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advanced-games-library

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Advanced Gaming Library for React Native - Four Complete Games with iOS Compatibility Fixes

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// Memory optimization utility class AdvancedMemoryManager { constructor() { this.memoryHistory = []; this.productionMode = false; this.objectPools = new Map(); this.monitoringInterval = null; } getCurrentMemoryStatus() { // Simulated memory status - in real app would use actual memory monitoring const mockMemoryUsage = 45 + Math.random() * 20; // 45-65% const trend = this.calculateTrend(); const riskLevel = this.assessRiskLevel(mockMemoryUsage); const status = { current: { percentage: mockMemoryUsage, used: Math.round(mockMemoryUsage * 100), available: Math.round((100 - mockMemoryUsage) * 100) }, trend, riskLevel, timestamp: Date.now() }; this.memoryHistory.push(status); // Keep only last 100 entries if (this.memoryHistory.length > 100) { this.memoryHistory = this.memoryHistory.slice(-100); } return status; } async optimizeMemory() { console.log('🧠 Starting memory optimization...'); const beforeStatus = this.getCurrentMemoryStatus(); let memoryFreed = 0; // Simulate memory cleanup operations memoryFreed += await this.clearUnusedCaches(); memoryFreed += await this.optimizeObjectPools(); memoryFreed += await this.garbageCollect(); const afterStatus = this.getCurrentMemoryStatus(); const result = { memoryFreed, beforeUsage: beforeStatus.current.percentage, afterUsage: afterStatus.current.percentage, improvement: beforeStatus.current.percentage - afterStatus.current.percentage }; console.log('🧠 Memory optimization completed:', result); return result; } enableProductionMode() { this.productionMode = true; this.startMemoryMonitoring(); console.log('🧠 Memory manager enabled in production mode'); } startMemoryMonitoring(interval = 30000) { // 30 seconds if (this.monitoringInterval) { clearInterval(this.monitoringInterval); } this.monitoringInterval = setInterval(() => { const status = this.getCurrentMemoryStatus(); if (status.riskLevel === 'high') { console.warn('🧠 High memory usage detected, triggering optimization'); this.optimizeMemory(); } }, interval); } stopMemoryMonitoring() { if (this.monitoringInterval) { clearInterval(this.monitoringInterval); this.monitoringInterval = null; } } calculateTrend() { if (this.memoryHistory.length < 2) return 'stable'; const recent = this.memoryHistory.slice(-5); const average = recent.reduce((sum, entry) => sum + entry.current.percentage, 0) / recent.length; const latest = this.memoryHistory[this.memoryHistory.length - 1].current.percentage; if (latest > average + 5) return 'increasing'; if (latest < average - 5) return 'decreasing'; return 'stable'; } assessRiskLevel(memoryUsage) { if (memoryUsage > 80) return 'high'; if (memoryUsage > 60) return 'medium'; return 'low'; } async clearUnusedCaches() { // Simulate cache clearing const freedMB = Math.random() * 50; console.log(`🧠 Cleared unused caches, freed ${freedMB.toFixed(1)}MB`); return freedMB; } async optimizeObjectPools() { // Simulate object pool optimization const freedMB = Math.random() * 30; console.log(`🧠 Optimized object pools, freed ${freedMB.toFixed(1)}MB`); return freedMB; } async garbageCollect() { // Simulate garbage collection const freedMB = Math.random() * 20; console.log(`🧠 Performed garbage collection, freed ${freedMB.toFixed(1)}MB`); return freedMB; } getMemoryReport() { return { currentStatus: this.getCurrentMemoryStatus(), history: this.memoryHistory.slice(-20), // Last 20 entries recommendations: this.getOptimizationRecommendations() }; } getOptimizationRecommendations() { const current = this.getCurrentMemoryStatus(); const recommendations = []; if (current.riskLevel === 'high') { recommendations.push('Consider reducing image quality or cache size'); recommendations.push('Clear unused game assets'); } if (current.trend === 'increasing') { recommendations.push('Monitor for memory leaks'); recommendations.push('Implement more aggressive cleanup'); } return recommendations; } } export const advancedMemoryManager = new AdvancedMemoryManager(); // Memory-aware object factory export const memoryAwareObjectFactory = { create: (poolName, factory) => { // Simple object pooling simulation console.log(`🧠 Creating memory-aware object from pool: ${poolName}`); return factory(); }, release: (poolName, object) => { console.log(`🧠 Releasing object to pool: ${poolName}`); // In real implementation, would return object to pool } }; // Hook for React components export const useMemoryMonitor = () => { // This would be a real React hook in practice return advancedMemoryManager.getCurrentMemoryStatus(); };