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feat: Missing Monitoring, Analytics, and Maintenance Systems #151

@KevinMB0220

Description

@KevinMB0220

Issue: Missing Monitoring, Analytics, and Maintenance Systems

Description:

The codebase lacks comprehensive monitoring, analytics, and maintenance systems. There's no way to track game performance, player behavior, system health, or perform maintenance operations. This makes it difficult to maintain the game, identify issues, and make data-driven decisions.

Problems Identified:

  1. No Performance Monitoring: No tracking of gas usage, transaction success rates, or system performance
  2. Missing Player Analytics: No tracking of player behavior, engagement, or progression
  3. No System Health Monitoring: No way to monitor system health or detect issues
  4. Missing Maintenance Functions: No automated maintenance or cleanup operations
  5. No Data Export/Import: No way to export game data for analysis or import data for maintenance

Code Issues Found:

// No monitoring or analytics systems exist
// No performance tracking
// No player behavior tracking
// No system health monitoring
// No maintenance functions

Specific Problems:

  1. No Performance Metrics: Can't track gas costs, transaction times, or system efficiency
  2. No Player Insights: Can't understand player behavior or engagement patterns
  3. No System Monitoring: Can't detect system issues or performance degradation
  4. No Automated Maintenance: No cleanup of expired data or system optimization
  5. No Data Management: No way to backup, restore, or migrate game data

Impact:

  • Medium Priority: Difficult to maintain and optimize the game
  • No insights into player behavior or game performance
  • Hard to identify and fix issues
  • No data-driven decision making
  • Poor long-term maintainability

Recommended Solutions:

  1. Implement Performance Monitoring:

    #[derive(Drop, Copy, Serde)]
    #[dojo::model]
    pub struct PerformanceMetrics {
        #[key]
        pub timestamp: u64,
        pub operation_type: felt252,
        pub gas_used: u256,
        pub execution_time: u64,
        pub success: bool,
        pub error_code: felt252,
    }
    
    fn track_performance(
        ref self: ContractState, 
        operation: felt252, 
        gas_used: u256, 
        execution_time: u64, 
        success: bool
    ) {
        let mut world = self.world_default();
        let metrics = PerformanceMetrics {
            timestamp: get_block_timestamp(),
            operation_type: operation,
            gas_used,
            execution_time,
            success,
            error_code: if success { 'SUCCESS' } else { 'FAILED' },
        };
        
        world.write_model(@metrics);
    }
  2. Implement Player Analytics:

    #[derive(Drop, Copy, Serde)]
    #[dojo::model]
    pub struct PlayerAnalytics {
        #[key]
        pub player_id: ContractAddress,
        pub total_sessions: u32,
        pub total_playtime: u64,
        pub items_equipped: u32,
        pub items_upgraded: u32,
        pub damage_dealt: u256,
        pub damage_received: u256,
        pub last_active: u64,
        pub favorite_gear_type: felt252,
    }
    
    fn update_player_analytics(
        ref self: ContractState, 
        player_id: ContractAddress, 
        action: felt252, 
        value: u256
    ) {
        let mut world = self.world_default();
        let mut analytics: PlayerAnalytics = world.read_model(player_id);
        
        match action {
            'SESSION_START' => {
                analytics.total_sessions += 1;
                analytics.last_active = get_block_timestamp();
            },
            'ITEM_EQUIPPED' => {
                analytics.items_equipped += 1;
            },
            'ITEM_UPGRADED' => {
                analytics.items_upgraded += 1;
            },
            'DAMAGE_DEALT' => {
                analytics.damage_dealt += value;
            },
            'DAMAGE_RECEIVED' => {
                analytics.damage_received += value;
            },
            _ => {}
        }
        
        world.write_model(@analytics);
    }
  3. Implement System Health Monitoring:

    #[derive(Drop, Copy, Serde)]
    #[dojo::model]
    pub struct SystemHealth {
        #[key]
        pub timestamp: u64,
        pub active_players: u32,
        pub active_sessions: u32,
        pub total_items: u32,
        pub total_transactions: u32,
        pub average_gas_usage: u256,
        pub error_rate: u8,
        pub system_status: felt252, // 'HEALTHY', 'WARNING', 'CRITICAL'
    }
    
    fn update_system_health(ref self: ContractState) {
        let mut world = self.world_default();
        let current_time = get_block_timestamp();
        
        // Calculate system metrics
        let active_players = self.count_active_players();
        let active_sessions = self.count_active_sessions();
        let total_items = self.count_total_items();
        let total_transactions = self.count_total_transactions();
        let average_gas_usage = self.calculate_average_gas_usage();
        let error_rate = self.calculate_error_rate();
        
