/** * Dev-only PROBE 4: instrument the CombatHud draw calls to learn EXACTLY where * the HUD draws (arrow triangles / threat circles / feed text) and confirm * pixels land there. This tells me whether "renders correctly" is a geometry * mismatch in my test or a real rendering gap. * node dev/enc-probe4.mjs */ const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); function connect(t) { const ws = new WebSocket(t.webSocketDebuggerUrl); let id = 0; const p = new Map(); ws.onmessage = (x) => { const m = JSON.parse(x.data); if (m.id && p.has(m.id)) { const { res, rej } = p.get(m.id); p.delete(m.id); m.error ? rej(new Error(m.error.message)) : res(m.result); } }; const open = new Promise((r) => { ws.onopen = r; ws.onerror = () => r(); }); const send = (method, params = {}) => new Promise((res, rej) => { const mid = ++id; p.set(mid, { res, rej }); ws.send(JSON.stringify({ id: mid, method, params })); }); return { ws, send, open }; } async function evalJs(c, expression, awaitPromise = true) { const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); return r.result?.value; } async function openPage(path) { const url = `${BASE}${path}`; let t; try { t = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); } catch { t = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); } const c = connect(t); await c.open; await c.send('Runtime.enable'); return { c, target: t }; } const PAGE = `(async () => { const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); const gs = window.game && window.game.scene ? window.game.scene.getScene('GameScene') : null; if (!gs || !gs.combat || !gs.ship || !gs.combatHud) return 'no GameScene/combat/ship/combatHud'; const sys = gs.combat, hud = gs.combatHud, ship = gs.ship; const unblock = () => { try { if (gs.comms && gs.comms.paused) gs.comms._ack(); } catch {} }; unblock(); const live = () => sys.enemies.filter((e) => !e.dead); const allies = () => sys.allies.filter((a) => !a.dead); const tough = (o) => { o.maxHull = 1e9; o.hull = 1e9; o.maxShields = 1e9; o.shields = 1e9; }; const R = { arrows: [], threats: [], feedTexts: [] }; // ---- instrument the HUD's draw calls (capture every geometry it issues) const ag = hud._arrowG, tg = hud._threatG; const origTri = ag.fillTriangle.bind(ag); ag.fillTriangle = function (x1, y1, x2, y2, x3, y3) { R.arrows.push([Math.round(x1), Math.round(y1), Math.round(x2), Math.round(y2), Math.round(x3), Math.round(y3)]); return origTri(x1, y1, x2, y2, x3, y3); }; const origCirc = tg.fillCircle.bind(tg); tg.fillCircle = function (x, y, r) { R.threats.push({ x: Math.round(x), y: Math.round(y), r: Math.round(r) }); return origCirc(x, y, r); }; // ---- clean scenario: ONE off-screen pirate (top) + ONE on-screen neutral (ally) gs._spawnEncounter({ kind: 'mixed', pirates: 1, neutrals: 1 }); const p = live()[0], n = allies()[0]; for (const e of live()) tough(e); for (const a of allies()) tough(a); if (p) { p.x = ship.x; p.y = ship.y - 1500; } // off-screen above -> should get an ARROW if (n) { n.x = ship.x - 120; n.y = ship.y + 10; } // on-screen ally -> should get NEITHER // enable threat so the layer draws const tOrig = hud.threat; hud.threat = { ...tOrig, enabled: true }; R.arrows.length = 0; R.threats.length = 0; await sleep(700); unblock(); // let the scene draw several frames R.arrows = R.arrows.slice(0, 6); R.threats = R.threats.slice(-6); R.pirate = p ? { x: Math.round(p.x), y: Math.round(p.y), s: (() => { const q = hud.worldToScreen(p.x, p.y); return [Math.round(q.x), Math.round(q.y)]; })() } : null; R.neutral = n ? { x: Math.round(n.x), y: Math.round(n.y), s: (() => { const q = hud.worldToScreen(n.x, n.y); return [Math.round(q.x), Math.round(q.y)]; })() } : null; // ---- pixel at the drawn positions const ren = window.game.renderer, cv = ren.canvas; const off = document.createElement('canvas'); off.width = cv.width; off.height = cv.height; const octx = off.getContext('2d'); if (!window.__hooked4) { window.__hooked4 = true; const orig = ren.render; ren.render = function (...a) { const r = orig.apply(this, a); try { octx.drawImage(cv, 0, 0); } catch {} return r; }; } await sleep(250); const px = (x, y, half = 10) => { const X = Math.max(0, Math.round(x - half)), Y = Math.max(0, Math.round(y - half)); const W = Math.min(half * 2, cv.width - X), H = Math.min(half * 2, cv.height - Y); if (W <= 0 || H <= 0) return null; const d = octx.getImageData(X, Y, W, H).data; let red = 0, maxR = 0, sample = [0, 0, 0]; for (let i = 0; i < d.length; i += 4) { const r = d[i], g = d[i + 1], b = d[i + 2]; if (r > 130 && r - g > 45 && r - b > 25) red++; if (r > maxR) { maxR = r; sample = [r, g, b]; } } return { red, maxR, sample }; }; if (R.arrows.length) { const c = R.arrows[R.arrows.length - 1]; const cx = (c[0] + c[2] + c[4]) / 3, cy = (c[1] + c[3] + c[5]) / 3; R.pixelAtArrow = px(cx, cy, 14); } if (R.threats.length) { const c = R.threats[R.threats.length - 1]; R.pixelAtThreat = px(c.x, c.y, 12); } // neutral slot (should be clean) if (R.neutral) R.pixelAtNeutralSlot = px(R.neutral.s[0], R.neutral.s[1] - 36, 12); hud.threat = tOrig; return R; })()`; async function main() { const { c, target } = await openPage('/index.html'); try { let ready = false; for (let i = 0; i < 80; i++) { await sleep(500); try { ready = await evalJs(c, 'Boolean(window.game)', false); } catch { ready = false; } if (ready) break; } if (!ready) throw new Error('game never booted'); const started = await evalJs(c, `(async () => { const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); for (let i = 0; i < 120; i++) { const m = window.game && window.game.scene && window.game.scene.getScene('MenuScene'); if (m && typeof m.seedValue === 'string') { m.startNewGame(); return 'started'; } await sleep(500); } return 'menu never ready'; })()`); if (started !== 'started') throw new Error('start: ' + started); let scoped = false; for (let i = 0; i < 60; i++) { await sleep(500); try { scoped = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship && window.game.scene.getScene("GameScene").combat)', false); } catch { scoped = false; } if (scoped) break; } if (!scoped) throw new Error('combat scope never appeared'); await sleep(800); const R = await evalJs(c, PAGE); if (typeof R === 'string') throw new Error('probe: ' + R); console.log(JSON.stringify(R, null, 2)); return true; } catch (e) { console.error('enc-probe4: FAIL —', e.message); return false; } finally { try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch {} c.ws.close(); } } main().then((ok) => process.exit(ok ? 0 : 1)).catch((e) => { console.error('enc-probe4 error:', e.message); process.exit(2); });