Rename workerData ⇢ tileWorker
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@@ -18,7 +18,7 @@ VectorTileData::VectorTileData(const TileID& id_,
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float angle,
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bool collisionDebug)
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: TileData(id_),
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workerData(id_,
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tileWorker(id_,
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style_,
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source_.max_zoom,
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state,
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@@ -66,7 +66,7 @@ bool VectorTileData::reparse(Worker&, std::function<void()> callback) {
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parsing = true;
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workRequest = worker.parseVectorTile(workerData, data, [this, callback] (TileParseResult result) {
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workRequest = worker.parseVectorTile(tileWorker, data, [this, callback] (TileParseResult result) {
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parsing = false;
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if (state == State::obsolete) {
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@@ -93,11 +93,11 @@ Bucket* VectorTileData::getBucket(const StyleLayer& layer) {
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return nullptr;
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}
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return workerData.getBucket(layer);
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return tileWorker.getBucket(layer);
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}
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size_t VectorTileData::countBuckets() const {
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return workerData.countBuckets();
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return tileWorker.countBuckets();
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}
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void VectorTileData::redoPlacement(float angle, bool collisionDebug) {
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@@ -114,8 +114,8 @@ void VectorTileData::redoPlacement(float angle, bool collisionDebug) {
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currentAngle = angle;
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currentCollisionDebug = collisionDebug;
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workRequest = worker.redoPlacement(workerData, angle, collisionDebug, [this] {
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for (const auto& layer : workerData.style.layers) {
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workRequest = worker.redoPlacement(tileWorker, angle, collisionDebug, [this] {
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for (const auto& layer : tileWorker.style.layers) {
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auto bucket = getBucket(*layer);
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if (bucket) {
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bucket->swapRenderData();
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