// dbg18:睡觉卡死根因验证(干净页面) // A 基线:真实流程睡觉+连按 E,应正常过日到 D2 // B 嫌疑2:床淡出 400ms 内移动 30px 二次按 E → 是否双触发/卡死 // C 嫌疑1:梦境对话期间注入第二个 showDialogue → resolver 覆盖是否导致 run() 永久悬挂 import puppeteer from 'puppeteer-core'; import { spawn } from 'node:child_process'; import net from 'node:net'; const preview = spawn('npx', ['vite','preview','--host','127.0.0.1','--port','4815','--strictPort'], { stdio:'ignore' }); process.on('exit', () => { try{preview.kill()}catch{} }); for (let i=0;i<50;i++){ const ok = await new Promise(r=>{const s=net.connect(4815,'127.0.0.1');s.once('connect',()=>{s.end();r(true)});s.once('error',()=>r(false))}); if(ok)break; await new Promise(r=>setTimeout(r,300)); } const browser = await puppeteer.launch({ executablePath: '/Applications/Google Chrome.app/Contents/MacOS/Google Chrome', headless: true, args: ['--autoplay-policy=no-user-gesture-required','--mute-audio'] }); const page = await browser.newPage(); await page.setViewport({ width: 960, height: 560 }); page.on('pageerror', e => console.log('[pageerror]', (e.stack||e.message).slice(0,500))); page.on('console', m => { if (m.type()==='error') console.log('[console.error]', m.text().slice(0,300)); }); await page.goto('http://127.0.0.1:4815/', { waitUntil: 'networkidle2' }); await page.waitForFunction('window.__game && window.__director', { timeout: 20000 }); await page.waitForFunction(() => window.__game.scene.isActive('TitleScene'), { timeout: 20000 }); await page.evaluate(() => { document.querySelector('#game input[type="text"]').closest('div').querySelector('button').click(); }); await page.waitForFunction(() => window.__game.scene.isActive('HouseScene'), { timeout: 15000 }); const sleep = (ms) => new Promise(r=>setTimeout(r,ms)); const tap = async (code, hold=90) => { await page.keyboard.down(code); await sleep(hold); await page.keyboard.up(code); await sleep(30); }; const ev = (fn, ...a) => page.evaluate(fn, ...a); const dlgOpen = () => ev(() => { const u = window.__game.scene.getScene('UIScene'); return !!(u && u.payload); }); const state = (tag) => ev((tag) => { const sm = window.__game.scene; const d = window.__director; return { tag, active: sm.getScenes(true).map(sc => sc.scene.key), day: d.day, dlg: d.dialogueActive, celeb: d.celebrationActive, happy: d.happiness, ui: (() => { const u = sm.getScene('UIScene'); return u && u.payload ? (u.payload.lines?.[0] ?? '').slice(0, 22) : null; })() }; }, tag).then(s => console.log(JSON.stringify(s))); async function drain(maxIter = 30) { for (let i = 0; i < maxIter; i++) { if (!(await dlgOpen())) break; await tap('KeyE'); await sleep(180); } } async function setPlayer(k, x, y) { await ev((k,x,y) => { const s = window.__game.scene.getScene(k); s.player.setPosition(x, y); s.player.setVelocity(0,0); }, k, x, y); await sleep(120); } async function restartHouse() { await ev(() => { window.__director.forceIdle(); const sm = window.__game.scene; for (const sc of sm.getScenes(true)) { const k = sc.scene.key; if (k !== 'UIScene' && k !== 'HouseScene') sm.stop(k); } if (!sm.isActive('HouseScene')) sm.start('HouseScene', { spawn: 'default' }); }); await page.waitForFunction(() => window.__game.scene.isActive('HouseScene'), { timeout: 9000 }); await sleep(400); await drain(); } await sleep(600); console.log('\n=== A 基线:真实睡觉流程 + 连按 E ==='); await ev(() => { window.__director.dayElapsedMs = 300000; }); const bed = await ev(() => window.__game.scene.getScene('HouseScene').interactZones.find(z => z.id === 'bed')); await setPlayer('HouseScene', bed.x, bed.y + 8); await tap('KeyE'); let okA = false; for (let i = 0; i < 24; i++) { await sleep(500); await state(`A t+${(i+1)*0.5}s`); if (await dlgOpen()) await tap('KeyE'); const d = await ev(() => window.__director.day); if (d === 2) { okA = true; console.log('A 结果: 正常过日到 D2 ✓'); break; } } if (!okA) console.log('A 结果: 卡死 ✗'); console.log('\n=== B 床淡出期间二次触发 ==='); await restartHouse(); await ev(() => { const d = window.__director; d.setDay(1); d.dayElapsedMs = 300000; }); await ev(() => { window.__dreamStarts = 0; const sm = window.__game.scene; if (!sm.__patched) { const orig = sm.start.bind(sm); sm.start = (k, ...a) => { if (k === 'DreamScene') window.__dreamStarts++; return orig(k, ...a); }; sm.__patched = true; } }); const bedB = await ev(() => window.__game.scene.getScene('HouseScene').interactZones.find(z => z.id === 'bed')); await setPlayer('HouseScene', bedB.x, bedB.y + 8); await tap('KeyE'); await sleep(150); await setPlayer('HouseScene', bedB.x + 40, bedB.y + 8); // 移开 >30px 重武装 await tap('KeyE'); // 二次按 E let okB = false; for (let i = 0; i < 24; i++) { await sleep(500); const extra = await ev(() => window.__dreamStarts); await state(`B t+${(i+1)*0.5}s dreamStarts=${extra}`); if (await dlgOpen()) await tap('KeyE'); const d = await ev(() => window.__director.day); if (d === 2) { okB = true; console.log(`B 结果: 过日成功, DreamScene 启动次数=${extra}`); break; } } if (!okB) console.log('B 结果: 卡死 ✗'); console.log('\n=== C 梦境对话期间注入第二个 showDialogue ==='); await restartHouse(); await ev(() => { const d = window.__director; d.setDay(1); d.dayElapsedMs = 300000; }); const bedC = await ev(() => window.__game.scene.getScene('HouseScene').interactZones.find(z => z.id === 'bed')); await setPlayer('HouseScene', bedC.x, bedC.y + 8); await tap('KeyE'); await page.waitForFunction(() => window.__game.scene.isActive('DreamScene'), { timeout: 9000 }); await page.waitForFunction(() => { const u = window.__game.scene.getScene('UIScene'); return !!(u && u.payload); }, { timeout: 9000 }); await state('C 梦境第一行已开'); // 注入第二个 showDialogue(模拟resolver被覆盖) await ev(() => { window.__injectedP = window.__director.showDialogue({ lines: ['【注入】测试对话'] }); window.__injectedP.then(r => { window.__injectedResolved = r; }); }); await sleep(300); await state('C 注入后'); await drain(); // 按 E 关掉注入对话 await sleep(300); await state('C 注入对话关闭后'); // 继续按 E 试图推进梦境 let okC = false; for (let i = 0; i < 20; i++) { await sleep(500); await state(`C t+${(i+1)*0.5}s`); if (await dlgOpen()) await tap('KeyE'); const d = await ev(() => window.__director.day); if (d === 2) { okC = true; console.log('C 结果: 梦境继续并过日 ✓'); break; } } if (!okC) console.log('C 结果: 梦境 run() 永久悬挂 = 卡死根因证实 ✗'); await browser.close(); process.exit(0);