Made `+[MGLAccountManager setMapboxMetricsEnabledSettingShownInApp:]` unavailable, with a message explaining what to do instead. Removed a commented-out call to that method. Only the environment for an access token if one hasn’t already been set in Info.plist.
`MGLAccountManager` is now guaranteed to initialize without the code ever making any mention of it. It also is guaranteed to be set up before `MGLMapboxMetrics` but will definitely cause `MGLMapboxMetrics` to be set up on the main thread if the access token is set in Info.plist.
That way there’s no ambiguity about when you should call things like `+[MGLAccountManager setMapboxMetricsEnabledSettingShownInApp:]`. In fact, that method is now deprecated because it’s so easy to call in the wrong place.
Fixes#1535.
Sourcing files that set flags bleed into Travis' wrapper script, which
messes with their workflow, e.g. preventing after_failure scripts from
triggering.
These changes fix that:
* Move exported variables from install.sh to setup.sh, so install.sh
doesn't have to be sourced.
* Source setup.sh from run.sh, rather than directly from .travis.yml.
In addition, as a good practice, remove `set -e` etc. from setup.sh,
and add a comment not to add them back. It's the sourcing script's
responsibility to set these flags.
If the request is cancelled, the response callback won't be called, and
~Source ensures that the request is cancelled. So it's safe to bind
`this` in the lambda.
In order to calculate the collision correctly, the layer ordering
matters. Because of that, when we find the first incomplete symbol
bucket, we stop processing any furter SymbolBucket.
The side effect of this change is, if the first SymbolBucket is the
last to receive its resources, we won't see any label at all on
the screen until the last moment, when everything will be draw at
once.
We keep the Collision object alive longer because we need it
for the SymbolBuckets yet to be created in case more data
resources arrive. When the tile is no longer needed or if it
is completely parsed or obsolete (i.e. in a immutable state)
we throw the Collision object away.
Also add a virtual setState() method to give subclasses a chance
to intercept the change of state. This will be used by VectorTileData
to release resources when the TileData becomes immutable.