/** Focused probe: the kill feed. Kill a hostile and dump the feed state, * the text object's alpha/position/visibility, the live game freeze state, * and the actual pixel values at the feed band. */ const CDP = process.env.CDP_PORT ? `127.0.0.1:${process.env.CDP_PORT}` : '127.0.0.1:9333'; const BASE = process.env.BASE_URL ?? 'http://127.0.0.1:8080'; const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); function connect(target) { const ws = new WebSocket(target.webSocketDebuggerUrl); let id = 0; const pending = new Map(); ws.onmessage = (x) => { const m = JSON.parse(x.data); if (m.id && pending.has(m.id)) { const { res, rej } = pending.get(m.id); pending.delete(m.id); m.error ? rej(new Error(m.error.message)) : res(m.result); } }; const open = new Promise((r) => { ws.onopen = r; ws.onerror = () => r(); }); const send = (method, params = {}) => new Promise((res, rej) => { const mid = ++id; pending.set(mid, { res, rej }); ws.send(JSON.stringify({ id: mid, method, params })); }); return { ws, send, open }; } async function evalJs(c, expression, awaitPromise = true) { const r = await c.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise }); if (r.exceptionDetails) throw new Error(JSON.stringify(r.exceptionDetails, null, 2)); return r.result?.value; } async function openPage(path) { const url = `${BASE}${path}`; let target; try { target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'PUT' })).json(); } catch { target = await (await fetch(`http://${CDP}/json/new?${encodeURIComponent(url)}`, { method: 'POST' })).json(); } const c = connect(target); await c.open; await c.send('Runtime.enable'); return { c, target }; } const CODE = `(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) return 'no GameScene/combat/ship'; const sys = gs.combat, hud = gs.combatHud, ship = gs.ship; const unblock = () => { try { if (gs.comms && gs.comms.paused) gs.comms._ack(); } catch {} }; unblock(); sys.maxHull = 1e9; sys.hull = 1e9; sys.maxShields = 1e9; sys.shields = 1e9; 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.__lf) { window.__lf = true; const o = ren.render; ren.render = function (...a) { const r = o.apply(this, a); try { octx.drawImage(cv, 0, 0); } catch {} return r; }; } const BRIGHT = (r, g, b) => r > 130 && g > 150 && b > 160; const out = {}; gs._spawnEncounter({ kind: 'mixed', pirates: 2, neutrals: 2 }); await sleep(200); unblock(); const P = sys.enemies.filter((e) => !e.dead); const v = window.game.scale ? window.game.scale.width : cv.width; const vw = cv.width, vh = cv.height; // KILL one pirate (make it killable first) const e = P[0]; e.maxHull = 10; e.hull = 1; e.maxShields = 0; e.shields = 0; const killed = e.damage(9999); if (killed) sys.killEnemy(e, sys._now()); out.killed = killed; out.dead = e.dead; out._killFx = e._killFx; // let the feed ramp up (alpha fade-in is 250 ms) await sleep(400); unblock(); out.frozen = gs.comms ? { paused: gs.comms.paused, marquee: !!(gs.levelMarquee && gs.levelMarquee.active) } : null; out.canText = typeof hud.scene.add?.text === 'function'; out.feedCfgEnabled = hud.feedCfg && hud.feedCfg.enabled; out.sceneAddTextType = typeof hud.scene.add?.text; // force a draw pass directly and see if the pool fills try { hud._drawFeed(hud._now()); out.afterManualCount = hud.feedTexts.length; } catch (err) { out.manualErr = String(err && err.message || err); } // let several render frames land after the text object exists await sleep(300); unblock(); out.feedCount = hud.feed.length; out.feedLabels = hud.feed.map((f) => f.label); out.feed_e_t = hud.feed.map((f) => f.t); out.now = (hud._now && hud._now()) || null; out.feedTexts = (hud.feedTexts || []).map((t) => t ? { text: t.text, alpha: Number(t.alpha.toFixed(3)), x: Math.round(t.x), y: Math.round(t.y), visible: t.visible } : null); // pixel sample at the feed band const band = (x, y, w, h) => { const d = octx.getImageData(x, y, w, h).data; let n = 0; for (let i = 0; i < d.length; i += 4) if (BRIGHT(d[i], d[i+1], d[i+2])) n++; return n; }; out.feedBand = band(vw - 200, 55, 190, 50); // dump a coarse grid of the feed band: any non-dark pixel (r+g+b > 90) const grid = []; for (let gy = 58; gy < 92; gy += 6) { let row = ''; for (let gx = 1090; gx < 1270; gx += 8) { const d = octx.getImageData(gx, gy, 1, 1).data; const sum = d[0] + d[1] + d[2]; row += sum > 90 ? '#' : (sum > 40 ? '.' : ' '); } grid.push(row); } out.grid = grid; out.nonDark = (function () { let n = 0; const d = octx.getImageData(1090, 58, 170, 34).data; for (let i = 0; i < d.length; i += 4) if (d[i] + d[i + 1] + d[i + 2] > 90) n++; return n; })(); // a few specific pixels near where the text should be (right-aligned at vw-18) out.pixels = [1150, 1200, 1240, 1255].map((x) => { const d = octx.getImageData(x, 70, 1, 1).data; return [d[0], d[1], d[2], d[3]]; }); return out; })()`; (async () => { 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)', false); } catch { scoped = false; } if (scoped) break; } if (!scoped) throw new Error('combat scope never appeared'); await sleep(800); const out = await evalJs(c, CODE); console.log(JSON.stringify(out, null, 2)); } finally { try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch {} c.ws.close(); } })().catch((e) => { console.error('probe err:', e.message); process.exit(2); });