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## Description:
updates the Performance Overlay to be more usable
(draggable/resizable/scrollable), adds tick-level metrics (TPS +
per-layer tick timings), and reduces overhead when the overlay is
hidden.
### UI/UX
- Overlay layout updated to a fixed, pixel-positioned panel (default
near top-left) with a dedicated drag handle.
- Overlay is touch-draggable (pointer events) and remains usable on
small viewports via internal scrolling.
- Overlay width is resizable with a right-edge handle; width is clamped
to viewport bounds.
- Render/tick layer breakdown sections are collapsible, with headers and
“last tick” summaries.
### New metrics
- Adds TPS reporting:
- Current TPS (ticks in the last 1s).
- Average TPS over the last ~60s, computed using elapsed time so it’s
accurate before a full 60s passes.
- Adds per-layer tick profiling (“Tick Layers”) alongside render
profiling (“Render Layers”).
- Adds “render-per-tick” metrics so render-layer costs can be understood
per simulation tick (frames + per-layer totals).
### Performance / overhead
- Avoids profiling overhead when the overlay is hidden:
- `GameRenderer` only calls `FrameProfiler.clear()/consume()` and
per-layer `start/end` when profiling is enabled.
- Tick-layer duration tracking is only collected when profiling is
enabled.
### Settings plumbing
- `UserSettings` now dispatches a `user-settings-changed` `CustomEvent`
on `set()` / `setFloat()`.
- The overlay listens for `settings.performanceOverlay` changes so
visibility stays in sync even when toggled outside the overlay.
## Implementation notes (by file)
- `src/client/graphics/layers/PerformanceOverlay.ts`
- Adds TPS tracking using a timestamp ring + moving heads (1s / 60s).
- Adds UI state for collapsibles, drag + resize pointer tracking, and
new breakdown models:
- Render layers: EMA avg/max + per-tick render aggregation.
- Tick layers: EMA avg/max + last-tick durations.
- Copy-to-clipboard snapshot now includes TPS, tick layers, and
render-per-tick last-tick details.
- `src/client/graphics/GameRenderer.ts`
- Gates render-layer profiling behind `FrameProfiler.isEnabled()`.
- Accumulates per-render-layer timings across frames and publishes them
once per tick via `updateRenderPerTickMetrics(...)`.
- Measures tick-layer durations (per layer `tick()` call) and publishes
them via `updateTickLayerMetrics(...)`.
- `src/core/game/UserSettings.ts`
- Adds `emitChange(key, value)` to dispatch `user-settings-changed` to
`globalThis` (best-effort).
- `resources/lang/en.json`
- Adds/updates `performance_overlay.*` strings for TPS and the new
render/tick layer sections.
## Please complete the following:
- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced
## Please put your Discord username so you can be contacted if a bug or
regression is found:
DISCORD_USERNAME
---------
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>