Allow reparsing partial tiles when we have new tiles
When parsing a tile, we request resources from the network, like sprites and glyphs. In the rare case of the resources arriving before the tile is parsed for the first time, if we don't mark it for being parsed again, it can end up with a tile eternally stuck in the partial state.
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@@ -232,7 +232,7 @@ void Source::handlePartialTile(const TileID& id, Worker& worker) {
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return;
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}
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auto callback = std::bind(&Source::emitTileLoaded, this);
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auto callback = std::bind(&Source::emitTileLoaded, this, false);
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data->reparse(worker, callback);
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}
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@@ -273,7 +273,7 @@ TileData::State Source::addTile(MapData& data,
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new_tile.data = cache.get(normalized_id.to_uint64());
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}
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auto callback = std::bind(&Source::emitTileLoaded, this);
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auto callback = std::bind(&Source::emitTileLoaded, this, true);
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if (!new_tile.data) {
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// If we don't find working tile data, we're just going to load it.
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if (info.type == SourceType::Vector) {
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@@ -520,9 +520,9 @@ void Source::emitSourceLoaded() {
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}
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}
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void Source::emitTileLoaded() {
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void Source::emitTileLoaded(bool isNewTile) {
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if (observer_) {
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observer_->onTileLoaded();
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observer_->onTileLoaded(isNewTile);
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}
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}
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