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Refactor Hardcoded Max Render Retry
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@@ -21,6 +21,7 @@ namespace ADOFAIRenderer.Core
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public static bool IsCapturingActive => Instance && Instance.isCapturing;
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public const int MaxQueuedFrames = 64;
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public const int MaxRenderRetry = 64;
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// Core Render Configuration and Path
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public int countdown;
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@@ -172,9 +173,9 @@ namespace ADOFAIRenderer.Core
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// [렉으로 인한 프레임 렌더링 스킵 시 재시도 로직 (원본 모드 이식)]
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if (renderCheck && isCapturing)
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{
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if (skipCount < 60)
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if (skipCount < MaxRenderRetry)
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{
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Melon<RenderMod>.Logger.Warning($"[Render Skipped] Frame {frameCount} rendering missed. Retrying... (Attempt {skipCount + 1}/60)");
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Melon<RenderMod>.Logger.Warning($"[Render Skipped] Frame {frameCount} rendering missed. Retrying... (Attempt {skipCount + 1}/{MaxRenderRetry})");
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skipCount++;
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Time.timeScale = 0f; // 진행 시간 멈추기 (재시도)
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return; // 업데이트 진행하지 않고 대기
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@@ -205,7 +205,7 @@ namespace ADOFAIRenderer.UI
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sb.AppendLine();
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sb.AppendLine($"• Throttling Controls: {(RenderManager.Instance ? RenderManager.Instance.throttleCount : 0)} times");
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sb.AppendLine($"• Readback Hard Failures: <color=#ff3333>{(RenderManager.Instance ? RenderManager.Instance.readbackFailureCount : 0)}</color> times");
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sb.AppendLine($"• Render Skip-Retry: {(RenderManager.Instance ? RenderManager.Instance.skipCount : 0)} / 60");
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sb.AppendLine($"• Render Skip-Retry: {(RenderManager.Instance ? RenderManager.Instance.skipCount : 0)} / {RenderManager.MaxRenderRetry}");
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var memoryMb = GC.GetTotalMemory(false) / (1024.0 * 1024.0);
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sb.AppendLine($"• Mono Heap Memory: {memoryMb:F2} MB");
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