Normalize Comment Terminology

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
copeconeandClaude Sonnet 5.5 committed 2026-10-15 18:29:22 +09:00
1 parent 0fc01a84de
commit 961f78a332
25 files changed
+70 -70

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+3 -3
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@@ -21,7 +21,7 @@ internal class DialogButton
public string Text;
/// <summary>
/// Action run on the Unity main thread when the button is clicked. The dialog is destroyed after the action
/// Action run on the main Unity thread when the button is clicked. The dialog is destroyed after the action
/// returns, also when the action throws (the exception is logged).
/// </summary>
public Action OnClick;
@@ -49,7 +49,7 @@ internal class DialogButton
/// canvas: a translucent full-screen backdrop that blocks input to everything below, and an O5Kit window on top of it.
/// While the dialog exists, every enabled UI Toolkit root (<see cref="UIDocument"/>) is disabled so that it cannot
/// receive input; the roots are enabled again in <see cref="OnDestroy"/>. Clicking any button runs its action and then
/// destroys the dialog. All members run on the Unity main thread.
/// destroys the dialog. All members run on the main Unity thread.
/// </para>
/// </summary>
internal class CommonWarningDialogUI : MonoBehaviour
@@ -97,7 +97,7 @@ internal class CommonWarningDialogUI : MonoBehaviour
}
/// <summary>
/// Creates and shows a new dialog. Must be called on the Unity main thread.
/// Creates and shows a new dialog. Must be called on the main Unity thread.
/// </summary>
/// <param name="title">Window title text.</param>
/// <param name="description">Body text, centered and word-wrapped; TextMeshPro rich text tags are allowed.</param>
+2 -2
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@@ -14,7 +14,7 @@ namespace ADOFAIRenderer.UI;
/// <para>
/// Created by <c>RenderManager.StartFFmpegThread</c> on a GameObject kept across scene loads, and reused for later
/// renders. The overlay is drawn on the game screen only; it is not part of the encoded video frames.
/// <see cref="Update"/> rebuilds the text every frame on the Unity main thread.
/// <see cref="Update"/> rebuilds the text every frame on the main Unity thread.
/// </para>
/// </summary>
internal class DebugMonitorUI : MonoBehaviour
@@ -194,7 +194,7 @@ internal class DebugMonitorUI : MonoBehaviour
// Queue - frames waiting in ImageQueue for the render thread / queue frame limit
// Rendered Frames - RenderManager.frameCount (frames produced by the game)
// Frames Sent - RenderManager.framesSent (frames handed to the encoder; written by the render thread)
// Throttling - RenderManager.throttleCount (times the main thread started waiting because ImageQueue
// Throttling - RenderManager.throttleCount (times the main Unity thread started waiting because ImageQueue
// held more frames than its limit)
// Readback failures- RenderManager.readbackFailureCount (AsyncGPUReadback requests that completed with an error)
// Mono heap - GC.GetTotalMemory(false), managed heap size in MiB without forcing a collection
+1 -1
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@@ -14,7 +14,7 @@ namespace ADOFAIRenderer.UI;
/// (measured in real time with a <see cref="Stopwatch"/>, independent of the patched game time) calls
/// <c>RenderManager.CancelRender</c>. Releasing Escape earlier hides the panel and resets the countdown.
/// The component destroys its GameObject as soon as <c>RenderManager.IsActive</c> is false (stage below OnScene).
/// Runs on the Unity main thread.
/// Runs on the main Unity thread.
/// </para>
/// </summary>
internal class EscapeHandlerUI : MonoBehaviour
+8 -8
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@@ -25,9 +25,9 @@ namespace ADOFAIRenderer.UI;
/// <c>RenderMod.OnInitializeMelon</c>).
/// </para>
/// <para>
/// Threads: UI construction and all Unity object access happen on the Unity main thread. The download and extraction
/// Threads: UI construction and all Unity object access happen on the main Unity thread. The download and extraction
/// run on thread-pool threads (<see cref="Task.Run(Func{Task})"/>); they post UI updates to
/// <see cref="_mainThreadQueue"/>, which <see cref="Update"/> drains on the main thread.
/// <see cref="_mainThreadQueue"/>, which <see cref="Update"/> drains on the main Unity thread.
