/** * Dev-only probe: does IN-BROWSER PIXEL SAMPLING work in headless Brave? * * node dev/pixel-probe.mjs * * Boots the game, spawns ONE off-screen enemy through the production * sandbox seam (__ORBIT_COMBAT__.spawn), computes the off-screen arrow * position with the REAL js/combat/Combat.js function, drives * combatHud.update(), then copies the game canvas into a 2D canvas and * samples pixels: * · center box → the ship must be visible (not a black canvas) * · corner box → the space background must be dark * · arrow box → reddish pixels where the arrow should be drawn * * Requires: the dev server on :8080 and headless CDP on 127.0.0.1:9333. */ 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 PROBE = `(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/hud'; const sys = gs.combat, hud = gs.combatHud; try { if (gs.comms && gs.comms.paused) gs.comms._ack(); } catch {} const cv = window.game.canvas || document.querySelector('canvas'); if (!cv) return 'no canvas element'; const info = { renderer: window.game.renderer ? (window.game.renderer.type ?? window.game.renderer.name ?? window.game.renderer.constructor.name) : null, canvasW: cv.width, canvasH: cv.height, cssW: gs.scale && gs.scale.width, cssH: gs.scale && gs.scale.height, }; const vw = info.cssW || cv.width, vh = info.cssH || cv.height; const DPR = cv.width / vw; info.dpr = DPR; // One hostile, off-screen (the sandbox seam's own spawn path). window.__ORBIT_COMBAT__.spawn(1); await sleep(150); const e = sys.enemies.filter((x) => !x.dead)[0]; if (!e) return 'no enemy spawned'; const mod = await import('/js/combat/Combat.js'); const s = hud.worldToScreen(e.x, e.y); const p = mod.offscreenArrow(vw, vh, s.x, s.y, 28); info.enemyScreen = { x: Math.round(s.x), y: Math.round(s.y) }; info.arrow = p ? { x: Math.round(p.x), y: Math.round(p.y), angle: p.angle.toFixed(3) } : null; hud.update(gs.time.now); // drive the HUD draw for this frame const grab = (x0, y0, x1, y1) => { const off = document.createElement('canvas'); off.width = cv.width; off.height = cv.height; const ctx = off.getContext('2d'); ctx.drawImage(cv, 0, 0); const rx = Math.max(0, Math.floor(x0 * DPR)), ry = Math.max(0, Math.floor(y0 * DPR)); const rw = Math.min(cv.width - rx, Math.max(1, Math.ceil((x1 - x0) * DPR))); const rh = Math.min(cv.height - ry, Math.max(1, Math.ceil((y1 - y0) * DPR))); const d = ctx.getImageData(rx, ry, rw, rh).data; return Array.from(d); }; const count = (arr, test) => { let n = 0; for (let i = 0; i < arr.length; i += 4) if (test(arr[i], arr[i + 1], arr[i + 2])) n++; return n; }; const bright = (r, g, b) => r > 130 && g > 150 && b > 160; const dark = (r, g, b) => r + g + b < 150; const red = (r, g, b) => r > 130 && r - g > 45 && r - b > 25; const center = grab(vw / 2 - 10, vh / 2 - 10, vw / 2 + 10, vh / 2 + 10); const corner = grab(0, 0, 10, 10); info.centerBright = count(center, bright); info.centerTotal = center.length / 4; info.cornerDark = count(corner, dark); if (p) { const box = grab(p.x - 8, p.y - 8, p.x + 8, p.y + 8); info.arrowRed = count(box, red); info.arrowSample = box.slice(0, 12); } return info; })()`; 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: ${started}`); let scoped = false; for (let i = 0; i < 60; i++) { await sleep(500); try { scoped = await evalJs(c, 'Boolean(window.__ORBIT_COMBAT__ && window.game.scene.getScene("GameScene").ship && window.game.scene.getScene("GameScene").combat)', false); } catch { scoped = false; } if (scoped) break; } if (!scoped) throw new Error('combat scope never appeared'); await sleep(800); const out = await evalJs(c, PROBE); console.log(JSON.stringify(out, null, 2)); } finally { try { await fetch(`http://${CDP}/json/close/${target.id}`).catch(() => {}); } catch { /* ignore */ } c.ws.close(); } } main().catch((e) => { console.error('pixel-probe error:', e.message); process.exit(2); });