@leeguoo/pwtk-network-debugger 1.3.1-beta.0 → 1.3.1-beta.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -0,0 +1 @@
1
+ "use strict";class e{static instances=[];static pageSnapshot=null;static isCapturing=!1;static waitingForSnapshot=[];constructor(t={}){this.width=0;this.height=0;this.borderRadius=t.borderRadius||48;this.type=t.type||"rounded";this.tintOpacity=void 0!==t.tintOpacity?t.tintOpacity:.2;this.canvas=null;this.element=null;this.gl=null;this.gl_refs={};this.webglInitialized=!1;this.children=[];e.instances.push(this);this.init()}addChild(e){this.children.push(e);e.parent=this;if(e.element&&this.element)this.element.appendChild(e.element);if(e instanceof Button)e.setupAsNestedGlass();this.updateSizeFromDOM();return e}removeChild(e){const t=this.children.indexOf(e);if(t>-1){this.children.splice(t,1);e.parent=null;if(e.element&&this.element.contains(e.element))this.element.removeChild(e.element);this.updateSizeFromDOM()}}updateSizeFromDOM(){requestAnimationFrame(()=>{const e=this.element.getBoundingClientRect();let t=Math.ceil(e.width),n=Math.ceil(e.height);if("circle"===this.type){const e=Math.max(t,n);t=e;n=e;this.borderRadius=e/2;this.element.style.width=e+"px";this.element.style.height=e+"px";this.element.style.borderRadius=this.borderRadius+"px"}else if("pill"===this.type){this.borderRadius=n/2;this.element.style.borderRadius=this.borderRadius+"px"}if(t!==this.width||n!==this.height){this.width=t;this.height=n;this.canvas.width=t;this.canvas.height=n;this.canvas.style.width=t+"px";this.canvas.style.height=n+"px";this.canvas.style.borderRadius=this.borderRadius+"px";if(this.gl_refs.gl){this.gl_refs.gl.viewport(0,0,t,n);this.gl_refs.gl.uniform2f(this.gl_refs.resolutionLoc,t,n);this.gl_refs.gl.uniform1f(this.gl_refs.borderRadiusLoc,this.borderRadius)}this.children.forEach(e=>{if(e instanceof Button&&e.isNestedGlass&&e.gl_refs.gl){const i=e.gl_refs.gl;i.bindTexture(i.TEXTURE_2D,e.gl_refs.texture);i.texImage2D(i.TEXTURE_2D,0,i.RGBA,t,n,0,i.RGBA,i.UNSIGNED_BYTE,null);i.uniform2f(e.gl_refs.textureSizeLoc,t,n);if(e.gl_refs.containerSizeLoc)i.uniform2f(e.gl_refs.containerSizeLoc,t,n)}})}})}init(){this.createElement();this.setupCanvas();this.updateSizeFromDOM();if(e.pageSnapshot)this.initWebGL();else if(e.isCapturing)e.waitingForSnapshot.push(this);else{e.isCapturing=!0;e.waitingForSnapshot.push(this);this.capturePageSnapshot()}}createElement(){this.element=document.createElement("div");this.element.className="glass-container";if("circle"===this.type)this.element.classList.add("glass-container-circle");else if("pill"===this.type)this.element.classList.add("glass-container-pill");this.element.style.borderRadius=this.borderRadius+"px";this.canvas=document.createElement("canvas");this.canvas.style.borderRadius=this.borderRadius+"px";this.canvas.style.position="absolute";this.canvas.style.top="0";this.canvas.style.left="0";this.canvas.style.width="100%";this.canvas.style.height="100%";this.canvas.style.boxShadow="0 25px 50px rgba(0, 0, 0, 0.25)";this.canvas.style.zIndex="-1";this.element.appendChild(this.canvas)}setupCanvas(){this.gl=this.canvas.getContext("webgl",{preserveDrawingBuffer:!0});if(this.gl);else console.error("WebGL not supported")}getPosition(){const e=this.canvas.getBoundingClientRect();return{x:e.left+e.width/2,y:e.top+e.height/2}}capturePageSnapshot(){console.log("Capturing page snapshot...");const