// PROCITY Lane B — dbg.js // The QA debug harness hook (window.DBG), installed by the shell only with ?dbg=1. It drives Lane // F's tools/shots.py + tools/soak.py (LANE_F_NOTES §4) and mirrors 90sDJsim's window.DBG.shot() // contract: named camera bookmarks, teleport, time-of-day, scripted shop entry, and a perf/heap // readout. Every pose is derived from the LIVE plan so bookmarks work on any seed; the day/night // cycle is paused on the first scripted segment change so captures are deterministic. // // Lives in its own module (not the shell) so it can grow without touching index.html — the shell // just calls installDBG(deps) with the systems it owns when ?dbg=1 is present. import { busShelterStops } from './furniture.js'; export function installDBG(deps) { const { plan, camera, renderer, composer, chunks, lighting, player, hud, setMode, getMode, enterShop, interiorMode = null } = deps; const CS = 64; // Force the renderer + composer + camera to the live viewport before every harness render, then // reset perf counters and render one full composited frame (bloom + output). Headless captures // otherwise letterbox: EffectComposer's render targets don't rebuild on the initial resize and the // Playwright viewport settles across the first frames (LANE_F_NOTES §9.2). We re-sync every shot // (only ~10 of them) so a captured frame always fills the canvas regardless of settle order. // Pin all three (renderer drawing buffer, composer render targets, camera aspect) to the live // viewport UNCONDITIONALLY each harness render — they settle independently in headless and any // change-guard races the settle. It's ~10 shots, so the extra setSize calls are free. const syncSize = () => { const w = Math.max(1, innerWidth), h = Math.max(1, innerHeight); renderer.setSize(w, h, false); // false: don't rewrite canvas CSS (it's 100vw/100vh) composer.setSize(w, h); if (camera.isPerspectiveCamera) { camera.aspect = w / h; camera.updateProjectionMatrix(); } }; const render = () => { syncSize(); renderer.info.reset(); composer.render(); }; const info = () => { const r = renderer.info; return { drawCalls: r.render.calls, tris: r.render.triangles, fps: hud && hud.getFps ? hud.getFps() : null, heapMB: (performance.memory ? +(performance.memory.usedJSHeapSize / 1048576).toFixed(1) : null), geometries: r.memory.geometries, textures: r.memory.textures, chunk: `${Math.round(player.position.x / CS)},${Math.round(player.position.z / CS)}`, chunks: chunks.count, mode: getMode(), }; }; // ── camera pose facing a shop's front ── // Front normal = local +Z rotated by lot.ry; the shopfront sits d/2 out from the lot centre, so we // stand `dist` m IN FRONT OF THE SHOPFRONT (not the centre — deep lots like the dept anchor would // otherwise put the camera inside the facade), offset slightly for a 3/4 angle, looking at it. const lotOf = (shop) => plan.lots?.find((l) => l.id === shop.lot); const poseForShop = (shop, dist = 10) => { const lot = shop && lotOf(shop); if (!lot) return null; const ry = lot.ry || 0, fx = Math.sin(ry), fz = Math.cos(ry); // front normal const rx = Math.cos(ry), rz = -Math.sin(ry); // right vector const half = (lot.d || 8) / 2, off = 1.0; // near dead-on (terraced neighbours flank the frame) const frontX = lot.x + fx * half, frontZ = lot.z + fz * half; // shopfront centre return { pos: [frontX + fx * dist + rx * off, 2.0, frontZ + fz * dist + rz * off], look: [frontX, 2.2, frontZ], }; }; // ── ROUND22 (Lane G's bug): per-town bookmark anchoring ──────────────────────────────────────── // Every "nearest" resolver below used to sort by distance from the WORLD ORIGIN, which is only the // town centre on a SYNTHETIC plan. A real OSM town is projected about its cache's bbox centre while // its shops cluster hundreds of metres away, so origin-sorted bookmarks teleported to arbitrary // far-flung geometry (measured: the origin pick sits 408 m from the retail heart on katoomba, 626 m // on newtown, 371 m on fremantle). Fix: sort about the town's DENSEST SHOP CLUSTER