* Standardize on std::exception_ptr as the error representation
(fixes#2854).
* Don't format textual strings at the error source; pass on the
constituent data via observer method parameters instead.
* Use the null object pattern to simplify observer notification code.
* Further refactoring for ResourceLoading tests.
To encapsulate the differences, this introduces an abstract
GeometryTileMonitor class, with concrete VectorTileMonitor and
AnnotationTileMonitor implementations, and makes pbf parsing for
VectorTile data happen lazily in getLayer, since we want that to
happen on the worker thread, rather than when VectorTile is created.
Fixes#2792
We're now reparsing tiles when they expire. We're also swapping out buckets atomically to avoid flickering data; i.e. we're displaying the old data as long as we don't have a new parsed bucket for that layer yet. The parsed buckets now live in the *TileData objects rather than in the TileWorker; only partially parsed == pending buckets will remain in the TileWorker. Once they're parsed, they're moved to the *TileData object.
We're now returning stale responses from cache. Those responses will have the `stale` flag set to true. Currently, all requesters in the core code discard stale responses, and cancel the request immediately after they got a non-stale response.
By not automatically destroying Request objects after the result has been delivered, we are making sure that we can potentially fire the callback multiple times without adverse effects. This means that you have to hold on to the result of fs->request(), can explicitly cancel it if you don't want to be notified of data changes anymore. Not doing so will monitor the request indefinitely and will prevent the app from exiting.
First, move style mutation code out of StyleParser and into AnnotationManager,
coalescing it with the mutation code for shape layers.
Second, allow AnnotationManager to keep track of stale tiles entirely
internally. There's no reason to pass sets of TileIDs around.
Third, correct the logic for invalidating the shape source. Since
AnnotationManager does not track shape invalidations on a tile-by-tile basis,
don't try to invalidate the shape source tile-by-tile.
Fixes#1675Fixes#2322Fixes#2095
Annotation tiles may become partially parsed just like regular tiles,
for example if a point annotation is added to the map before the style's
sprite has been loaded. In such cases, they need to be reparsed or the
annotation will not be rendered. Previously, the code path for reparsing
would be short-circuited by a dynamic_cast<VectorTileData*> followed by
a null check. This commit removes that case and adds (back) a virtual
reparse method to the TileData interface.
Use a macro to completely remove all instantiations of mbgl::gl::debugging::group so that we aren't executing the code to generate the arguments to the object instantiation
The source returns sharded tile URLs, but sharding doesn’t buy us anything on native platforms, so always grab the first.
ref mapbox/mapbox-gl-native#2007
Before C++11, std::list's implementation of size was O(n). It should be
all O(1) now, but it is probably still a good idea to use empty() to
emphasize the intend.
This is needed because of a race that can occur now that we
requests Glyphs from the Map Thread:
The glyph might arrive at the moment a tile is being parsed
and they won't be notified again of any new data, remaining
forever at the partial state.