- Isometric canvas renderer (depth-sorted, FOV/fog, additive lighting) - 3 classes x 20 skills, 4 acts x 4 floors + boss lairs, torment I-X - Diablo-style loot: rarities, affix tiers, 14 legendaries, vendor, stash - Rogue camp with 6 NPCs: Charsi/Akara/Kashya/Cain/Gheed/storage - NPC quest chain (accept -> hunt -> turn in) with rewards & gating - Procedural WebAudio SFX + generative music, EN/VI localization - Saves, settings, waypoints, hardcore mode, PWA manifest - 93-assertion headless suite + browser E2E via CDP
63 lines
2.3 KiB
JavaScript
63 lines
2.3 KiB
JavaScript
/* CDP probe: launch nothing; attach to an already-running chrome
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with --remote-debugging-port and interrogate the drive page.
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usage: node tools/cdp_probe.mjs [port] */
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const port = process.argv[2] || '9333';
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const targets = await (await fetch(`http://127.0.0.1:${port}/json`)).json();
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console.log('targets:', targets.map(t => `${t.type}:${t.title}`).join(' | '));
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const page = targets.find(t => t.type === 'page');
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if (!page) { console.log('no page target'); process.exit(1); }
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const ws = new WebSocket(page.webSocketDebuggerUrl);
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let id = 0;
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const pending = new Map();
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function send(method, params = {}) {
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return new Promise((res, rej) => {
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const mid = ++id;
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pending.set(mid, { res, rej });
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ws.send(JSON.stringify({ id: mid, method, params }));
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});
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}
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ws.onmessage = (ev) => {
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const msg = JSON.parse(ev.data);
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if (msg.id && pending.has(msg.id)) {
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const { res, rej } = pending.get(msg.id);
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pending.delete(msg.id);
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msg.error ? rej(new Error(msg.error.message)) : res(msg.result);
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}
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};
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await new Promise(r => { ws.onopen = r; });
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async function evalJs(expr) {
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const r = await send('Runtime.evaluate', { expression: expr, awaitPromise: true, returnByValue: true, timeout: 8000 });
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return r.result ? r.result.value : JSON.stringify(r);
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}
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const alive = await evalJs('1 + 1');
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console.log('alive:', alive);
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const info = await evalJs(`(() => {
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const f = document.getElementById('g');
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const w = f && f.contentWindow;
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if (!w || !w.D2) return 'no game';
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const D = w.D2;
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return JSON.stringify({
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state: D.game.state,
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time: +(D.game.time||0).toFixed(2),
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mons: D.game.monsters ? D.game.monsters.length : -1,
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camx: +D.render.cam.x.toFixed(2),
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status: document.getElementById('status').textContent.slice(-300),
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});
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})()`);
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console.log('info:', info);
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/* try one manual render with a hard timeout guard */
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const rend = await Promise.race([
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evalJs(`(() => { const f=document.getElementById('g'); const D=f.contentWindow.D2;
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const t0=performance.now(); try { D.render.frame(D.game, 1/30); return 'frame ok in '+(performance.now()-t0).toFixed(1)+'ms'; } catch(e){ return 'frame threw: '+e.message; } })()`),
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new Promise(r => setTimeout(() => r('FRAME HUNG (>8s)'), 8000)),
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]);
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console.log('render:', rend);
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ws.close();
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process.exit(0);
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