| Commit message (Collapse) | Author | Age | Files | Lines |
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Test whenever destroying a Map object with requests pending
works and is done quickly.
The test injects artificial delays in selected requests and
tries to destroy the Map object afterwards.
Currently glyph requests are skipped because there is a bug
being worked on in a different issue.
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The util::Thread will call the stop() method of the MapContext's RunLoop
which will wait for the pending tasks tied to it to complete.
If we have a request that is timeout'ing, this could mean a really long
wait. Instead, we now send a cleanup message that will reset all the
attributes first (canceling the pending requests) so the the MapContext
gets destructed quickly.
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Conflicts:
src/mbgl/renderer/painter_fill.cpp
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We need to call it before checking if the tiles are loaded
to give the Source a chance to request for more tiles if
it is needed.
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Update the ResourceLoader tests to reflect the changes
after we merged ResourceLoader with Style.
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Disables three tests:
- testTimerFiresFlush: passes but takes 60 seconds (full MGLFlushInterval)
- testFlushPostsEvents: fails
- testPostEventsNetworkRequest: fails
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Conflicts:
src/mbgl/map/source.cpp
src/mbgl/map/source.hpp
src/mbgl/map/tile_data.cpp
src/mbgl/map/tile_parser.cpp
src/mbgl/map/vector_tile_data.cpp
src/mbgl/renderer/painter.cpp
src/mbgl/renderer/symbol_bucket.cpp
src/mbgl/text/glyph.hpp
src/mbgl/text/glyph_store.cpp
src/mbgl/text/placement.cpp
test/suite
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The MockFileSource will insert garbage on the reply and report as
a request done successfully. The network stack cannot detect this
kind of errors but the consumer should report it like we do for
network problems.
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Add check for log messages on ResourceLoader tests
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This will make the tests less verbose and at the same
time make sure we are logging properly.
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Check if the texture was created before abandoning on SpriteAtlas
destructor. Linux driver was fine with that, but was crashing on Mac.
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This first test will simulate a request failure on every resource
directly or indirectly loaded by the ResourceLoader. The idea is
to verify whenever we are failing gracefully or not.
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- MockFileSource
Will load pre-defined resources from the filesystem. It supports
passing a string, that when it matches an URL, will simulate a failure.
- MockView
It is just a no-op to not get in the way when testing
resource loading.
Few more additions:
- style.json
Specially crafted style that will look always for the same tile,
glyph range, etc at the "test/fixtures/resources/" path. No matter
where you look (or at what zoom), you always get the same stuff.
- vector.pbf
This taken from a part of Taipei that will request several glyph
ranges.
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The callback will be called when any of the resources requested
from the network failed to load.
There is not recovery implemented yet, so the closest thing to
reseting the Map object and reloading all the resources would
be setting a new style.
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so that layout property functions are applied correctly
and so that label placement is redone
js:
https://github.com/mapbox/mapbox-gl-js/pull/1005
and
https://github.com/mapbox/mapbox-gl-js/commit/440bc02505eb66f198a3d98708ddc3d9453f453f
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Conflicts:
src/mbgl/map/tile_parser.cpp
src/mbgl/map/tile_parser.hpp
src/mbgl/renderer/painter.hpp
src/mbgl/renderer/painter_symbol.cpp
src/mbgl/renderer/symbol_bucket.cpp
src/mbgl/renderer/symbol_bucket.hpp
src/mbgl/text/collision.cpp
src/mbgl/text/collision.hpp
src/mbgl/text/placement.cpp
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`-pauseMetricsCollection` and `-resumeMetricsCollection` were originally introduced to mitigate concerns around battery usage, but `MGLMapboxEvents` has since evolved to tread much lighter on the battery. There’s no longer any need for the client to call these methods directly. The iOS test project now includes MGLMapboxEvents.h explicitly to avoid having to package a header that will go unused.
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The MapContext can only run on its own thread because it is
registering a EnvironmentScope and it is making many assertions
on Debug mode if its methods are being called on the Map thread.
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Also delete files that are test output but were checked in.
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This is necessary to ensure that background and fill images are ready
to render.
Fixes #1563
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The libpng documentation is hopelessly impenetrable and I have no idea
what I'm doing, but this seems to fix the headless rendering failures.
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There are no longer any requests made that don't have a run loop to
dispatch back to.
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Android GL Crash
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Initialise NativeMapView's EGL variables before Map
Fix hang
Add check for double pause
Add test for double pause
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Joining a WorkRequest now ensures that either the after callback has
already been executed, or will never be executed.
Fixes #1438
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