const puppeteer = require('puppeteer'); const fs = require('fs'); const FINAL_SETTLE_MS = 800; const CANDIDATE_DELAYS_MS = [0, 500, 500]; const EDGE_PATHS = [ 'C:\\Program Files (x86)\\Microsoft\\Edge\\Application\\msedge.exe', 'C:\\Program Files\\Microsoft\\Edge\\Application\\msedge.exe', ]; function wait(ms) { return new Promise(resolve => setTimeout(resolve, ms)); } function getBrowserExecutablePath() { if (process.env.PUPPETEER_EXECUTABLE_PATH) return process.env.PUPPETEER_EXECUTABLE_PATH; return EDGE_PATHS.find(p => fs.existsSync(p)); } async function captureScreenshot(url, width = 390, height = 844) { const executablePath = getBrowserExecutablePath(); const browser = await puppeteer.launch({ headless: true, executablePath, args: [ '--no-sandbox', '--disable-setuid-sandbox', '--disable-dev-shm-usage', '--enable-webgl', '--ignore-gpu-blocklist', ], }); try { const page = await browser.newPage(); await page.setViewport({ width, height, deviceScaleFactor: 1 }); page.on('console', msg => console.log(`[screenshot:${msg.type()}] ${msg.text()}`)); // Unity clears WebGL buffers by default, so force readable buffers before // page scripts create their contexts. await page.evaluateOnNewDocument(() => { const orig = HTMLCanvasElement.prototype.getContext; HTMLCanvasElement.prototype.getContext = function (type, attrs) { if (type === 'webgl' || type === 'webgl2' || type === 'experimental-webgl') { attrs = Object.assign({}, attrs || {}, { preserveDrawingBuffer: true }); } return orig.call(this, type, attrs); }; }); console.log(`[screenshot] loading ${url}`); await page.goto(url, { waitUntil: 'load', timeout: 60000 }); try { await page.waitForFunction(() => { const canvases = Array.from(document.querySelectorAll('canvas')) .filter(c => c.width > 0 && c.height > 0); return canvases.some(c => { try { const d = c.toDataURL('image/png'); return (d.split(',')[1] || '').length > 2000; } catch { return false; } }); }, { timeout: 20000, polling: 500 }); console.log('[screenshot] canvas pixels detected'); } catch (err) { console.log(`[screenshot] canvas readiness timed out: ${err.message}`); } // HTML overlays and Unity's first fully composited frame can lag behind // canvas readiness, so capture a short burst and keep the richest PNG. await wait(FINAL_SETTLE_MS); let bestBuffer = null; for (const delay of CANDIDATE_DELAYS_MS) { if (delay) await wait(delay); const buffer = await page.screenshot({ type: 'png' }); if (!bestBuffer || buffer.length > bestBuffer.length) bestBuffer = buffer; } console.log(`[screenshot] selected ${bestBuffer.length} bytes`); return bestBuffer; } finally { await browser.close(); } } module.exports = { captureScreenshot };