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Normalize Comment Terminology
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -21,7 +21,7 @@ internal class DialogButton
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public string Text;
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/// <summary>
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/// Action run on the Unity main thread when the button is clicked. The dialog is destroyed after the action
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/// Action run on the main Unity thread when the button is clicked. The dialog is destroyed after the action
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/// returns, also when the action throws (the exception is logged).
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/// </summary>
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public Action OnClick;
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@@ -49,7 +49,7 @@ internal class DialogButton
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/// canvas: a translucent full-screen backdrop that blocks input to everything below, and an O5Kit window on top of it.
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/// While the dialog exists, every enabled UI Toolkit root (<see cref="UIDocument"/>) is disabled so that it cannot
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/// receive input; the roots are enabled again in <see cref="OnDestroy"/>. Clicking any button runs its action and then
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/// destroys the dialog. All members run on the Unity main thread.
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/// destroys the dialog. All members run on the main Unity thread.
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/// </para>
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/// </summary>
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internal class CommonWarningDialogUI : MonoBehaviour
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@@ -97,7 +97,7 @@ internal class CommonWarningDialogUI : MonoBehaviour
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}
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/// <summary>
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/// Creates and shows a new dialog. Must be called on the Unity main thread.
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/// Creates and shows a new dialog. Must be called on the main Unity thread.
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/// </summary>
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/// <param name="title">Window title text.</param>
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/// <param name="description">Body text, centered and word-wrapped; TextMeshPro rich text tags are allowed.</param>
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@@ -14,7 +14,7 @@ namespace ADOFAIRenderer.UI;
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/// <para>
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/// Created by <c>RenderManager.StartFFmpegThread</c> on a GameObject kept across scene loads, and reused for later
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/// renders. The overlay is drawn on the game screen only; it is not part of the encoded video frames.
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/// <see cref="Update"/> rebuilds the text every frame on the Unity main thread.
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/// <see cref="Update"/> rebuilds the text every frame on the main Unity thread.
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/// </para>
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/// </summary>
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internal class DebugMonitorUI : MonoBehaviour
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@@ -194,7 +194,7 @@ internal class DebugMonitorUI : MonoBehaviour
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// Queue - frames waiting in ImageQueue for the render thread / queue frame limit
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// Rendered Frames - RenderManager.frameCount (frames produced by the game)
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// Frames Sent - RenderManager.framesSent (frames handed to the encoder; written by the render thread)
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// Throttling - RenderManager.throttleCount (times the main thread started waiting because ImageQueue
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// Throttling - RenderManager.throttleCount (times the main Unity thread started waiting because ImageQueue
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// held more frames than its limit)
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// Readback failures- RenderManager.readbackFailureCount (AsyncGPUReadback requests that completed with an error)
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// Mono heap - GC.GetTotalMemory(false), managed heap size in MiB without forcing a collection
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@@ -14,7 +14,7 @@ namespace ADOFAIRenderer.UI;
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/// (measured in real time with a <see cref="Stopwatch"/>, independent of the patched game time) calls
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/// <c>RenderManager.CancelRender</c>. Releasing Escape earlier hides the panel and resets the countdown.
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/// The component destroys its GameObject as soon as <c>RenderManager.IsActive</c> is false (stage below OnScene).
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/// Runs on the Unity main thread.
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/// Runs on the main Unity thread.
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/// </para>
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/// </summary>
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internal class EscapeHandlerUI : MonoBehaviour
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@@ -25,9 +25,9 @@ namespace ADOFAIRenderer.UI;
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/// <c>RenderMod.OnInitializeMelon</c>).
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/// </para>
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/// <para>
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/// Threads: UI construction and all Unity object access happen on the Unity main thread. The download and extraction
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/// Threads: UI construction and all Unity object access happen on the main Unity thread. The download and extraction
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/// run on thread-pool threads (<see cref="Task.Run(Func{Task})"/>); they post UI updates to
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/// <see cref="_mainThreadQueue"/>, which <see cref="Update"/> drains on the main thread.
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/// <see cref="_mainThreadQueue"/>, which <see cref="Update"/> drains on the main Unity thread.
