Release Healer Man 0.1.48
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2162039b49
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@@ -1,4 +1,5 @@
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const assert = require("node:assert/strict");
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const crypto = require("node:crypto");
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const fs = require("node:fs");
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const path = require("node:path");
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const { chromium } = require("C:/Users/phenom/.cache/codex-runtimes/codex-primary-runtime/dependencies/node/node_modules/playwright");
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@@ -14,6 +15,31 @@ fs.mkdirSync(directory, { recursive: true });
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const errors = [];
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page.on("pageerror", (error) => errors.push(error.message));
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const canvasHash = async () => {
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const canvas = page.locator("canvas");
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await canvas.evaluate((element) => {
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const hidden = [];
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let current = element;
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while (current.parentElement) {
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for (const sibling of current.parentElement.children) {
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if (sibling === current || !(sibling instanceof HTMLElement)) continue;
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hidden.push([sibling, sibling.style.visibility]);
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sibling.style.visibility = "hidden";
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}
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current = current.parentElement;
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}
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window.__restoreCanvasCapture = () => {
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for (const [node, visibility] of hidden) node.style.visibility = visibility;
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delete window.__restoreCanvasCapture;
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};
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});
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try {
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return crypto.createHash("sha256").update(await canvas.screenshot()).digest("hex");
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} finally {
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await page.evaluate(() => window.__restoreCanvasCapture?.());
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}
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};
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const gameState = () => page.evaluate(async () => {
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const storeEntry = performance.getEntriesByType("resource")
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.findLast((entry) => new URL(entry.name).pathname === "/src/game/store.ts");
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@@ -74,6 +100,7 @@ fs.mkdirSync(directory, { recursive: true });
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const cdp = await page.context().newCDPSession(page);
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const start = { x: bounds.x + bounds.width * 0.55, y: bounds.y + bounds.height * 0.55 };
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const before = await gameState();
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const frameBefore = await canvasHash();
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assert.equal(before.cameraLookActive, false);
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await page.mouse.move(start.x, start.y);
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await page.mouse.down({ button: "right" });
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@@ -99,6 +126,11 @@ fs.mkdirSync(directory, { recursive: true });
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await page.waitForTimeout(350);
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const moved = await gameState();
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assert.notEqual(moved.cameraYaw, before.cameraYaw);
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assert.notEqual(
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await canvasHash(),
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frameBefore,
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"regular dungeon camera input redraws the WebGL scene independently from its HUD and nameplates",
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);
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await page.screenshot({ path: path.join(directory, "right-drag-camera.png") });
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await page.mouse.up({ button: "right" });
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