instead. // // Gated on the REAL-ROADS signal (`edges > 200`, the same primitive the R20 tram fence uses) so // SYNTHETIC + the marched fixtures keep the exact origin-centred behaviour they've always had — // their bookmarks (and F's release-tour control shot) do not move. Verified: synthetic's anchor is // only 117 m out but DOES re-pick, hence the gate rather than an unconditional switch. const townAnchor = (() => { const CELL = 120; // ~a block; the heaviest bin is the retail heart const pts = (plan.shops || []).map(lotOf).filter(Boolean); if (!pts.length) return { x: 0, z: 0, n: 0 }; const bins = new Map(); for (const p of pts) { const k = `${Math.round(p.x / CELL)},${Math.round(p.z / CELL)}`; if (!bins.has(k)) bins.set(k, []); bins.get(k).push(p); } let best = null; for (const arr of bins.values()) if (!best || arr.length > best.length) best = arr; return { x: best.reduce((a, p) => a + p.x, 0) / best.length, z: best.reduce((a, p) => a + p.z, 0) / best.length, n: best.length }; })(); const REAL_ROADS = (plan.streets?.edges?.length || 0) > 200; const REF = REAL_ROADS ? townAnchor : { x: 0, z: 0 }; // synthetic/fixtures → origin, exactly as before const dRef = (x, z) => Math.hypot((x || 0) - REF.x, (z || 0) - REF.z); const byDist = () => [...(plan.shops || [])].sort((a, b) => { const la = lotOf(a), lb = lotOf(b); return dRef(la?.x, la?.z) - dRef(lb?.x, lb?.z); }); // nearest shop matching pred, else nearest shop overall → a pose is always produced const pickShop = (pred) => { const s = byDist(); return poseForShop(s.find(pred) || s[0]); }; // ── lot- and node-based poses (the district bookmarks aren't all shopfronts) ── const poseForLot = (lot, dist = 11) => { if (!lot) return null; const ry = lot.ry || 0, fx = Math.sin(ry), fz = Math.cos(ry), rx = Math.cos(ry), rz = -Math.sin(ry); const half = (lot.d || 8) / 2, off = 1.2; const frontX = lot.x + fx * half, frontZ = lot.z + fz * half; return { pos: [frontX + fx * dist + rx * off, 1.9, frontZ + fz * dist + rz * off], look: [frontX, 2.0, frontZ] }; }; const blockKindOfLot = (lot) => plan.blocks?.find((b) => b.id === lot.block)?.kind; const lotsByDist = () => [...(plan.lots || [])].sort((a, b) => dRef(a.x, a.z) - dRef(b.x, b.z)); // nearest (or farthest = "fringe") lot matching pred, else nearest lot overall const pickLot = (pred, farthest = false) => { const L = lotsByDist(); const hit = L.filter(pred); return poseForLot(hit.length ? (farthest ? hit[hit.length - 1] : hit[0]) : L[0]); }; // stand on a street and look ALONG it (shops recede on both sides) — the classic strip shot. // Dead-on shopfront poses jam the camera against a big neighbour (dept anchor / market shed), // filling half the frame with a blank wall — that was the "letterbox". Looking down the street // frames the whole strip and fills the frame. const streetViewPose = (kinds = ['main'], { far = false } = {}) => { const nn = new Map((plan.streets?.nodes || []).map((n) => [n.id, n])); const es = (plan.streets?.edges || []).filter((e) => kinds.includes(e.kind) && nn.get(e.a) && nn.get(e.b)); if (!es.length) return crossroadsPose(); let best = null, bd = 1e18; // long edge, near REF (or far, for the fringe) for (const e of es) { const a = nn.get(e.a), b = nn.get(e.b); const len = Math.hypot(b.x - a.x, b.z - a.z) || 1; const dist = dRef((a.x + b.x) / 2, (a.z + b.z) / 2); // R22: about the town anchor, not the origin const score = (far ? -dist : dist) - len * 0.8; // favour long open runs; `far` picks the outer ring if (score < bd) { bd = score; best = { a, b, len, width: e.width || 8 }; } } const { a, b, len, width } = best; const ux = (b.x - a.x) / len, uz = (b.z - a.z) / len; // along the street const px = -uz, pz = ux; // perpendicular (toward a footpath) const off = Math.min(5, width * 0.2); // stay inside the corridor (narrow arcade → near-centre) return { pos: [a.x + ux * (len * 0.14) + px * off, 1.7, a.z + uz * (len * 0.14) + pz * off], look: [a.x + ux * (len * 0.9) + px * off, 2.3, a.z + uz * (len * 0.9) + pz * off], }; }; // stand back from the