t=window.html2canvas;if(t)t(document.body,{scale:1,useCORS:!0,allowTaint:!0,backgroundColor:null,ignoreElements:function(e){return e.classList.contains("glass-container")||e.classList.contains("glass-button")||e.classList.contains("glass-button-text")}}).then(t=>{console.log("Page snapshot captured");e.pageSnapshot=t;e.isCapturing=!1;const n=e.waitingForSnapshot.slice();e.waitingForSnapshot=[];n.forEach(e=>{if(!e.webglInitialized)e.initWebGL()})}).catch(t=>{console.error("[PWTK] html2canvas error:",t);e.isCapturing=!1;e.waitingForSnapshot=[]});else{console.error("[PWTK] html2canvas not available, containers will not initialize");e.isCapturing=!1;e.waitingForSnapshot=[]}}initWebGL(){if(!e.pageSnapshot||!this.gl)return;const t=new Image;t.src=e.pageSnapshot.toDataURL();t.onload=()=>{this.setupShader(t);this.webglInitialized=!0}}setupShader(e){const t=this.gl,n=this.createProgram(t,"\n attribute vec2 a_position;\n attribute vec2 a_texcoord;\n varying vec2 v_texcoord;\n\n void main() {\n gl_Position = vec4(a_position, 0, 1);\n v_texcoord = a_texcoord;\n }\n ","\n precision mediump float;\n uniform sampler2D u_image;\n uniform vec2 u_resolution;\n uniform vec2 u_textureSize;\n uniform float u_scrollY;\n uniform float u_pageHeight;\n uniform float u_viewportHeight;\n uniform float u_blurRadius;\n uniform float u_borderRadius;\n uniform vec2 u_containerPosition;\n uniform float u_warp;\n uniform float u_edgeIntensity;\n uniform float u_rimIntensity;\n uniform float u_baseIntensity;\n uniform float u_edgeDistance;\n uniform float u_rimDistance;\n uniform float u_baseDistance;\n uniform float u_cornerBoost;\n uniform float u_rippleEffect;\n uniform float u_tintOpacity;\n varying vec2 v_texcoord;\n\n // Function to calculate distance from rounded rectangle edge\n float roundedRectDistance(vec2 coord, vec2 size, float radius) {\n vec2 center = size * 0.5;\n vec2 pixelCoord = coord * size;\n vec2 toCorner = abs(pixelCoord - center) - (center - radius);\n float outsideCorner = length(max(toCorner, 0.0));\n float insideCorner = min(max(toCorner.x, toCorner.y), 0.0);\n return (outsideCorner + insideCorner - radius);\n }\n \n // Function to calculate distance from circle edge (negative inside, positive outside)\n float circleDistance(vec2 coord, vec2 size, float radius) {\n vec2 center = vec2(0.5, 0.5);\n vec2 pixelCoord = coord * size;\n vec2 centerPixel = center * size;\n float distFromCenter = length(pixelCoord - centerPixel);\n return distFromCenter - radius;\n }\n \n // Check if this is a pill (border radius is approximately 50% of height AND width > height)\n bool isPill(vec2 size, float radius) {\n float heightRatioDiff = abs(radius - size.y * 0.5);\n bool radiusMatchesHeight = heightRatioDiff < 2.0;\n bool isWiderThanTall = size.x > size.y + 4.0; // Must be significantly wider\n return radiusMatchesHeight && isWiderThanTall;\n }\n \n // Check if this is a circle (border radius is approximately 50% of smaller dimension AND roughly square)\n bool isCircle(vec2 size, float radius) {\n float minDim = min(size.x, size.y);\n bool radiusMatchesMinDim = abs(radius - minDim * 0.5) < 1.0;\n bool isRoughlySquare = abs(size.x - size.y) < 4.0; // Width and height are similar\n return radiusMatchesMinDim && isRoughlySquare;\n }\n \n // Function to calculate distance from pill edge (capsule shape)\n float pillDistance(vec2 coord, vec2 size, float radius) {\n vec2 center = size * 