Before this change, we've tried to open the database in read/write, but not create mode. In situations where the database didn't exist yet, this logged an error to the console, and we proceeded to opening it again in read/write/create mode, which actually created the file. The reason we did this is so that we could detect really old caching databases from January 2016 in case a developer upgraded from an older SDK (iOS v3.1 and earlier, Android v3.2 and earlier) that didn't have https://github.com/mapbox/mapbox-gl-native/pull/3715 yet.
However, these error messages, while innocent, look scary in the console and some users suspect that it's a bug. This change opens the file directly in read/write/create mode, omitting the first failed attempt. To handle old cache databases, we're now deleting the `http_cache` table, which was the only table in those old databases, and create the new schema, rather than deleting the entire file and recreating the Database object. In most scenarios, this will lead to one fewer opening attempt, while the database migration will continue to work for the few users who upgrade all the way from a January 2016 SDK.
Additionally, this fixes a mismatch between the Qt and non-Qt implementation: Qt doesn't support opening a file in read/write mode without the create flag. This means that we've seen a different control flow on Qt compared to the non-Qt implementation when opening a database.
Unfortuntely, it's difficult to avoid all exceptions, because sqlite3_open_v2 does not reliably return SQLITE_NOTADB if the file is not a database. However, this should avoid cases where developers misinterpret the SQLITE_CANTOPEN exception as a crash, which is the common case.
Core test uses stubbed "glyph.pbf" without Chinese glyphs
Darwin test relies on locally available "PingFang" font.
Android test relies on locally available "Droid" font. 'expected.png' is NOT correct b/c I haven't figured out how to run unit tests on Android yet.
- Platform-specific LocalGlyphRasterizer is responsible for deciding which glyphs to rasterize locally and for implementing the rasterization.
- Default platform implementation doesn't locally generate any glyphs -> no behavior change
- Unit test uses StubLocalGlyphRasterizer, which returns a single fixed bitmap for all CJK glyphs
- Rename glyph_loader.test to glyph_manager.test
Because a message we queue from the foreground may cause the background to complete, exit, and tear down the AsyncTask, we have to block queue processing until we've finished our call to AsyncTask::send().
Broadening the scope of a mutex is scary, but I audited the code of our four implementations of AsyncTask and I don't see any way this could cause a deadlock.
Previously, we used the existence of a `prior*` field in the Resource object as an indication for whether we should consult the cache or not. However, this is prone to error, since a failed cache lookup won't set any prior fields. Therefore, we manually set `priorExpires` to 0. This in turn triggered another bug where generated wrong expiration timestamps when the server response we got was expired (or expired between sending and receiving).
This commit changes the flags so that we can now explicitly request CacheOnly/NetworkOnly (or All) loading methods, rather than the implicit Optional/Required naming scheme.
In https://github.com/mapbox/mapbox-gl-native/pull/9670, we implemented support for the Cache-Control: must-revalidate header. While we now respect this header and don't show resources that are stale and have this header set, the optional cache request never completes. This means we're also never going to try to actually get a fresh tile and just never show this tile anymore.
This commit fixes this by responding with a Not Found error when the resource is unusable (= stale and has must-revalidate set). Since we actually still have the data (but can't use it due to caching rules), we're responding with the data as well. To avoid a second cache hit, tile_loader_impl.hpp now passes on the data from the Optional to the Required request so that it can be reused when we get a 304 Not Modified response from the server.
Port of https://github.com/mapbox/mapbox-gl-js/pull/5101: adds a new render pass `Pass3D` before any other rendering wherein we render layers with 3D passes (fill-extrusion layers) to offscreen framebuffers, sharing a depth renderbuffer between those layers in order to render 3D space correctly. Those framebuffers are saved on the RenderLayers and copied back to the map during the translucent pass. Rendering to offscreen framebuffers before we do any clear + draw means we can avoid expensive framebuffer restores.
Sometimes, initialization can take hundreds of milliseconds, in particular when the database doesn't exist yet, or when the app/device is doing a lot of I/O already. Instead of synchronously initializing the OfflineDatabase objects, we're now asynchronously initializing the object through a self-sent message that by virtue of being the first message for this actor guarantees that the object is there when it's needed by other member functions.