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// We cannot parse this bucket yet. Instead, we're saving it for later. | ||
pending.emplace_back(layer->as<SymbolLayer>(), std::move(bucket)); | ||
} else { | ||
placementPending.emplace(layer->bucketName(), std::move(bucket)); |
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This will not overwrite existing data that has the same key in placementPending
. Is this what you want?
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Since label names are unique, there should never be anything to overwrite. Also, this is the same as this
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👍 just checking
@jfirebaugh it would be great to get a third set of 👀 on this if you have time |
Will do. |
partialParse = false; | ||
placementConfig = config; |
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Instead of storing a copy of placementConfig
, would it be better to pass the correct value to TileWorker::parsePendingLayers
, and then pass it through as a parameter to placeLayers
everywhere?
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yes, that would be cleaner and it could avoid an extra redoPlacement
in some cases. changed in 716b01c
is this ready for squashing and merging? |
LGTM |
Previously, the placement of symbols depended on the order in which the glyphs they need were loaded. The placement order should be based on the style. To fix this, symbol layers are placed in `placementPending` after they are parsed. After all layers are parsed, symbol layers (stored in `placementPending`) are placed and returned.
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Previously, the placement of symbol layers depended on the order in which the glyphs they need were loaded. The placement order should be based on the style.
To fix this, symbol layers are placed in
placementPending
after they are parsed. After all layers are parsed, symbol layers (stored inplacementPending
) are placed and returned.@kkaefer can you review this?