// 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 } = 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], }; }; 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]); }; // ── 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) => Math.hypot(a.x, a.z) - Math.hypot(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 the origin (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 = Math.hypot((a.x + b.x) / 2, (a.z + b.z) / 2); 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); } let node = null, bd = -1; for (const n of nodes) { const d = deg.get(n.id) || 0; if (d > bd) { bd = d; 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) => Math.hypot(a.x, a.z) - Math.hypot(b.x, b.z))[0]; // nearest origin = most open 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); // 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 }; 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; }