/// </para>
/// <para>
/// Flow: buttons -> (Download) progress bar + status text -> download to a temporary archive in UserLibs -> extract
@@ -70,7 +70,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
/// <summary>Cancellation for the running download; created per download, cancelled by Cancel, disposed in OnDestroy.</summary>
private System.Threading.CancellationTokenSource? _cts;
/// <summary>Actions posted from background threads, run in order on the main thread by <see cref="Update"/>.</summary>
/// <summary>Actions posted from background threads, run in order on the main Unity thread by <see cref="Update"/>.</summary>
private readonly System.Collections.Concurrent.ConcurrentQueue<Action> _mainThreadQueue = new();
/// <summary>
@@ -376,7 +376,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
/// <summary>Runs every action posted by the background download task, in posting order.</summary>
private void Update()
{
// Execute queued actions on main thread
// Execute queued actions on main Unity thread
while (_mainThreadQueue.TryDequeue(out var action))
{
action?.Invoke();
@@ -384,7 +384,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
}
/// <summary>
/// Posts an action to run on the main thread during the next <see cref="Update"/>. Safe to call from any thread.
/// Posts an action to run on the main Unity thread during the next <see cref="Update"/>. Safe to call from any thread.
/// Actions posted after the dialog is destroyed are never run.
/// </summary>
private void ExecuteOnMainThread(Action action)
@@ -458,7 +458,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
// Keep the "complete" message visible for 1000 ms before closing
await Task.Delay(1000);
// Destroy UI on main thread. FirstUpdateHook then sees Instance == null and checks the libraries again.
// Destroy UI on main Unity thread. FirstUpdateHook then sees Instance == null and checks the libraries again.
ExecuteOnMainThread(() =>
{
Destroy(gameObject);
@@ -513,7 +513,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
Destroy(gameObject);
}
/// <summary>Posts a status text and color change to the main thread. Callable from any thread.</summary>
/// <summary>Posts a status text and color change to the main Unity thread. Callable from any thread.</summary>
private void UpdateStatus(string message, Color color)
{
ExecuteOnMainThread(() =>
@@ -526,7 +526,7 @@ internal class FFmpegDownloadUI : MonoBehaviour
});
}
/// <summary>Posts a progress bar update to the main thread. Callable from any thread.</summary>
/// <summary>Posts a progress bar update to the main Unity thread. Callable from any thread.</summary>
/// <param name="percent">Filled fraction 0..1 (not 0..100); becomes the fill's <c>anchorMax.x</c>.</param>
/// <param name="text">Text shown on the bar.</param>
private void UpdateProgress(float percent, string text)
+2 -2
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@@ -12,7 +12,7 @@ namespace ADOFAIRenderer.UI;
/// The text is set when the binding is made (<see cref="Bind(TextMeshProUGUI, string)"/>), when the component is enabled,
/// and on every <see cref="LocalizationManager.OnLanguageChanged"/> event. A key and a dynamic provider are mutually
/// exclusive: setting one clears the other. With neither set, <see cref="Refresh"/> leaves the text unchanged.
/// Runs on the Unity main thread.
/// Runs on the main Unity thread.
/// </para>
/// </summary>
internal class LocalizedText : MonoBehaviour
@@ -44,7 +44,7 @@ internal class LocalizedText : MonoBehaviour
/// The provider is called on every refresh (enable and language change), so it can combine several keys or
/// runtime values, e.g. a label that depends on UI state.
/// </summary>
/// <param name="provider">Function returning the text to display; called on the Unity main thread.</param>
/// <param name="provider">Function returning the text to display; called on the main Unity thread.</param>
public void SetDynamic(Func<string> provider)
{
_dynamicProvider = provider;
+2 -2
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@@ -24,7 +24,7 @@ namespace ADOFAIRenderer.UI.Window;
/// <para>
/// Opened from the level editor through <c>RenderManager</c> (after the unsaved-changes check) with
/// <see cref="CreateWindow"/>. The window is built once and then hidden/shown; its state lives in static fields for the
/// whole game session. All members run on the Unity main thread.
/// whole game session. All members run on the main Unity thread.
/// </para>
/// <para>
/// Data flow:
@@ -658,7 +658,7 @@ internal static class RenderConfigWindow
var (globalLeft, globalRight) = CreateTwoColumnPanel(globalContent);
// Browse: opens the OS folder picker (FolderDialogUtil) at the current folder; a selected folder is written to
// the input and saved to the global settings immediately. FolderDialogUtil runs the callback through the
// caller's SynchronizationContext, i.e. on the Unity main thread; cancel or failure passes null (ignored here).
// caller's SynchronizationContext, i.e. on the main Unity thread; cancel or failure passes null (ignored here).
CreateButton(
ctx, globalLeft,
"ui.render_config.browse",