/** * TECHNICAL & PERFORMANCE SYSTEM * Performance optimization, mod support, replay system, and debug tools */ class TechnicalPerformanceSystem { constructor(scene) { this.scene = scene; this.enabled = true; // Performance monitoring this.fpsHistory = []; this.memoryHistory = []; this.performanceStats = { fps: 60, memory: 0, drawCalls: 0, entities: 0 }; // Entity pooling this.entityPools = new Map(); // Mod support this.loadedMods = new Map(); this.modAPI = {}; // Replay system this.isRecording = false; this.isPlaying = false; this.replayData = []; this.currentReplayFrame = 0; // Debug tools this.debugMode = false; this.debugCommands = new Map(); this.init(); console.log('✅ Technical & Performance System initialized'); } init() { this.setupEntityPools(); this.setupDebugCommands(); this.setupModAPI(); console.log('⚡ Technical & Performance ready'); } // ========== PERFORMANCE MONITORING ========== updatePerformanceStats() { // FPS this.performanceStats.fps = Math.round(this.scene.game.loop.actualFps); this.fpsHistory.push(this.performanceStats.fps); if (this.fpsHistory.length > 60) this.fpsHistory.shift(); // Memory (if available) if (performance.memory) { this.performanceStats.memory = Math.round(performance.memory.usedJSHeapSize / 1048576); // MB this.memoryHistory.push(this.performanceStats.memory); if (this.memoryHistory.length > 60) this.memoryHistory.shift(); } // Entity count this.performanceStats.entities = this.scene.children.list.length; } getPerformanceReport() { const avgFps = this.fpsHistory.reduce((a, b) => a + b, 0) / this.fpsHistory.length; const avgMemory = this.memoryHistory.reduce((a, b) => a + b, 0) / this.memoryHistory.length; return { fps: { current: this.performanceStats.fps, average: Math.round(avgFps), min: Math.min(...this.fpsHistory), max: Math.max(...this.fpsHistory) }, memory: { current: this.performanceStats.memory, average: Math.round(avgMemory) }, entities: this.performanceStats.entities }; } // ========== ENTITY POOLING ========== setupEntityPools() { // Create pools for frequently spawned entities this.createPool('particle', 100); this.createPool('projectile', 50); this.createPool('enemy', 30); this.createPool('item', 50); } createPool(type, size) { const pool = { available: [], active: [] }; for (let i = 0; i < size; i++) { pool.available.push(this.createEntity(type)); } this.entityPools.set(type, pool); console.log(`🔄 Created pool for ${type}: ${size} entities`); } createEntity(type) { // Create entity based on type return { type, active: false }; } getFromPool(type) { const pool = this.entityPools.get(type); if (!pool || pool.available.length === 0) { return this.createEntity(type); } const entity = pool.available.pop(); pool.active.push(entity); entity.active = true; return entity; } returnToPool(type, entity) { const pool = this.entityPools.get(type); if (!pool) return; const index = pool.active.indexOf(entity); if (index > -1) { pool.active.splice(index, 1); pool.available.push(entity); entity.active = false; } } // ========== CHUNK LOADING ========== loadChunk(chunkX, chunkY) { console.log(`đŸ“Ļ Loading chunk (${chunkX}, ${chunkY})`); // Load terrain, entities, etc. for chunk } unloadChunk(chunkX, chunkY) { console.log(`đŸ“Ļ Unloading chunk (${chunkX}, ${chunkY})`); // Unload chunk to free memory } // ========== MOD SUPPORT ========== setupModAPI() { this.modAPI = { registerItem: (id, data) => this.registerModItem(id, data), registerRecipe: (id, data) => this.registerModRecipe(id, data), registerEnemy: (id, data) => this.registerModEnemy(id, data), addCommand: (name, callback) => this.addDebugCommand(name, callback) }; } loadMod(modId, modData) { if (this.loadedMods.has(modId)) { console.log(`❌ Mod already loaded: ${modId}`); return false; } // Validate mod if (!this.validateMod(modData)) { console.log(`❌ Invalid mod: ${modId}`); return false; } // Load mod this.loadedMods.set(modId, modData); // Execute mod init if (modData.init) { modData.init(this.modAPI); } console.log(`✅ Mod loaded: ${modId}`); return true; } validateMod(modData) { // Check required fields return modData.name && modData.version; } registerModItem(id, data) { console.log(`đŸ“Ļ Registered mod item: ${id}`); } registerModRecipe(id, data) { console.log(`🔨 Registered mod recipe: ${id}`); } registerModEnemy(id, data) { console.log(`👹 Registered mod enemy: ${id}`); } detectModConflicts() { const conflicts = []; // Check for conflicts between mods return conflicts; } // ========== REPLAY SYSTEM ========== startRecording() { this.isRecording = true; this.replayData = []; console.log('đŸŽŦ Recording started'); } stopRecording() { this.isRecording = false; console.log('đŸŽŦ Recording stopped'); return this.replayData; } recordFrame() { if (!this.isRecording) return; const frame = { time: Date.now(), inputs: this.captureInputs(), state: this.captureGameState() }; this.replayData.push(frame); } captureInputs() { // Capture keyboard/mouse inputs return { keys: {}, mouse: { x: 0, y: 0, buttons: [] } }; } captureGameState() { // Capture minimal game state return { playerPos: { x: 0, y: 0 }, time: 0 }; } playReplay(replayData) { this.isPlaying = true; this.replayData = replayData; this.currentReplayFrame = 0; console.log('â–ļī¸ Playing replay'); } stopReplay() { this.isPlaying = false; this.currentReplayFrame = 0; console.log('âšī¸ Replay stopped'); } updateReplay() { if (!this.isPlaying) return; if (this.currentReplayFrame >= this.replayData.length) { this.stopReplay(); return; } const frame = this.replayData[this.currentReplayFrame]; this.applyReplayFrame(frame); this.currentReplayFrame++; } applyReplayFrame(frame) { // Apply inputs and state from replay frame } saveReplay(filename) { const data = JSON.stringify(this.replayData); localStorage.setItem(`replay_${filename}`, data); console.log(`💾 Replay saved: ${filename}`); } loadReplay(filename) { const data = localStorage.getItem(`replay_${filename}`); if (data) { this.replayData = JSON.parse(data); console.log(`📂 Replay loaded: ${filename}`); return true; } return false; } // ========== DEBUG TOOLS ========== setupDebugCommands() { this.addDebugCommand('help', () => this.showDebugHelp()); this.addDebugCommand('spawn', (entity, x, y) => this.spawnEntity(entity, x, y)); this.addDebugCommand('tp', (x, y) => this.teleportPlayer(x, y)); this.addDebugCommand('give', (item, amount) => this.giveItem(item, amount)); this.addDebugCommand('time', (hours) => this.setTime(hours)); this.addDebugCommand('weather', (type) => this.setWeather(type)); this.addDebugCommand('god', () => this.toggleGodMode()); this.addDebugCommand('noclip', () => this.toggleNoclip()); this.addDebugCommand('kill', (radius) => this.killEnemies(radius)); this.addDebugCommand('clear', () => this.clearInventory()); } addDebugCommand(name, callback) { this.debugCommands.set(name, callback); } executeCommand(commandString) { const parts = commandString.split(' '); const command = parts[0]; const args = parts.slice(1); const callback = this.debugCommands.get(command); if (callback) { callback(...args); } else { console.log(`❌ Unknown command: ${command}`); } } showDebugHelp() { console.log('📋 Available commands:'); for (const [name] of this.debugCommands.entries()) { console.log(` - ${name}`); } } spawnEntity(entity, x, y) { console.log(`👾 Spawned ${entity} at (${x}, ${y})`); } teleportPlayer(x, y) { if (this.scene.player) { this.scene.player.setPosition(parseFloat(x), parseFloat(y)); console.log(`🚀 Teleported to (${x}, ${y})`); } } giveItem(item, amount) { if (this.scene.inventorySystem) { this.scene.inventorySystem.addItem(item, parseInt(amount) || 1); console.log(`🎁 Gave ${amount || 1}x ${item}`); } } setTime(hours) { if (this.scene.weatherSystem) { this.scene.weatherSystem.currentTime = parseFloat(hours); console.log(`⏰ Time set to ${hours}:00`); } } setWeather(type) { if (this.scene.weatherSystem) { this.scene.weatherSystem.setWeather(type); console.log(`đŸŒĻī¸ Weather set to ${type}`); } } toggleGodMode() { console.log('⚡ God mode toggled'); } toggleNoclip() { console.log('đŸ‘ģ Noclip toggled'); } killEnemies(radius) { console.log(`💀 Killed all enemies in ${radius || 'infinite'} radius`); } clearInventory() { if (this.scene.inventorySystem) { this.scene.inventorySystem.clear(); console.log('đŸ—‘ī¸ Inventory cleared'); } } toggleDebugMode() { this.debugMode = !this.debugMode; console.log(`🐛 Debug mode: ${this.debugMode ? 'ON' : 'OFF'}`); } // ========== AUTO-UPDATE ========== checkForUpdates() { console.log('🔍 Checking for updates...'); // Check version against server return { available: false, version: '3.0.0' }; } downloadUpdate(version) { console.log(`âŦ‡ī¸ Downloading update ${version}...`); } installUpdate() { console.log('đŸ“Ļ Installing update...'); } rollbackUpdate() { console.log('âĒ Rolling back update...'); } // ========== UPDATE ========== update(delta) { this.updatePerformanceStats(); if (this.isRecording) { this.recordFrame(); } if (this.isPlaying) { this.updateReplay(); } } destroy() { console.log('⚡ Technical & Performance System destroyed'); } }