        // Determine system status
        let system_status = if error_rate > 10 {
            'CRITICAL'
        } else if error_rate > 5 {
            'WARNING'
        } else {
            'HEALTHY'
        };
        
        let health = SystemHealth {
            timestamp: current_time,
            active_players,
            active_sessions,
            total_items,
            total_transactions,
            average_gas_usage,
            error_rate,
            system_status,
        };
        
        world.write_model(@health);
    }
  4. Implement Automated Maintenance:

    fn perform_maintenance(ref self: ContractState) {
        let mut world = self.world_default();
        let current_time = get_block_timestamp();
        
        // Clean up expired sessions
        self.cleanup_expired_sessions(current_time);
        
        // Clean up old performance metrics
        self.cleanup_old_metrics(current_time);
        
        // Update system health
        self.update_system_health();
        
        // Optimize storage
        self.optimize_storage();
        
        world.emit_event(@MaintenanceCompleted { 
            timestamp: current_time,
            operations_performed: 4,
        });
    }
    
    fn cleanup_expired_sessions(ref self: ContractState, current_time: u64) {
        // Remove sessions that have been expired for more than 24 hours
        let cleanup_threshold = current_time - 86400; // 24 hours
        
        // In a real implementation, you would iterate through sessions
        // and remove expired ones to prevent storage bloat
    }
  5. Implement Data Export/Import:

    fn export_game_data(self: @ContractState, data_type: felt252) -> Array<felt252> {
        let mut world = self.world_default();
        let mut export_data = array![];
        
        match data_type {
            'PLAYER_DATA' => {
                // Export player data
                let players = self.get_all_players();
                let mut i = 0;
                while i < players.len() {
                    let player = *players.at(i);
                    export_data.append(player.id.into());
                    export_data.append(player.level.into());
                    export_data.append(player.xp.into());
                    i += 1;
                };
            },
            'GEAR_DATA' => {
                // Export gear data
                let gear_items = self.get_all_gear();
                let mut i = 0;
                while i < gear_items.len() {
                    let gear = *gear_items.at(i);
                    export_data.append(gear.id.into());
                    export_data.append(gear.upgrade_level.into());
                    export_data.append(gear.owner.into());
                    i += 1;
                };
            },
            'ANALYTICS' => {
                // Export analytics data
                let analytics = self.get_analytics_summary();
                export_data.append(analytics.total_players.into());
                export_data.append(analytics.total_sessions.into());
                export_data.append(analytics.average_playtime.into());
            },
            _ => {}
        }
        
        export_data
    }
  6. Implement Alert System:

    fn check_system_alerts(self: @ContractState) -> Array<SystemAlert> {
        let mut alerts = array![];
        let world = self.world_default();
        
        // Check for critical issues
        let health: SystemHealth = world.read_model(get_block_timestamp());
        
        if health.error_rate > 10 {
            alerts.append(SystemAlert {
                alert_type: 'HIGH_ERROR_RATE',
                severity: 'CRITICAL',
                message: 'System error rate is above 10%',
                timestamp: get_block_timestamp(),
            });
        }
        
        if health.active_players == 0 {
            alerts.append(SystemAlert {
                alert_type: 'NO_ACTIVE_PLAYERS',
                severity: 'WARNING',
                message: 'No active players detected',
                timestamp: get_block_timestamp(),
            });
        }
        
        alerts
    }
  7. Implement Performance Optimization:

    fn optimize_system_performance(ref self: ContractState) {
        let mut world = self.world_default();
        
        // Analyze performance metrics
        let performance_report = self.analyze_performance_metrics();
        
        // Optimize based on findings
        if performance_report.average_gas_usage > 1000000 {
            // High gas usage - implement optimizations
            self.optimize_high_gas_operations();
        }
        
        if performance_report.slow_operations.len() > 0 {
            // Slow operations detected - optimize them
            self.optimize_slow_operations(performance_report.slow_operations);
        }
        
        world.emit_event(@PerformanceOptimized { 
            optimizations_applied: performance_report.optimizations_count,
            gas_savings: performance_report.estimated_gas_savings,
        });
    }

Files Affected:

  • Missing: src/systems/analytics.cairo - Analytics system
  • Missing: src/systems/monitoring.cairo - Monitoring system
  • Missing: src/systems/maintenance.cairo - Maintenance system
  • src/models/ - Add analytics and monitoring models
  • All system files - Add performance tracking

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