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Refactor Image Queue Max Length
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@@ -19,6 +19,8 @@ namespace ADOFAIRenderer.Core
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public static bool IsActive => Instance && Instance.isRendering;
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public static bool IsCapturingActive => Instance && Instance.isCapturing;
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public const int MaxQueuedFrames = 64;
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// Core Render Configuration and Path
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public int countdown;
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public long frameCount;
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@@ -217,7 +219,6 @@ namespace ADOFAIRenderer.Core
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renderCheck = false; // 이번 프레임 정상 렌더링 완료
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// [Backpressure Throttling (2번 작업)]
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const int maxQueuedFrames = 60;
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isThrottling = false;
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while (isCapturing && isRendering)
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@@ -228,7 +229,7 @@ namespace ADOFAIRenderer.Core
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count = ImageQueue.Count;
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}
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if (count <= maxQueuedFrames) break;
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if (count <= MaxQueuedFrames) break;
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if (!isThrottling)
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{
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@@ -82,7 +82,7 @@ namespace ADOFAIRenderer.UI
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gameObject.AddComponent<GraphicRaycaster>();
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// 배경 패널 생성
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GameObject panelObj = new GameObject("BackgroundPanel");
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var panelObj = new GameObject("BackgroundPanel");
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panelObj.transform.SetParent(transform, false);
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panelObj.layer = 5;
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@@ -197,7 +197,7 @@ namespace ADOFAIRenderer.UI
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queueCount = RenderManager.Instance.ImageQueue.Count;
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}
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}
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sb.AppendLine($"• Queued Buffers: <b>{queueCount}</b> / 60 frames");
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sb.AppendLine($"• Queued Buffers: <b>{queueCount}</b> / {RenderManager.MaxQueuedFrames} frames");
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sb.AppendLine((RenderManager.Instance && RenderManager.Instance.isThrottling)
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? "• Status: <b><color=yellow>THROTTLING (Safe Mode)</color></b>"
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