// 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. export function installDBG(deps) { const { plan, camera, renderer, composer, chunks, lighting, player, hud, setMode, getMode, enterShop } = deps; const CS = 64; // reset the perf counters, then render one full composited frame (bloom + output) so the harness // captures exactly this frame and renderer.info reflects it — robust even when rAF is throttled. const render = () => { 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], }; }; const byDist = () => [...(plan.shops || [])].sort((a, b) => { const la = lotOf(a), lb = lotOf(b); return Math.hypot(la?.x || 0, la?.z || 0) - Math.hypot(lb?.x || 0, lb?.z || 0); }); // 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]); }; // 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: () => pickShop(() => true) }, arcade: { seg: 3, resolve: () => pickShop((s) => s.type === 'dept' || /arcade/.test(s.type)) }, market_square: { seg: 1, resolve: () => pickShop((s) => s.type === 'stall' || s.type === 'market') }, milkbar_dusk: { seg: 4, resolve: () => pickShop((s) => s.type === 'milkbar') }, night_neon: { seg: 5, resolve: () => pickShop((s) => s.type === 'record' || s.type === 'video') }, }; 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, // 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) enterShop(shopId) { const s = (plan.shops || []).find((x) => x.id === shopId); if (!s) return { error: `no shop ${shopId}` }; enterShop(s.id, s.name); return { entered: s.id, name: s.name }; }, exitShop() { window.dispatchEvent(new CustomEvent('procity:exitShop')); return { exited: true }; }, }; window.DBG = DBG; console.log('[procity] DBG harness ready (?dbg=1) — shot/teleport/setSegment/enterShop/exitShop/info/ready'); return DBG; }