proto.setInitialDelay = function setInitialDelay(initialDelay) {
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this.initialDelay_ = initialDelay;
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};
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_proto.createRetry = function createRetry(_temp) {
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var _ref = _temp === void 0 ? {} : _temp,
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maxAttempts = _ref.maxAttempts,
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delayFactor = _ref.delayFactor,
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fuzzFactor = _ref.fuzzFactor,
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initialDelay = _ref.initialDelay;
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return new Retry({
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maxAttempts: maxAttempts || this.maxAttempts_,
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delayFactor: delayFactor || this.delayFactor_,
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fuzzFactor: fuzzFactor || this.fuzzFactor_,
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initialDelay: initialDelay || this.initialDelay_
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});
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};
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return RetryManager;
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}();
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var Retry = /*#__PURE__*/function () {
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function Retry(options) {
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this.maxAttempts_ = options.maxAttempts;
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this.delayFactor_ = options.delayFactor;
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this.fuzzFactor_ = options.fuzzFactor;
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this.currentDelay_ = options.initialDelay;
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this.currentAttempt_ = 1;
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}
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var _proto2 = Retry.prototype;
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_proto2.moveToNextAttempt = function moveToNextAttempt() {
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this.currentAttempt_++;
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var delayDelta = this.currentDelay_ * this.delayFactor_;
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this.currentDelay_ = this.currentDelay_ + delayDelta;
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};
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_proto2.shouldRetry = function shouldRetry() {
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return this.currentAttempt_ < this.maxAttempts_;
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};
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_proto2.getCurrentDelay = function getCurrentDelay() {
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return this.currentDelay_;
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};
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_proto2.getCurrentMinPossibleDelay = function getCurrentMinPossibleDelay() {
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return (1 - this.fuzzFactor_) * this.currentDelay_;
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};
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_proto2.getCurrentMaxPossibleDelay = function getCurrentMaxPossibleDelay() {
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return (1 + this.fuzzFactor_) * this.currentDelay_;
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}
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/**
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* For example fuzzFactor is 0.1
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* This means ±10% deviation
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* So if we have delay as 1000
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* This function can generate any value from 900 to 1100
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*/
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;
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_proto2.getCurrentFuzzedDelay = function getCurrentFuzzedDelay() {
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var lowValue = this.getCurrentMinPossibleDelay();
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var highValue = this.getCurrentMaxPossibleDelay();
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return lowValue + Math.random() * (highValue - lowValue);
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};
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return Retry;
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}();
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module.exports = RetryManager;
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