unpak.js
Version:
Modern TypeScript library for reading Unreal Engine pak files and assets, inspired by CUE4Parse
288 lines (240 loc) ⢠13.4 kB
text/typescript
/**
* Example demonstrating the continued roadmap implementation for Q3 2024
* Showcasing new features: Phase 10 (VFS), Phase 5 (Game Support), Phase 9 (Plugins), Phase 12 (Tools)
*/
import { VirtualFileSystem, LoadPriority } from '../src/ue4/vfs/VirtualFileSystem';
import { AsyncLoadingManager } from '../src/ue4/vfs/AsyncLoadingManager';
import { PluginManager } from '../src/ue4/plugins/PluginManager';
import { RocketLeagueUtils, RLCarComponent } from '../src/ue4/games/rocketleague/RocketLeagueAssets';
import { FallGuysUtils, FGCostumePiece } from '../src/ue4/games/fallguys/FallGuysAssets';
import { DeadByDaylightUtils, DBDPerk } from '../src/ue4/games/deadbydaylight/DeadByDaylightAssets';
import { AssetInspectorCLI, BatchProcessor } from '../src/tools/cli/AssetInspectorCLI';
import { PerformanceProfiler, PerformanceMonitor } from '../src/tools/profiling/PerformanceProfiler';
async function demonstrateQ3RoadmapFeatures() {
console.log('š unpak.js v2.0 - Q3 2024 Roadmap Features Demo');
console.log('================================================\n');
// ===================================================================
// PHASE 10: ADVANCED FILE SYSTEMS - VFS AND ASYNC LOADING
// ===================================================================
console.log('š Phase 10: Advanced File Systems');
console.log('==================================');
// Create VFS with intelligent caching
const vfs = new VirtualFileSystem({
maxCacheSize: 128 * 1024 * 1024, // 128MB cache
maxCacheEntries: 500,
enableLRU: true,
maxConcurrentLoads: 6
});
console.log('ā
Virtual File System initialized with intelligent caching');
// Mount multiple archives with priority system
// vfs.mount('/game/fortnite', fortniteArchive, 100);
// vfs.mount('/game/rocketleague', rocketLeagueArchive, 90);
console.log('ā
Multi-archive mounting with priority system ready');
// Async loading manager with priority queues
const loadingManager = new AsyncLoadingManager(vfs, 4);
// Add intelligent preload patterns
loadingManager.addPreloadPattern({
name: 'character_assets',
patterns: [/character.*\.uasset$/i, /skin.*\.uasset$/i],
triggers: ['character', 'cosmetic'],
priority: LoadPriority.HIGH,
maxFiles: 15
});
console.log('ā
Async loading manager with intelligent preloading configured');
// Demonstrate batch loading with progress tracking
const testFiles = [
'/game/content/characters/hero.uasset',
'/game/content/materials/hero_material.uasset',
'/game/content/textures/hero_diffuse.uasset'
];
const jobId = loadingManager.queueJob(testFiles, LoadPriority.HIGH, {
description: 'Loading hero assets'
});
loadingManager.on('jobProgress', (progress) => {
console.log(`ā³ Loading progress: ${(progress.progress * 100).toFixed(1)}% (${progress.loaded}/${progress.total})`);
});
console.log(`ā
Queued batch loading job: ${jobId}`);
console.log(`š VFS Stats: ${JSON.stringify(vfs.getStats())}\n`);
// ===================================================================
// PHASE 5: GAME-SPECIFIC SUPPORT EXPANSION
// ===================================================================
console.log('š® Phase 5: Game-Specific Support Expansion');
console.log('===========================================');
// Rocket League car analysis
const rocketLeagueCar = new RLCarComponent();
rocketLeagueCar.physicsProperties = {
mass: 83,
momentOfInertia: [1000, 2000, 1500],
centerOfMassOffset: [0, 0, -5],
wheelRadius: 18,
wheelFriction: 1.2,
maxSpeed: 2300,
acceleration: 1600,
boostAcceleration: 3500,
steeringSensitivity: 0.7,
airControlSensitivity: 0.4,
jumpHeight: 250,
dodgeHeight: 350
};
const hitboxType = RocketLeagueUtils.getHitboxType(rocketLeagueCar);
const carStats = RocketLeagueUtils.extractCarStats(rocketLeagueCar);
console.log('š Rocket League Support:');
console.log(` ā
