fix: 安全审查 P0-P2 问题修复(26项)

P0 关键修复:
- 移除 exit(0) 强制退出,改为应用语言设置后下次启动生效
- 修复 LivePhotoValidator hasResumed data race,引入线程安全 ResumeOnce
- 修复 addAssetID(toVideo:) continuation 泄漏,添加 writer/reader 启动状态检查
- 修复 OnboardingView "跳过" 按钮未国际化
- 修复 LanguageManager "跟随系统" 硬编码中文
- .gitignore 补全 AI 工具目录

P1 架构与 UI 修复:
- 修复 RealESRGANProcessor actor 隔离违规
- 修复 ODRManager continuation 生命周期保护
- TiledImageProcessor 改为流式拼接,降低内存峰值
- EditorView 硬编码颜色统一为设计系统
- ProcessingView 取消导航竞态修复
- 反馈诊断包添加知情同意提示

P2 代码质量与合规:
- EditorView/WallpaperGuideView 硬编码间距圆角统一为设计令牌
- PrivacyPolicyView 设计系统颜色统一
- HomeView 重复 onChange 合并
- PHAuthorizationStatus 改为英文技术术语
- Analytics 日志 assetId 脱敏
- 隐私政策补充 localIdentifier 存储说明
- 清理孤立的 subscription 翻译 key
- 脚本硬编码绝对路径改为相对路径
- DesignSystem SoftSlider 类型不匹配编译错误修复

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
empty
2026-02-07 20:04:41 +08:00
parent e08cfc981e
commit 4bcad4d4b8
19 changed files with 640 additions and 1396 deletions

View File

@@ -63,17 +63,38 @@ struct TiledImageProcessor {
logger.info("Extracted \(tiles.count) tiles")
progress?(0.1)
// Step 2: Process each tile
var processedTiles: [(tile: ImageTile, output: [UInt8])] = []
// Step 2: Pre-allocate output buffers for streaming stitching
let outputWidth = originalWidth * config.modelScale
let outputHeight = originalHeight * config.modelScale
var outputBuffer = [Float](repeating: 0, count: outputWidth * outputHeight * 3)
var weightBuffer = [Float](repeating: 0, count: outputWidth * outputHeight)
// Step 3: Process each tile and blend immediately (streaming)
let tileProgressBase = 0.1
let tileProgressRange = 0.7
let tileProgressRange = 0.75
for (index, tile) in tiles.enumerated() {
try Task.checkCancellation()
let pixelBuffer = try ImageFormatConverter.cgImageToPixelBuffer(tile.image)
let outputData = try await processor.processImage(pixelBuffer)
processedTiles.append((tile, outputData))
// Blend tile into output immediately no accumulation
let weights = createBlendingWeights(
tileWidth: min(config.outputTileSize, outputWidth - tile.outputOriginX),
tileHeight: min(config.outputTileSize, outputHeight - tile.outputOriginY)
)
blendTileIntoOutput(
data: outputData,
weights: weights,
atX: tile.outputOriginX,
atY: tile.outputOriginY,
outputWidth: outputWidth,
outputHeight: outputHeight,
outputBuffer: &outputBuffer,
weightBuffer: &weightBuffer
)
// outputData and weights are released here
let tileProgress = tileProgressBase + tileProgressRange * Double(index + 1) / Double(tiles.count)
progress?(tileProgress)
@@ -82,19 +103,14 @@ struct TiledImageProcessor {
await Task.yield()
}
progress?(0.85)
progress?(0.9)
// Step 3: Stitch tiles with blending
let outputWidth = originalWidth * config.modelScale
let outputHeight = originalHeight * config.modelScale
let stitchedImage = try stitchTiles(
processedTiles,
outputWidth: outputWidth,
outputHeight: outputHeight
)
// Step 4: Normalize and create final image
normalizeByWeights(&outputBuffer, weights: weightBuffer, width: outputWidth, height: outputHeight)
let stitchedImage = try createCGImage(from: outputBuffer, width: outputWidth, height: outputHeight)
progress?(0.95)
// Step 4: Cap at max dimension if needed
// Step 5: Cap at max dimension if needed
let finalImage = try capToMaxDimension(stitchedImage, maxDimension: 4320)
progress?(1.0)
@@ -196,45 +212,6 @@ struct TiledImageProcessor {
// MARK: - Tile Stitching
/// Stitch processed tiles with weighted blending
private func stitchTiles(
_ tiles: [(tile: ImageTile, output: [UInt8])],
outputWidth: Int,
outputHeight: Int
) throws -> CGImage {
// Create output buffers
var outputBuffer = [Float](repeating: 0, count: outputWidth * outputHeight * 3)
var weightBuffer = [Float](repeating: 0, count: outputWidth * outputHeight)
let outputTileSize = config.outputTileSize // 2048
for (tile, data) in tiles {
// Create blending weights for this tile
let weights = createBlendingWeights(
tileWidth: min(outputTileSize, outputWidth - tile.outputOriginX),
tileHeight: min(outputTileSize, outputHeight - tile.outputOriginY)
)
// Blend tile into output
blendTileIntoOutput(
data: data,
weights: weights,
atX: tile.outputOriginX,
atY: tile.outputOriginY,
outputWidth: outputWidth,
outputHeight: outputHeight,
outputBuffer: &outputBuffer,
weightBuffer: &weightBuffer
)
}
// Normalize by accumulated weights
normalizeByWeights(&outputBuffer, weights: weightBuffer, width: outputWidth, height: outputHeight)
// Convert to CGImage
return try createCGImage(from: outputBuffer, width: outputWidth, height: outputHeight)
}
/// Create blending weights with linear falloff at edges
private func createBlendingWeights(tileWidth: Int, tileHeight: Int) -> [Float] {
let overlap = config.outputOverlap // 256