Refactor ol.TileQueue to extend ol.structs.PriorityQueue
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@@ -55,6 +55,7 @@ goog.require('ol.renderer.dom.Map');
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goog.require('ol.renderer.dom.SUPPORTED');
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goog.require('ol.renderer.webgl.Map');
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goog.require('ol.renderer.webgl.SUPPORTED');
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goog.require('ol.structs.PriorityQueue');
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/**
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@@ -493,11 +494,11 @@ ol.Map.prototype.getTilePriority =
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// are outside the visible extent.
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var frameState = this.frameState_;
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if (goog.isNull(frameState) || !(tileSourceKey in frameState.wantedTiles)) {
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return ol.TileQueue.DROP;
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return ol.structs.PriorityQueue.DROP;
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}
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var coordKey = tile.tileCoord.toString();
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if (!frameState.wantedTiles[tileSourceKey][coordKey]) {
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return ol.TileQueue.DROP;
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return ol.structs.PriorityQueue.DROP;
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}
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// Prioritize tiles closest to the focus or center. The + 1 helps to
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// prioritize tiles at higher zoom levels over tiles at lower zoom levels,
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