busiest intersection (max-degree node) and look through it down a street const crossroadsPose = () => { const edges = plan.streets?.edges || [], nodes = plan.streets?.nodes || []; const deg = new Map(); for (const e of edges) { deg.set(e.a, (deg.get(e.a) || 0) + 1); deg.set(e.b, (deg.get(e.b) || 0) + 1); } // busiest node — R22: on a real town, tie-break toward the anchor so we frame the town's own // crossroads, not a highway junction kilometres away. Synthetic REF is the origin ⇒ unchanged. let node = null, bd = -1, bdist = 1e18; for (const n of nodes) { const d = deg.get(n.id) || 0, dist = dRef(n.x, n.z); // strict `>` alone on synthetic/fixtures = the pre-R22 "first max-degree node wins" (identical); // the anchor tie-break only engages on real-roads towns. if (d > bd || (REAL_ROADS && d === bd && dist < bdist)) { bd = d; bdist = dist; node = n; } } if (!node) return pickShop(() => true); const e = edges.find((ed) => ed.a === node.id || ed.b === node.id); const o = e && nodes.find((n) => n.id === (e.a === node.id ? e.b : e.a)); let dx = 1, dz = 0; if (o) { const L = Math.hypot(o.x - node.x, o.z - node.z) || 1; dx = (o.x - node.x) / L; dz = (o.z - node.z) / L; } return { pos: [node.x - dx * 15, 1.7, node.z - dz * 15], look: [node.x + dx * 25, 2.2, node.z + dz * 25] }; }; // A 3/4 view of the first bus-shelter stop (Lane B's tram stop), from the road side. const stopPose = () => { const stops = busShelterStops(plan); if (!stops.length) return streetViewPose(['main']); const s = [...stops].sort((a, b) => dRef(a.x, a.z) - dRef(b.x, b.z))[0]; // nearest the town anchor (origin on synthetic) const px = Math.sin(s.yaw), pz = Math.cos(s.yaw), ex = Math.cos(s.yaw), ez = -Math.sin(s.yaw); return { pos: [s.x - px * 6 + ex * 4, 2.0, s.z - pz * 6 + ez * 4], look: [s.x, 1.3, s.z] }; }; // nearest openLate (video) shop, for the night/rain money shots const videoShop = () => (plan.shops || []).find((s) => s.hours && s.hours[1] >= 22); // the gig-layer venues (?gigs): stand out in front so the lit frontage + queue + a poster all frame. const venueShops = () => (plan.shops || []).filter((s) => s.venue); const poseForVenue = (kind, dist = 13) => { const vs = venueShops(); const shop = (kind ? vs.find((s) => (s.venueKind || s.type) === kind) : null) || vs[0] || (plan.shops || []).find((s) => s.type === 'pub'); return shop ? poseForShop(shop, dist) : null; }; // John's release hero: a CLOSE 3/4 on the pub door during doors/on, biased to the venue's +right // (the queue side) so punters' faces read and a verge poster enters frame. The queue + posters are // spawned by the live shell loop when the venue opens (seg 5 = NIGHT / 'on'), so F drives this shot // live; this just frames the door + marquee + queue zone. Geometry mirrors venue.js's frontage. const poseForVenueQueue = () => { const vs = venueShops(); const shop = vs.find((s) => (s.venueKind || s.type) === 'pub') || vs[0] || (plan.shops || []).find((s) => s.type === 'pub'); const lot = shop && lotOf(shop); if (!lot) return null; const ry = lot.ry || 0, fx = Math.sin(ry), fz = Math.cos(ry), rx = Math.cos(ry), rz = -Math.sin(ry); const w = lot.w || 8, d = lot.d || 10; const cx = lot.x + fx * (d / 2), cz = lot.z + fz * (d / 2); // door centre on the street (venue.js frontage) const mw = Math.min(w * 0.92, 6.5); // marquee width (queue head ~ +right of it) const DIST = 7.0, SIDE = mw * 0.5 + 2.2, EYE = 2.2; // close standoff, biased to the queue side return { pos: [cx + fx * DIST + rx * SIDE, EYE, cz + fz * DIST + rz * SIDE], look: [cx + rx * (mw * 0.30), 2.7, cz + rz * (mw * 0.30)], // door, lifted to catch the marquee }; }; // Named bookmarks (LANE_F_NOTES §4). seg = day segment index (0 DAWN … 5 NIGHT). // Predicates cover both Lane A's taxonomy (dept/stall/record/…) and the fixture's; each falls back // to the nearest shop, so every bookmark always yields a valid street pose. const BOOKMARKS = { street_noon: { seg: 2, resolve: () => streetViewPose(['main']) }, // look down the main strip arcade: { seg: 3, resolve: () => streetViewPose(['side']) }, // an open side street (the 5m arcade lane is too tight to frame cleanly from inside) market_square: { seg: 1, resolve: () => pickShop((s) => s.type === 'stall' || s.type === 'market') }, milkbar_dusk: { seg: 4, resolve: () => pickShop((s) => s.type === 'milkbar') }, // the §3.5 money shot: the one openLate shop (video rental) glowing amid its CLOSED neighbours night_neon: { seg: 5, resolve: () => { const v = (plan.shops || []).find((s) => s.hours && s.hours[1] >= 22); return v ? poseForShop(v, 12) : streetViewPose(['main']); } }, // the 3 poses Lane F's v1_tour also uses (LANE_F_NOTES §9.1) — were falling back to street_noon crossroads_busy: { seg: 2, resolve: () => crossroadsPose() }, residential_collar: { seg: 3, resolve: () => pickLot((l) => l.use === 'house' || blockKindOfLot(l) === 'residential' || blockKindOfLot(l) === 'backstreets') }, warehouse_fringe: { seg: 4, resolve: () => streetViewPose(['side', 'main'], { far: true }) }, // down the outer-ring street // ── v2 tour (round 9): the town's new life. F shoots these with the matching flags (noted per pose). ── rain_verandah: { seg: 5, resolve: () => { const v = videoShop(); return v ? poseForShop(v, 6) : streetViewPose(['main']); } }, // ?winmap=1&weather=rain — rain outside the lit video-shop window patronage_door: { seg: 2, resolve: () => pickShop((s) => s.hours && s.hours[0] <= 12 && s.hours[1] > 13 && s.type !== 'video') }, // peds at an OPEN shop's door (default roster/patronage) dig_real: { seg: 2, resolve: () => pickShop((s) => s.type === 'record') }, // ?stock=real&dig=1 — F enters + riffles a real-cover bin katoomba_main: { seg: 2, resolve: () => streetViewPose(['main']) }, // ?plansrc=osm&town=katoomba — plan-agnostic main-strip view tram_stop: { seg: 2, resolve: () => stopPose() }, // ?tram=1 — a bus shelter (tram pauses here) rain_street: { seg: 2, resolve: () => streetViewPose(['main']) }, // ?weather=rain — wet strip, rain down the street night_crowd: { seg: 5, resolve: () => { const v = videoShop(); return v ? poseForShop(v, 16) : streetViewPose(['main']); } }, // night video-shop draw (wider, shows the crowd) shopfront_detail: { seg: 3, resolve: () => pickShop((s) => s.type === 'opshop' || s.type === 'record' || s.type === 'milkbar') }, // verandah + sign + window up close // ── v3 gig district (round 13, ?gigs=1): the street money shots F scripts via tools/qa/gig_shot.py ── venue_night: { seg: 5, resolve: () => poseForVenue('pub', 13) || streetViewPose(['main']) }, // ?gigs=1 — lit pub frontage + streetlamp pools + queue + posters at night district_posters: { seg: 5, resolve: () => streetViewPose(['main']) }, // ?gigs=1 — the spine at night: poster poles + lit venue frontages receding queue_night: { seg: 5, resolve: () => poseForVenueQueue() || poseForVenue('pub', 11) || streetViewPose(['main']) }, // ?gigs=1 — John's hero: close on the pub door at 'on', queue + marquee + poster, punters facing the door }; const DBG = { // true once the initial chunks are built and the queue is drained (textures may still decode) get ready() { return chunks.count > 0 && chunks.pending === 0; }, bookmarks: Object.keys(BOOKMARKS), info, // ── R22: the town-anchoring primitive, published for Lane F's release tour (ledger #4) ── // `townAnchor` = the centroid of the densest shop cluster (the retail heart). `anchored` says // whether the bookmarks are using it (real-roads towns) or the origin (synthetic/fixtures — // unchanged behaviour). `clusterPose()` is the shared poser: stand on the road at the densest // cluster and look along it — the same primitive B's bookmarks now resolve through. townAnchor: { ...townAnchor, anchored: REAL_ROADS, ref: { x: REF.x, z: REF.z } }, clusterPose: (kinds = ['main']) => streetViewPose(kinds), // time-of-day (hands the day cycle to the harness so captures are deterministic) setSegment(seg) { lighting.setPaused(true); lighting.setSegment(seg | 0); return lighting.getClock(); }, // drive the soak walk: place the player and stream the destination in before the next step/shot teleport(x, z, ry = 0) { if (getMode() !