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Normalize Comment Terminology
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -92,7 +92,7 @@ internal static class RenderContext
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}
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};
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/// <summary>
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/// Called once on the main thread when the render finishes (success) or is cancelled or fails.
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/// Called once on the main Unity thread when the render finishes (success) or is cancelled or fails.
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/// A session callback replaces the default one, so no notification is shown when a session sets OnComplete.
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/// Exceptions are caught and logged (RenderManager.TriggerOnComplete).
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/// </summary>
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@@ -101,7 +101,7 @@ internal static class RenderContext
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private static readonly Action OnLastUpdateDefault = () => { };
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/// <summary>
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/// Called on the main thread every frame after all other LateUpdate calls, through PostRenderHook (attached when the
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/// Called on the main Unity thread every frame after all other LateUpdate calls, through PostRenderHook (attached when the
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/// game scene of the render has loaded) while the stage is Load or later.
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/// Exceptions are caught and logged (RenderManager.TriggerOnLastUpdate).
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/// </summary>
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@@ -154,7 +154,7 @@ internal class RenderManager : MonoBehaviour
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public static bool IsCapturingActive => Instance && Instance.stage >= RenderStage.Render;
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/// <summary>
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/// Maximum number of frames in ImageQueue. The main thread waits (throttles) while the queue holds more frames.
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/// Maximum number of frames in ImageQueue. The main Unity thread waits (throttles) while the queue holds more frames.
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/// </summary>
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public const int MaxQueuedFrames = 64;
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@@ -179,7 +179,7 @@ internal class RenderManager : MonoBehaviour
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/// <summary>
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/// Number of video frames sent to the encoder in this render. Incremented by the render thread (Interlocked),
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/// read with Interlocked.Read by the main thread (result, debug monitor). Reset in SetupPlay.
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/// read with Interlocked.Read by the main Unity thread (result, debug monitor). Reset in SetupPlay.
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/// </summary>
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public long framesSent;
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@@ -276,14 +276,14 @@ internal class RenderManager : MonoBehaviour
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/// <summary>
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/// Configuration of the current render: a copy made by RenderSession.Start, so values adjusted during the render
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/// (the audio sample rate in SetupPlay) do not change the caller's object. Read by the main thread, the render
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/// (the audio sample rate in SetupPlay) do not change the caller's object. Read by the main Unity thread, the render
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/// thread (audio settings) and the patches. Null until the first render starts.
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/// </summary>
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public RenderConfig Configuration = null!;
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// Render Sessions State (OOP Instance Fields)
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/// <summary>Current stage of the render. Written on the main thread; read by the render thread in TryDequeueNextFrame.</summary>
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/// <summary>Current stage of the render. Written on the main Unity thread; read by the render thread in TryDequeueNextFrame.</summary>
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public RenderStage stage = RenderStage.None;
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/// <summary>Time.timeAsDouble when capture started. The time patch returns timeBase + frameCount / RenderFPS.</summary>
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@@ -303,7 +303,7 @@ internal class RenderManager : MonoBehaviour
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/// <summary>
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/// Offline mixer of the song and sound effects of this render; null when audio is not rendered or no render runs.
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/// Created in SetupPlay. Commands are added on the main thread (OnPostFrame, audio patches), mixing runs on the
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/// Created in SetupPlay. Commands are added on the main Unity thread (OnPostFrame, audio patches), mixing runs on the
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/// render thread (WriteAudioForFrame); the mixer synchronizes the two internally.
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/// </summary>
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public OfflineAudioMixer? AudioMixer { get; private set; }
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@@ -392,10 +392,10 @@ internal class RenderManager : MonoBehaviour
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public long lastVideoFrameIndex = -1;
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/// <summary>
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/// Video frame index of the last capture request (-1 before the first). Written on the main thread, read by the
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/// Video frame index of the last capture request (-1 before the first). Written on the main Unity thread, read by the
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/// render thread to know when every requested frame has been sent after endRequested.
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/// </summary>
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// long cannot be volatile: access via Volatile.Read/Write (written on main thread, read on render thread)
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// long cannot be volatile: access via Volatile.Read/Write (written on main Unity thread, read on render thread)
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public long lastRequestedVideoFrameIndex = -1;
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/// <summary>
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@@ -404,10 +404,10 @@ internal class RenderManager : MonoBehaviour
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/// </summary>
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public int readbackFailureCount;
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/// <summary>Number of frames on which the main thread had to wait for the render thread (throttle loop entries).</summary>
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/// <summary>Number of frames on which the main Unity thread had to wait for the render thread (throttle loop entries).</summary>
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public int throttleCount;
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/// <summary>True while the main thread is inside the throttle wait of OnPostFrame.</summary>
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/// <summary>True while the main Unity thread is inside the throttle wait of OnPostFrame.</summary>
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public bool isThrottling;
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/// <summary>
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@@ -438,7 +438,7 @@ internal class RenderManager : MonoBehaviour
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/// <summary>
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/// Captured frames waiting for the render thread, keyed by video frame index. Readbacks may complete in any order;
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/// the render thread takes them in index order (passCount). Every access locks the list itself.
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/// Frames are added by readback completions (main thread) and removed by the render thread, or released by the
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/// Frames are added by readback completions (main Unity thread) and removed by the render thread, or released by the
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/// cleanup in StopFFmpeg / RestoreRenderEnvironment.
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/// </summary>
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internal SortedList<long, CapturedFrame> ImageQueue = new();
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@@ -788,7 +788,7 @@ internal class RenderManager : MonoBehaviour
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if (!texture) return;
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// [Backpressure Throttling]
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// The main thread waits while ImageQueue holds more than QueueFrameLimit frames. Only the render thread
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// The main Unity thread waits while ImageQueue holds more than QueueFrameLimit frames. Only the render thread
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// removes frames, and it signals FrameDequeuedEvent for each one. The wait has a timeout so that the loop
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// re-checks the render thread state and pumps pending readback completions (see ThrottleWaitMilliseconds).
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isThrottling = false;
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@@ -1249,7 +1249,7 @@ internal class RenderManager : MonoBehaviour
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/// <summary>
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/// Mixes the audio of the frame that was just sent (index passCount - 1) and writes it to the encoder.
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/// The sample count per frame comes from SyncCalculator (sample rate / effective video FPS, with the remainder
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/// carried to later frames). Mixing waits until the main thread has committed the audio commands up to that time.
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/// carried to later frames). Mixing waits until the main Unity thread has committed the audio commands up to that time.
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/// Does nothing when audio rendering is off. Render thread.
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/// </summary>
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/// <exception cref="OperationCanceledException">The mixer was cancelled (render aborted) while waiting.</exception>
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