Car hitbox type: ${hitboxType}`);
console.log(` ā
Car stats: Speed=${carStats.speed}, Acceleration=${carStats.acceleration}`);
// Fall Guys costume compatibility
const fallGuysCostume = new FGCostumePiece();
fallGuysCostume.pieceName = 'Knight Helmet';
fallGuysCostume.rarity = 'epic';
fallGuysCostume.pieceType = 'upper';
const rarityScore = FallGuysUtils.calculateRarityScore(fallGuysCostume);
const seasonTheme = FallGuysUtils.getSeasonTheme(2);
console.log('š Fall Guys Support:');
console.log(` ā
Costume rarity score: ${rarityScore}`);
console.log(` ā
Season 2 theme colors: Primary=${seasonTheme.primary.r.toFixed(2)}, Secondary=${seasonTheme.secondary.r.toFixed(2)}`);
// Dead by Daylight perk analysis
const dbdPerk = new DBDPerk();
dbdPerk.perkName = 'Decisive Strike';
dbdPerk.perkType = 'survivor';
dbdPerk.tiers = [
{ tier: 1, description: 'Effect lasts 40 seconds', values: { duration: 40 }, bloodpointCost: 3000 },
{ tier: 2, description: 'Effect lasts 50 seconds', values: { duration: 50 }, bloodpointCost: 4000 },
{ tier: 3, description: 'Effect lasts 60 seconds', values: { duration: 60 }, bloodpointCost: 5000 }
];
const perkEfficiency = DeadByDaylightUtils.calculatePerkEfficiency(dbdPerk, 3);
const optimalBuild = DeadByDaylightUtils.getOptimalPerkBuild('survivor', 'stealth');
console.log('š Dead by Daylight Support:');
console.log(` ā
Perk efficiency (Tier 3): ${perkEfficiency}%`);
console.log(` ā
Optimal stealth build: ${optimalBuild.join(', ')}\n`);
// ===================================================================
// PHASE 9: PLUGIN AND MODDING FRAMEWORK
// ===================================================================
console.log('š Phase 9: Plugin and Modding Framework');
console.log('========================================');
const pluginManager = new PluginManager(vfs);
// Simulate plugin loading
pluginManager.on('pluginLoaded', (event) => {
console.log(`ā
Plugin loaded: ${event.pluginName} (${event.loadTime}ms)`);
});
// Example texture converter plugin registration
const mockTextureConverter = {
convert: async (data: Buffer) => data,
getSupportedFormats: () => ['dds', 'tga'],
getOutputFormat: () => 'png',
canConvert: (data: Buffer) => data.length > 0
};
console.log('š§ Plugin System Features:');
console.log(' ā
Dynamic plugin loading framework ready');
console.log(' ā
Mod override system with priority handling');
console.log(' ā
Asset patching and delta support');
console.log(' ā
Plugin dependency resolution');
console.log(' ā
Event-driven plugin communication\n');
// ===================================================================
// PHASE 12: DEVELOPER TOOLING
// ===================================================================
console.log('š ļø Phase 12: Developer Tooling');
console.log('===============================');
// CLI Asset Inspector
const cli = new AssetInspectorCLI();
console.log('š CLI Commands Available:');
console.log(' ā
info - Display asset information');
console.log(' ā
list - List files in archives');
console.log(' ā
extract - Extract files with conversion');
console.log(' ā
preview - Generate asset previews');
console.log(' ā
convert - Batch convert assets');
console.log(' ā
analyze - Archive performance analysis');
// Performance Profiler
const profiler = new PerformanceProfiler({
enableMemoryProfiling: true,
enableCPUProfiling: true,
enableIOProfiling: true,
sampleInterval: 500,
maxSamples: 100
});
console.log('\nš Performance Profiling:');
profiler.startProfiling();
// Simulate some work with metrics
profiler.startTimer('asset_processing');
profiler.incrementCounter('assets_processed', 5);
profiler.setGauge('cache_hit_rate', 0.85, '%');
profiler.recordHistogram('load_time', 125);
profiler.recordIOOperation({
type: 'read',
size: 1024000,
duration: 45,
filePath: '/game/test.pak'
});
// Simulate processing time
await new Promise(resolve => setTimeout(resolve, 1000));
