fix concurrency bug: use a copy of RenderOverlays
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@ -17,8 +17,6 @@
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package org.oscim.overlay;
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import java.util.AbstractList;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.concurrent.CopyOnWriteArrayList;
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import org.oscim.core.MapPosition;
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@ -66,9 +64,9 @@ public class OverlayManager extends AbstractList<Overlay> {
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}
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private boolean mDirtyOverlays;
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private final List<RenderOverlay> mDrawLayers = new ArrayList<RenderOverlay>();
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private RenderOverlay[] mDrawLayers;
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public List<RenderOverlay> getRenderLayers() {
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public RenderOverlay[] getRenderLayers() {
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if (mDirtyOverlays)
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updateOverlays();
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@ -91,14 +89,23 @@ public class OverlayManager extends AbstractList<Overlay> {
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mOverlays = new Overlay[mOverlayList.size()];
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mDrawLayers.clear();
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int numRenderLayers = 0;
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for (int i = 0, n = mOverlayList.size(); i < n; i++) {
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Overlay o = mOverlayList.get(i);
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if (o.getLayer() != null)
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numRenderLayers++;
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mOverlays[n - i - 1] = o;
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}
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mDrawLayers = new RenderOverlay[numRenderLayers];
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for (int i = 0, cnt = 0, n = mOverlayList.size(); i < n; i++) {
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Overlay o = mOverlayList.get(i);
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RenderOverlay l = o.getLayer();
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if (l != null)
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mDrawLayers.add(l);
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mOverlays[n - i - 1] = o;
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mDrawLayers[cnt++] = l;
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}
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mDirtyOverlays = false;
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@ -24,7 +24,6 @@ import static org.oscim.generator.JobTile.STATE_READY;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.ShortBuffer;
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import java.util.List;
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import java.util.concurrent.locks.ReentrantLock;
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import javax.microedition.khronos.egl.EGLConfig;
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@ -483,17 +482,17 @@ public class GLRenderer implements GLSurfaceView.Renderer {
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tilesChanged |= (uploadCnt > 0);
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/* update overlays */
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List<RenderOverlay> overlays = mMapView.getOverlayManager().getRenderLayers();
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RenderOverlay[] overlays = mMapView.getOverlayManager().getRenderLayers();
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for (int i = 0, n = overlays.size(); i < n; i++)
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overlays.get(i).update(mMapPosition, positionChanged, tilesChanged, mMatrices);
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for (int i = 0, n = overlays.length; i < n; i++)
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overlays[i].update(mMapPosition, positionChanged, tilesChanged, mMatrices);
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/* draw base layer */
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TileRenderer.draw(tiles, tileCnt, pos, mMatrices);
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/* draw overlays */
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for (int i = 0, n = overlays.size(); i < n; i++) {
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RenderOverlay renderOverlay = overlays.get(i);
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for (int i = 0, n = overlays.length; i < n; i++) {
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RenderOverlay renderOverlay = overlays[i];
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if (renderOverlay.newData) {
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renderOverlay.compile();
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