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