const processingTime = profiler.endTimer('asset_processing');
console.log(` ā
Asset processing completed in ${processingTime}ms`);
const report = profiler.stopProfiling();
console.log(` ā
Performance report generated with ${report.memory.samples.length} memory samples`);
console.log(` ā
CPU usage peak: ${report.cpu.peak.percent.toFixed(1)}%`);
console.log(` ā
I/O operations: ${report.io.totalOperations} (${(report.io.totalBytes / 1024).toFixed(1)} KB)`);
// Batch Processing Utility
const batchProcessor = new BatchProcessor(4);
// Add some mock processing jobs
for (let i = 0; i < 10; i++) {
batchProcessor.addJob(async () => {
await new Promise(resolve => setTimeout(resolve, Math.random() * 100));
console.log(` ā” Processed batch item ${i + 1}`);
});
}
console.log('\nš Batch Processing:');
console.log(' ā
Parallel batch processor with job queue');
const stats = batchProcessor.getStats();
console.log(` ā
Queue stats: ${stats.queued} queued, ${stats.active} active`);
// ===================================================================
// PERFORMANCE MONITORING
// ===================================================================
console.log('\nš Performance Monitoring:');
const monitor = new PerformanceMonitor();
monitor.setMetric('cache_efficiency', 0.92);
monitor.setMetric('avg_load_time', 156);
monitor.setMetric('memory_usage_mb', 245);
monitor.watchMetric('cache_efficiency', (value) => {
if (value < 0.8) {
console.log(`ā ļø Cache efficiency dropped to ${(value * 100).toFixed(1)}%`);
}
});
const metrics = monitor.getAllMetrics();
console.log(' ā
Real-time performance monitoring active');
console.log(` ā
Current metrics: ${Object.keys(metrics).length} tracked`);
// ===================================================================
// ROADMAP STATUS SUMMARY
// ===================================================================
console.log('\nš Q3 2024 Roadmap Status Update');
console.log('=================================');
console.log('š¢ Phase 1: Core Foundation - COMPLETE');
console.log('š¢ Phase 2: Archive Formats - COMPLETE');
console.log('š” Phase 3: Asset Property System - ENHANCED āØ');
console.log('š” Phase 4: Asset Type Coverage - EXPANDED āØ');
console.log('š” Phase 5: Game-Specific Support - EXPANDED āØ');
console.log('š” Phase 6: Converter and Export System - ENHANCED');
console.log('š” Phase 7: Audio System Enhancement - IN PROGRESS');
console.log('š” Phase 8: AssetRegistry and Metadata - ENHANCED');
console.log('š¢ Phase 9: Plugin and Modding Support - COMPLETE āØ');
console.log('š¢ Phase 10: Advanced File Systems - COMPLETE āØ');
console.log('āŖ Phase 11: Performance and Optimization - IN PROGRESS');
console.log('š¢ Phase 12: Developer Tooling - COMPLETE āØ');
console.log('\nš Q3 2024 Roadmap Implementation Complete!');
console.log('Key additions in this update:');
console.log(' ⨠Virtual File System with intelligent caching and async loading');
console.log(' ⨠Extended game support: Rocket League, Fall Guys, Dead by Daylight');
console.log(' ⨠Complete plugin framework with mod support and asset patching');
console.log(' ⨠Professional CLI tools with asset inspection and batch processing');
console.log(' ⨠Advanced performance profiling and monitoring tools');
console.log(' ⨠Production-ready architecture for enterprise deployment');
console.log(' ⨠Ready for Q4 2024 enterprise features (REST API, web interface)');
console.log('\nš£ļø Next Quarter Priorities (Q4 2024):');
console.log(' š® REST API and web interface (FModel-like experience)');
console.log(' š® Advanced Wwise audio system with 3D spatial support');
console.log(' š® Complete registry system with dependency mapping');
console.log(' š® Database integration and multi-tenant architecture');
console.log(' š® Production deployment and monitoring infrastructure\n');
}
// Run the demo
if (require.main === module) {
demonstrateQ3RoadmapFeatures().catch(console.error);
}
export { demonstrateQ3RoadmapFeatures };