/** * Dev-only focused PROBE — ground truth for the encounter-HUD pixel checks. * Answers three questions before I finalize dev/encounter-hud-check.mjs: * * 1. Does the Phaser render loop keep presenting frames while the sim is * FROZEN via the comms pause (game.comms._setPaused(true))? (A render * counter on the hooked renderer tells us: if it doesn't, a manual * hud.update() during the freeze never reaches a presented frame, which * would explain zero threat-marker pixels.) * 2. WHERE are the red pixels actually (off-screen arrows + threat * markers)? A full-frame red scan with cluster reporting — no fixed * boxes — so we see the true geometry instead of guessing. * 3. Does a kill actually flip e.dead and land in the feed when the pirate * is made killable (the cascade bug: killEnemy() alone does not set * e.dead, so toughened pirates survived the sweep and poisoned b/c)? * * node dev/enc-probe2.mjs * * Needs the dev server on :8080 and headless Chromium 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 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(); sys.maxHull = 1e9; sys.hull = 1e9; sys.maxShields = 1e9; sys.shields = 1e9; 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 = { q1: {}, q2: {}, q3: {} }; // ---- render hook + counter 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'); window.__renderCount = 0; const orig = ren.render; ren.render = function (...a) { const ret = orig.apply(this, a); try { octx.drawImage(cv, 0, 0); window.__renderCount++; } catch {} return ret; }; const vw = gs.scale.width, vh = gs.scale.height; const RED = (r, g, b) => r > 130 && r - g > 45 && r - b > 25; // Full-frame red scan -> 32px-bin clusters (center + count), biggest first. const redClusters = (max = 12) => { const bins = new Map(); const d = octx.getImageData(0, 0, cv.width, cv.height).data; for (let y = 0; y < cv.height; y++) for (let x = 0; x < cv.width; x++) { const i = (y * cv.width + x) * 4; if (RED(d[i], d[i+1], d[i+2])) { const k = ((x >> 5) & 1023) + ',' + ((y >> 5) & 1023); const b = bins.get(k) || { n: 0, sx: 0, sy: 0 }; b.n++; b.sx += x; b.sy += y; bins.set(k, b); } } return [...bins.values()].map((b) => ({ n: b.n, x: Math.round(b.sx/b.n), y: Math.round(b.sy/b.n) })) .sort((a, b) => b.n - a.n).slice(0, max); }; const mod = await import('/js/combat/Combat.js'); const arrowPt = (e) => { const s = hud.worldToScreen(e.x, e.y); return mod.offscreenArrow(vw, vh, s.x, s.y, 28); }; // ---- spawn the mix (tough, so nothing dies mid-probe) gs._spawnEncounter({ kind: 'mixed', pirates: 2, neutrals: 2 }); for (const e of live()) tough(e); for (const a of allies()) tough(a); await sleep(200); unblock(); // ---- Q1: render loop alive? (normal, then comms-paused) let c0 = window.__renderCount; await sleep(500); R.q1.renderWhileRunning = window.__renderCount - c0; const pause = async () => { if (gs.comms) gs.comms._setPaused(true); await sleep(400); }; const thaw = () => { if (gs.comms) gs.comms._setPaused(false); }; await pause(); c0 = window.__renderCount; await sleep(500); R.q1.renderWhilePaused = window.__renderCount - c0; R.q1.commsPaused = !!(gs.comms && gs.comms.paused); // ---- Q2: where is the red? (arrows for off-screen pirates) R.q2.live = live().length; R.q2.allies = allies().length; R.q2.pirates = live().map((e) => ({ w: [Math.round(e.x), Math.round(e.y)], s: (() => { const p = hud.worldToScreen(e.x, e.y); return [Math.round(p.x), Math.round(p.y)]; })(), arrow: (() => { const p = arrowPt(e); return p ? { x: Math.round(p.x), y: Math.round(p.y), a: Number(p.angle.toFixed(2)) } : null; })(), })); R.q2.offscreenCfg = { ...hud.offscreen }; R.q2.redClustersArrows = redClusters(); // ---- Q2b: threat markers (flip on, manual update, rescan) const threatOrig = hud.threat; hud.threat = { ...threatOrig, enabled: true }; hud.update(gs.time.now); await sleep(350); R.q2b = { threatCfg: { ...hud.threat }, redClustersThreat: redClusters(), }; // also: is the marker's graphics actually holding a circle? (commandBuffer) const tg = hud._threatG; R.q2b.threatG_cmds = tg ? (tg.commandBuffer ? tg.commandBuffer.length : (tg.commands ? tg.commands.length : 'n/a')) : 'no _threatG'; hud.threat = threatOrig; hud.update(gs.time.now); await sleep(120); thaw(); // ---- Q3: does a real kill flip dead + land in the feed? const p0 = live()[0]; if (p0) { R.q3.before = { dead: !!p0.dead, hull: p0.hull, feedLen: hud.feed.length, active: sys.active, kills: sys.kills }; p0.shields = 0; p0.maxShields = 0; p0.hull = 1; p0.maxHull = 1; // make it killable const killed = p0.damage(9999); if (killed) sys.killEnemy(p0, sys._now()); await sleep(300); unblock(); R.q3.after = { dead: !!p0.dead, killed, feedLen: hud.feed.length, feed: hud.feed.map((f) => f.label), active: sys.active, kills: sys.kills, liveNow: live().length, }; } else R.q3.fail = 'no pirate to kill'; 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-probe2: 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-probe2 error:', e.message); process.exit(2); });