fix typo unitySynchronizationContext

When I was following the context switch flow, I found a typo, so I fixed it.
master
hatomune 2021-04-04 01:17:23 +09:00 committed by GitHub
parent 18f2746f0d
commit 721a7d9e4e
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 3 additions and 3 deletions

View File

@ -181,7 +181,7 @@ namespace Cysharp.Threading.Tasks
static readonly ContinuationQueue ThrowMarkerContinuationQueue = new ContinuationQueue(PlayerLoopTiming.Initialization); static readonly ContinuationQueue ThrowMarkerContinuationQueue = new ContinuationQueue(PlayerLoopTiming.Initialization);
static readonly PlayerLoopRunner ThrowMarkerPlayerLoopRunner = new PlayerLoopRunner(PlayerLoopTiming.Initialization); static readonly PlayerLoopRunner ThrowMarkerPlayerLoopRunner = new PlayerLoopRunner(PlayerLoopTiming.Initialization);
public static SynchronizationContext UnitySynchronizationContext => unitySynchronizationContetext; public static SynchronizationContext UnitySynchronizationContext => unitySynchronizationContext;
public static int MainThreadId => mainThreadId; public static int MainThreadId => mainThreadId;
internal static string ApplicationDataPath => applicationDataPath; internal static string ApplicationDataPath => applicationDataPath;
@ -189,7 +189,7 @@ namespace Cysharp.Threading.Tasks
static int mainThreadId; static int mainThreadId;
static string applicationDataPath; static string applicationDataPath;
static SynchronizationContext unitySynchronizationContetext; static SynchronizationContext unitySynchronizationContext;
static ContinuationQueue[] yielders; static ContinuationQueue[] yielders;
static PlayerLoopRunner[] runners; static PlayerLoopRunner[] runners;
internal static bool IsEditorApplicationQuitting { get; private set; } internal static bool IsEditorApplicationQuitting { get; private set; }
@ -289,7 +289,7 @@ namespace Cysharp.Threading.Tasks
static void Init() static void Init()
{ {
// capture default(unity) sync-context. // capture default(unity) sync-context.
unitySynchronizationContetext = SynchronizationContext.Current; unitySynchronizationContext = SynchronizationContext.Current;
mainThreadId = Thread.CurrentThread.ManagedThreadId; mainThreadId = Thread.CurrentThread.ManagedThreadId;
try try
{ {