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.
28 lines
436 B
C++
28 lines
436 B
C++
#ifndef MBGL_STORAGE_RESPONSE
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#define MBGL_STORAGE_RESPONSE
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#include <string>
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#include <memory>
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namespace mbgl {
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class Response {
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public:
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bool isExpired() const;
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public:
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enum Status { Error, Successful, NotFound };
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Status status = Error;
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bool stale = false;
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std::string message;
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int64_t modified = 0;
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int64_t expires = 0;
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std::string etag;
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std::shared_ptr<const std::string> data;
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};
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}
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#endif
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