store uv::loop as unique_ptr
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@@ -134,7 +134,6 @@ public:
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inline SpriteAtlas & getSpriteAtlas() { return spriteAtlas; }
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util::ptr<Sprite> getSprite();
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inline util::ptr<Texturepool> getTexturepool() { return texturepool; }
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inline util::ptr<uv::loop> getLoop() { return loop; }
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uv::worker &getWorker();
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inline timestamp getAnimationTime() const { return animationTime; }
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inline timestamp getTime() const { return animationTime; }
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@@ -163,7 +162,7 @@ private:
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private:
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bool async = false;
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util::ptr<uv::loop> loop;
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std::unique_ptr<uv::loop> loop;
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std::unique_ptr<uv::worker> workers;
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std::unique_ptr<uv::thread> thread;
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std::unique_ptr<uv_async_t> async_terminate;
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@@ -31,7 +31,7 @@
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using namespace mbgl;
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Map::Map(View& view_)
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: loop(std::make_shared<uv::loop>()),
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: loop(std::make_unique<uv::loop>()),
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thread(std::make_unique<uv::thread>()),
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async_terminate(new uv_async_t()),
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async_render(new uv_async_t()),
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