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/// </para>
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/// <para>
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/// Flow: buttons -> (Download) progress bar + status text -> download to a temporary archive in UserLibs -> extract
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@@ -70,7 +70,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
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/// <summary>Cancellation for the running download; created per download, cancelled by Cancel, disposed in OnDestroy.</summary>
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private System.Threading.CancellationTokenSource? _cts;
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/// <summary>Actions posted from background threads, run in order on the main thread by <see cref="Update"/>.</summary>
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/// <summary>Actions posted from background threads, run in order on the main Unity thread by <see cref="Update"/>.</summary>
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private readonly System.Collections.Concurrent.ConcurrentQueue<Action> _mainThreadQueue = new();
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/// <summary>
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@@ -376,7 +376,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
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/// <summary>Runs every action posted by the background download task, in posting order.</summary>
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private void Update()
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{
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// Execute queued actions on main thread
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// Execute queued actions on main Unity thread
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while (_mainThreadQueue.TryDequeue(out var action))
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{
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action?.Invoke();
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@@ -384,7 +384,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
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}
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/// <summary>
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/// Posts an action to run on the main thread during the next <see cref="Update"/>. Safe to call from any thread.
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/// Posts an action to run on the main Unity thread during the next <see cref="Update"/>. Safe to call from any thread.
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/// Actions posted after the dialog is destroyed are never run.
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/// </summary>
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private void ExecuteOnMainThread(Action action)
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@@ -458,7 +458,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
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// Keep the "complete" message visible for 1000 ms before closing
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await Task.Delay(1000);
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// Destroy UI on main thread. FirstUpdateHook then sees Instance == null and checks the libraries again.
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// Destroy UI on main Unity thread. FirstUpdateHook then sees Instance == null and checks the libraries again.
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ExecuteOnMainThread(() =>
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{
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Destroy(gameObject);
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@@ -513,7 +513,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
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Destroy(gameObject);
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}
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/// <summary>Posts a status text and color change to the main thread. Callable from any thread.</summary>
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/// <summary>Posts a status text and color change to the main Unity thread. Callable from any thread.</summary>
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private void UpdateStatus(string message, Color color)
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{
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ExecuteOnMainThread(() =>
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@@ -526,7 +526,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
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});
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}
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/// <summary>Posts a progress bar update to the main thread. Callable from any thread.</summary>
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/// <summary>Posts a progress bar update to the main Unity thread. Callable from any thread.</summary>
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/// <param name="percent">Filled fraction 0..1 (not 0..100); becomes the fill's <c>anchorMax.x</c>.</param>
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/// <param name="text">Text shown on the bar.</param>
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private void UpdateProgress(float percent, string text)
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+2
-2
@@ -12,7 +12,7 @@ namespace ADOFAIRenderer.UI;
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/// The text is set when the binding is made (<see cref="Bind(TextMeshProUGUI, string)"/>), when the component is enabled,
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/// and on every <see cref="LocalizationManager.OnLanguageChanged"/> event. A key and a dynamic provider are mutually
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/// exclusive: setting one clears the other. With neither set, <see cref="Refresh"/> leaves the text unchanged.
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/// Runs on the Unity main thread.
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/// Runs on the main Unity thread.
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/// </para>
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/// </summary>
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internal class LocalizedText : MonoBehaviour
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@@ -44,7 +44,7 @@ internal class LocalizedText : MonoBehaviour
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/// The provider is called on every refresh (enable and language change), so it can combine several keys or
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/// runtime values, e.g. a label that depends on UI state.
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/// </summary>
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/// <param name="provider">Function returning the text to display; called on the Unity main thread.</param>
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/// <param name="provider">Function returning the text to display; called on the main Unity thread.</param>
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public void SetDynamic(Func<string> provider)
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{
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_dynamicProvider = provider;
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@@ -24,7 +24,7 @@ namespace ADOFAIRenderer.UI.Window;
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/// <para>
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/// Opened from the level editor through <c>RenderManager</c> (after the unsaved-changes check) with
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/// <see cref="CreateWindow"/>. The window is built once and then hidden/shown; its state lives in static fields for the
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/// whole game session. All members run on the Unity main thread.
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/// whole game session. All members run on the main Unity thread.
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/// </para>
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/// <para>
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/// Data flow:
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@@ -658,7 +658,7 @@ internal static class RenderConfigWindow
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var (globalLeft, globalRight) = CreateTwoColumnPanel(globalContent);
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// Browse: opens the OS folder picker (FolderDialogUtil) at the current folder; a selected folder is written to
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// the input and saved to the global settings immediately. FolderDialogUtil runs the callback through the
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// caller's SynchronizationContext, i.e. on the Unity main thread; cancel or failure passes null (ignored here).
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// caller's SynchronizationContext, i.e. on the main Unity thread; cancel or failure passes null (ignored here).
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CreateButton(
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ctx, globalLeft,
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"ui.render_config.browse",
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