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Improve Code Consistency Between RenderMod and RenderManager
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d4b9e4b89c
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@@ -187,7 +187,7 @@ namespace ADOFAIRenderer.UI
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var sb = new StringBuilder();
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sb.AppendLine("<b><color=#00ccff>ADOFAI Renderer Realtime Monitor</color></b>");
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sb.AppendLine();
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sb.AppendLine($"• Rendered Progress: <b>{(RenderManager.Instance ? RenderManager.Instance.frameCount : 0)}</b> frames");
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sb.AppendLine($"• Rendered Progress: <b>{(RenderManager.Instance != null ? RenderManager.Instance.frameCount : 0)}</b> frames");
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var queueCount = 0;
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if (RenderManager.Instance)
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@@ -199,13 +199,13 @@ namespace ADOFAIRenderer.UI
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}
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sb.AppendLine($"• Queued Buffers: <b>{queueCount}</b> / 60 frames");
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sb.AppendLine(RenderMod.IsThrottling
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sb.AppendLine((RenderManager.Instance && RenderManager.Instance.isThrottling)
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? "• Status: <b><color=yellow>THROTTLING (Safe Mode)</color></b>"
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: "• Status: <b><color=green>NORMAL (Encoding)</color></b>");
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sb.AppendLine();
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sb.AppendLine($"• Throttling Controls: {RenderMod.ThrottleCount} times");
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sb.AppendLine($"• Readback Hard Failures: <color=#ff3333>{RenderMod.ReadbackFailureCount}</color> times");
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sb.AppendLine($"• Render Skip-Retry: {RenderMod.SkipCount} / 60");
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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($"• Render Skip-Retry: {(RenderManager.Instance ? RenderManager.Instance.skipCount : 0)} / 60");
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var memoryMb = GC.GetTotalMemory(false) / (1024.0 * 1024.0);
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sb.AppendLine($"• Mono Heap Memory: {memoryMb:F2} MB");
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@@ -75,7 +75,7 @@ namespace ADOFAIRenderer.UI
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private void Update()
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{
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// 렌더링이 더 이상 활성화되어 있지 않으면 자가 파괴
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if (!RenderMod.IsRendering)
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if (!RenderManager.IsActive)
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{
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Destroy(gameObject);
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return;
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+1
-1
@@ -51,7 +51,7 @@ namespace ADOFAIRenderer.UI
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public void OnClick()
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{
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if (IsAnyFieldEmpty()) return;
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if (RenderMod.IsRendering) return;
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if (RenderManager.IsActive) return;
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if (!double.TryParse(targetFPSInput.text, out var targetFPS) || targetFPS <= 0)
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{
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