/** * Dev-only PROBE: dump the CombatHud graphics commandBuffer structure so I can * verify exact draw geometry (arrow triangles / threat circles) in-browser — * the robust "renders correctly" signal, less fragile than pixel-box matching. * node dev/enc-probe3.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; 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 dump = (g) => { if (!g) return 'null'; const cb = g.commandBuffer ?? g.commands ?? null; if (!cb) return 'no commandBuffer'; return Array.from(cb).map((c) => { const o = {}; for (const k of ['type','x','y','width','height','radius','red','green','blue','alpha','src','pt0','pt1','pt2']) if (k in c) o[k] = c[k]; // triangle vertices are often pt0/pt1/pt2 or inline if (c.pt0) o.pt0 = [c.pt0.x, c.pt0.y]; if (c.pt1) o.pt1 = [c.pt1.x, c.pt1.y]; if (c.pt2) o.pt2 = [c.pt2.x, c.pt2.y]; return o; }); }; const R = {}; // spawn one off-screen pirate (top) + one off-screen neutral (left) for arrows; // then one on-screen pirate + one on-screen neutral for threat. gs._spawnEncounter({ kind: 'mixed', pirates: 2, neutrals: 2 }); for (const e of live()) tough(e); for (const a of allies()) tough(a); // put pirate[0] off-screen top, pirate[1] on-screen center; neutral[0] off-screen left, neutral[1] on-screen const [p0, p1] = live(), [n0, n1] = allies(); const px = gs.ship.x, py = gs.ship.y; if (p0) { p0.x = px; p0.y = py - 1400; } // off-screen above if (p1) { p1.x = px + 60; p1.y = py + 40; } // on-screen if (n0) { n0.x = px - 1400; n0.y = py; } // off-screen left (ally — should get NO arrow) if (n1) { n1.x = px - 120; n1.y = py + 10; } // on-screen ally await sleep(300); unblock(); // enable threat so the layer draws markers, then let the scene draw normally const tOrig = hud.threat; hud.threat = { ...tOrig, enabled: true }; await sleep(300); unblock(); R.pirates = live().map((e) => ({ x: Math.round(e.x), y: Math.round(e.y), dead: !!e.dead })); R.allies = allies().map((a) => ({ x: Math.round(a.x), y: Math.round(a.y), dead: !!a.dead })); R.arrowG = dump(hud._arrowG); R.threatG = dump(hud._threatG); R.feedG = dump(hud._reticleG); // sample a presented frame for pixel sanity (red + bright) 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.__hooked3) { window.__hooked3 = 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(200); const RED = (r, g, b) => r > 130 && r - g > 45 && r - b > 25; const BRIGHT = (r, g, b) => r > 150 && g > 150 && b > 160; const count = (x, y, w, h, test) => { const X = Math.max(0, x), Y = Math.max(0, y), W = Math.min(w, cv.width - X), H = Math.min(h, Y + h > cv.height ? cv.height - Y : h); if (W <= 0 || H <= 0) return 0; const d = octx.getImageData(X, Y, W, H).data; let n = 0; for (let i = 0; i < d.length; i += 4) if (test(d[i], d[i+1], d[i+2])) n++; return n; }; R.pixel = { arrowTopEdge: count(0, 0, cv.width, 60, RED), // top edge band feedBand: count(cv.width - 260, 50, 260, 40, BRIGHT), // feed top-right }; 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-probe3: 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-probe3 error:', e.message); process.exit(2); });