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
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1 changed files with 3 additions and 3 deletions

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