== 'street') setMode('street'); player.teleport(x, z, ry); chunks.warmup(player.position); render(); return info(); }, // snap to a named bookmark, settle, and return the frame's stats shot(name) { const bm = BOOKMARKS[name] || BOOKMARKS.street_noon; const pose = bm.resolve(); if (getMode() !== 'street') setMode('street'); if (bm.seg != null) { lighting.setPaused(true); lighting.setSegment(bm.seg); } if (pose) { player.teleport(pose.pos[0], pose.pos[2], 0); camera.position.set(pose.pos[0], pose.pos[1], pose.pos[2]); chunks.warmup(camera.position); camera.lookAt(pose.look[0], pose.look[1], pose.look[2]); camera.updateMatrixWorld(); } render(); render(); // two frames so bloom + the segment change settle before capture return { name, ...info() }; }, // scripted interior visit (drives the record_interior shot + the soak memory-baseline gate) // [Lane F R22 — Lane G's ask] enterShop takes a SELECTOR, not just an id, so cross-repo QA is a // one-liner on any town without looking ids up first: // DBG.enterShop(116) → by id // DBG.enterShop('record') → first shop of that registry type // DBG.enterShop('The Exchange Hotel')→ by exact name, else name substring (case-insensitive) // Resolution order is most-specific-first so an id-shaped string can never be shadowed by a name. // [R24] `godverseShopId` joins the selector — carefully, because THE TWO ID SPACES COLLIDE. // A GODVERSE shop has two ids: its plan id (local, renumbered per town, 1..N) and its // godverseShopId (the real POS/dealgod id — what the atlas, every G-side query and every // cross-repo bug report names it by). Monster Robot is plan 8 / godverse 3962749. But Silky Oak's // godverse id is 31 and some *other* shop's PLAN id is also 31 — so a bare number is genuinely // ambiguous, and F's first cut at this silently entered the wrong shop (a cafe) while looking // like it worked. Bare number ⇒ plan id (unchanged, back-compatible); `'g:'` ⇒ godverse id, // explicitly. When a bare number matches BOTH, we say so in the return rather than pick quietly. enterShop(sel) { const shops = plan.shops || []; let s = null, ambiguousWith = null; if (typeof sel === 'number') { s = shops.find((x) => x.id === sel) || null; const g = shops.find((x) => x.godverseShopId === sel) || null; if (s && g && g !== s) ambiguousWith = { godverseShopId: sel, name: g.name }; if (!s) s = g; } else if (typeof sel === 'string') { const q = sel.trim().toLowerCase(); const gm = /^g(?:odverse)?:(\d+)$/.exec(q); if (gm) { const n = Number(gm[1]); s = shops.find((x) => x.godverseShopId === n) || null; if (!s) return { error: `no shop with godverseShopId ${n}` }; } else { s = shops.find((x) => String(x.id) === q) // id-as-string || shops.find((x) => (x.name || '').toLowerCase() === q) // exact name || shops.find((x) => (x.type || '').toLowerCase() === q) // registry type || shops.find((x) => (x.name || '').toLowerCase().includes(q)); // name substring } } if (!s) return { error: `no shop matching ${JSON.stringify(sel)}` }; enterShop(s.id, s.name); const out = { entered: s.id, name: s.name, type: s.type, godverseShopId: s.godverseShopId || null }; if (ambiguousWith) out.ambiguous = `${sel} is also the godverseShopId of "${ambiguousWith.name}" ` + `— entered by PLAN id; use 'g:${sel}' for the godverse shop`; return out; }, exitShop() { window.dispatchEvent(new CustomEvent('procity:exitShop')); return { exited: true }; }, // [R24] The identity of the stock in the open room — the falsifiable the #7a gate asserts on. // Returns null with no room open (the caller must enter first; a null here FAILS the gate rather // than passing quietly — vacuous-gate law). stockInfo() { if (!interiorMode) return { error: 'interiorMode not wired into DBG' }; return interiorMode.stockInfo || { error: 'no interior open — enterShop() first' }; }, }; window.DBG = DBG; console.log('[procity] DBG harness ready (?dbg=1) — shot/teleport/setSegment/enterShop/exitShop/info/ready'); return DBG; }