advanced-games-library
Version:
Advanced Gaming Library for React Native - Four Complete Games with iOS Compatibility Fixes
175 lines (142 loc) • 5.1 kB
JavaScript
// 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();
};