0.5;\n vec2 pixelCoord = coord * size;\n \n // Proper capsule: line segment with radius\n // The capsule axis runs horizontally from (radius, center.y) to (size.x - radius, center.y)\n vec2 capsuleStart = vec2(radius, center.y);\n vec2 capsuleEnd = vec2(size.x - radius, center.y);\n \n // Project point onto the capsule axis (line segment)\n vec2 capsuleAxis = capsuleEnd - capsuleStart;\n float capsuleLength = length(capsuleAxis);\n \n if (capsuleLength > 0.0) {\n vec2 toPoint = pixelCoord - capsuleStart;\n float t = clamp(dot(toPoint, capsuleAxis) / dot(capsuleAxis, capsuleAxis), 0.0, 1.0);\n vec2 closestPointOnAxis = capsuleStart + t * capsuleAxis;\n return length(pixelCoord - closestPointOnAxis) - radius;\n } else {\n // Degenerate case: just a circle\n return length(pixelCoord - center) - radius;\n }\n }\n\n void main() {\n vec2 coord = v_texcoord;\n \n // Calculate which area of the page should be visible through the container\n float scrollY = u_scrollY;\n vec2 containerSize = u_resolution;\n vec2 textureSize = u_textureSize;\n \n // Container position in viewport coordinates\n vec2 containerCenter = u_containerPosition + vec2(0.0, scrollY);\n \n // Convert container coordinates to page coordinates\n vec2 containerOffset = (coord - 0.5) * containerSize;\n vec2 pagePixel = containerCenter + containerOffset;\n \n // Convert to texture coordinate (0 to 1)\n vec2 textureCoord = pagePixel / textureSize;\n \n // Glass refraction effects\n float distFromEdgeShape;\n vec2 shapeNormal; // Normal vector pointing away from shape surface\n \n if (isPill(u_resolution, u_borderRadius)) {\n distFromEdgeShape = -pillDistance(coord, u_resolution, u_borderRadius);\n \n // Calculate normal for pill shape\n vec2 center = vec2(0.5, 0.5);\n vec2 pixelCoord = coord * u_resolution;\n vec2 capsuleStart = vec2(u_borderRadius, center.y * u_resolution.y);\n vec2 capsuleEnd = vec2(u_resolution.x - u_borderRadius, center.y * u_resolution.y);\n vec2 capsuleAxis = capsuleEnd - capsuleStart;\n float capsuleLength = length(capsuleAxis);\n \n if (capsuleLength > 0.0) {\n vec2 toPoint = pixelCoord - capsuleStart;\n float t = clamp(dot(toPoint, capsuleAxis) / dot(capsuleAxis, capsuleAxis), 0.0, 1.0);\n vec2 closestPointOnAxis = capsuleStart + t * capsuleAxis;\n vec2 normalDir = pixelCoord - closestPointOnAxis;\n shapeNormal = length(normalDir) > 0.0 ? normalize(normalDir) : vec2(0.0, 1.0);\n } else {\n shapeNormal = normalize(coord - center);\n }\n } else if (isCircle(u_resolution, u_borderRadius)) {\n distFromEdgeShape = -circleDistance(coord, u_resolution, u_borderRadius);\n vec2 center = vec2(0.5, 0.5);\n shapeNormal = normalize(coord - center);\n } else {\n distFromEdgeShape = -roundedRectDistance(coord, u_resolution, u_borderRadius);\n vec2 center = vec2(0.5, 0.5);\n shapeNormal = normalize(coord - center);\n }\n distFromEdgeShape = max(distFromEdgeShape, 0.0);\n \n float distFromLeft = coord.x;\n float distFromRight = 1.0 - coord.x;\n float distFromTop = coord.y;\n float distFromBottom = 1.0 - coord.y;\n float distFromEdge = distFromEdgeShape / min(u_resolution.x, u_resolution.y);\n \n // Smooth glass refraction using shape-aware normal\n float normalizedDistance = distFromEdge * min(u_resolution.x, u_resolution.y);\n float baseIntensity = 1.0 - exp(-normalizedDistance * u_baseDistance);\n float edgeIntensity = exp(-normalizedDistance * u_edgeDistance);\n float rimIntensity = exp(-normalizedDistance * u_rimDistance);\n \n // Apply center warping only if warp is enabled, keep edge and rim effects always\n float baseComponent = u_warp > 0.5 ? baseIntensity * u_baseIntensity : 0.0;\n float totalIntensity = baseComponent + edgeIntensity * u_edgeIntensity + rimIntensity * u_rimIntensity;\n \n vec2 baseRefraction = shapeNormal * totalIntensity;\n \n float cornerProximityX = min(distFromLeft, distFromRight);\n float cornerProximityY = min(distFromTop, distFromBottom);\n float cornerDistance = max(cornerProximityX, cornerProximityY);\n float cornerNormalized = cornerDistance * min(u_resolution.x, u_resolution.y);\n \n float cornerBoost = exp(-cornerNormalized * 0.3) * u_cornerBoost;\n vec2 cornerRefraction = shapeNormal * cornerBoost;\n \n vec2 perpendicular = vec2(-shapeNormal.y, shapeNormal.x);\n float rippleEffect = sin(distFromEdge * 25.0) * u_rippleEffect * rimIntensity;\n vec2 textureRefraction = perpendicular * rippleEffect;\n \n vec2 totalRefraction = baseRefraction + cornerRefraction + textureRefraction;\n textureCoord += totalRefraction;\n \n // Gaussian blur\n vec4 color = vec4(0.0);\n vec2 texelSize = 1.0 / u_textureSize;\n float sigma = u_blurRadius / 2.0;\n vec2 blurStep = texelSize * sigma;\n \n float totalWeight = 0.0;\n \n for(float i = -6.0; i <= 6.0; i += 1.0) {\n for(float j = -6.0; j <= 6.0; j += 1.0) {\n float distance = length(vec2(i, j));\n if(distance > 6.0) continue;\n \n float weight = exp(-(distance * distance) / (2.0 * sigma * sigma));\n \n vec2 offset = vec2(i, j) * blurStep;\n color += texture2D(u_image, textureCoord + offset) * weight;\n totalWeight += weight;\n }\n }\n \n color /= totalWeight;\n \n // Simple vertical gradient\n float gradientPosition = coord.y;\n vec3 topTint = vec3(1.0, 1.0, 1.0);\n vec3 bottomTint = vec3(0.7, 0.7, 0.7);\n vec3 gradientTint = mix(topTint, bottomTint, gradientPosition);\n vec3 tintedColor = mix(color.rgb, gradientTint, u_tintOpacity);\n color = vec4(tintedColor, color.a);\n \n // Sampled gradient\n vec2 viewportCenter = containerCenter;\n float topY = (viewportCenter.y - containerSize.y * 0.4) / textureSize.y;\n float midY = viewportCenter.y / textureSize.y;\n float bottomY = (viewportCenter.y + containerSize.y * 0.4) / textureSize.y;\n \n vec3 topColor = vec3(0.0);\n vec3 midColor = vec3(0.0);\n vec3 bottomColor = vec3(0.0);\n \n float sampleCount = 0.0;\n for(float x = 0.0; x < 1.0; x += 0.05) {\n for(float yOffset = -5.0; yOffset <= 5.0; yOffset += 1.0) {\n vec2 topSample = vec2(x, topY + yOffset * texelSize.y);\n vec2 midSample = vec2(x, midY + yOffset * texelSize.y);\n vec2 bottomSample = vec2(x, bottomY + yOffset * texelSize.y);\n \n topColor += texture2D(u_image, topSample).rgb;\n midColor += texture2D(u_image, midSample).rgb;\n bottomColor += texture2D(u_image, bottomSample).rgb;\n sampleCount += 1.0;\n }\n }\n \n topColor /= sampleCount;\n midColor /= sampleCount;\n bottomColor /= sampleCount;\n \n vec3 sampledGradient;\n if (gradientPosition < 0.1) {\n sampledGradient = topColor;\n } else if (gradientPosition > 0.9) {\n sampledGradient = bottomColor;\n } else {\n float transitionPos = (gradientPosition - 0.1) / 0.8;\n if (transitionPos < 0.5) {\n float t = transitionPos * 2.0;\n sampledGradient = mix(topColor, midColor, t);\n } else {\n float t = (transitionPos - 0.5) * 2.0;\n sampledGradient = mix(midColor, bottomColor, t);\n }\n }\n \n vec3 finalTinted = mix(color.rgb, sampledGradient, u_tintOpacity * 0.3);\n color = vec4(finalTinted, color.a);\n \n // Shape mask (rounded rectangle, circle, or pill)\n float maskDistance;\n if (isPill(u_resolution, u_borderRadius)) {\n maskDistance = pillDistance(coord, u_resolution, u_borderRadius);\n } else if (isCircle(u_resolution, u_borderRadius)) {\n maskDistance = circleDistance(coord, u_resolution, u_borderRadius);\n } else {\n maskDistance = roundedRectDistance(coord, u_resolution, u_borderRadius);\n }\n float mask = 1.0 - smoothstep(-1.0, 1.0, maskDistance);\n \n gl_FragColor = vec4(color.rgb, mask);\n }\n ");if(!n)return;t.useProgram(n);const i=t.createBuffer();t.bindBuffer(t.ARRAY_BUFFER,i);t.bufferData(t.ARRAY_BUFFER,new Float32Array([-1,-1,1,-1,-1,1,-1,1,1,-1,1,1]),t.STATIC_DRAW);const o=t.createBuffer();t.bindBuffer(t.ARRAY_BUFFER,o);t.bufferData(t.ARRAY_BUFFER,new Float32Array([0,1,1,1,0,0,0,0,1,1,1,0]),t.STATIC_DRAW);const r=t.getAttribLocation(n,"a_position"),s=t.getAttribLocation(n,"a_texcoord"),a=t.getUniformLocation(n,"u_resolution"),l=t.getUniformLocation(n,"u_textureSize"),c=t.getUniformLocation(n,"u_scrollY"),u=t.getUniformLocation(n,"u_pageHeight"),d=t.getUniformLocation(n,"u_viewportHeight"),f=t.getUniformLocation(n,"u_blurRadius"),m=t.getUniformLocation(n,"u_borderRadius"),h=t.getUniformLocation(n,"u_containerPosition"),p=t.getUniformLocation(n,"u_warp"),g=t.getUniformLocation(n,"u_edgeIntensity"),v=t.getUniformLocation(n,"u_rimIntensity"),_=t.getUniformLocation(n,"u_baseIntensity"),x=t.getUniformLocation(n,"u_edgeDistance"),b=t.getUniformLocation(n,"u_rimDistance"),y=t.getUniformLocation(n,"u_baseDistance"),R=t.getUniformLocation(n,"u_cornerBoost"),C=t.getUniformLocation(n,"u_rippleEffect"),S=t.getUniformLocation(n,"u_tintOpacity"),w=t.getUniformLocation(n,"u_image"),E=t.createTexture();t.bindTexture(t.TEXTURE_2D,E);t.texImage2D(t.TEXTURE_2D,0,t.RGBA,t.RGBA,t.UNSIGNED_BYTE,e);t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MIN_FILTER,t.LINEAR);t.texParameteri(t.TEXTURE_2D,t.TEXTURE_MAG_FILTER,t.LINEAR);t.texParameteri(t.TEXTURE_2D,t.TEXTURE_WRAP_S,t.CLAMP_TO_EDGE);t.texParameteri(t.TEXTURE_2D,t.TEXTURE_WRAP_T,t.CLAMP_TO_EDGE);this.gl_refs={gl:t,texture:E,textureSizeLoc:l,scrollYLoc:c,positionLoc:r,texcoordLoc:s,resolutionLoc:a,pageHeightLoc:u,viewportHeightLoc:d,blurRadiusLoc:f,borderRadiusLoc:m,containerPositionLoc:h,warpLoc:p,edgeIntensityLoc:g,rimIntensityLoc:v,baseIntensityLoc:_,edgeDistanceLoc:x,rimDistanceLoc:b,baseDistanceLoc:y,cornerBoostLoc:R,rippleEffectLoc:C,tintOpacityLoc:S,imageLoc:w,positionBuffer:i,texcoordBuffer:o};t.viewport(0,0,this.canvas.width,this.canvas.height);t.clearColor(0,0,0,0);t.bindBuffer(t.ARRAY_BUFFER,i);t.enableVertexAttribArray(r);t.vertexAttribPointer(r,2,t.FLOAT,!1,0,0);t.bindBuffer(t.ARRAY_BUFFER,o);t.enableVertexAttribArray(s);t.vertexAttribPointer(s,2,t.FLOAT,!1,0,0);t.uniform2f(a,this.canvas.width,this.canvas.height);t.uniform2f(l,e.width,e.height);t.uniform1f(f,window.glassControls?.blurRadius||5);t.uniform1f(m,this.borderRadius);t.uniform1f(p,this.warp?1:0);t.uniform1f(g,window.glassControls?.edgeIntensity||.01);t.uniform1f(v,window.glassControls?.rimIntensity||.05);t.uniform1f(_,window.glassControls?.baseIntensity||.01);t.uniform1f(x,window.glassControls?.edgeDistance||.15);t.uniform1f(b,window.glassControls?.rimDistance||.8);t.uniform1f(y,window.glassControls?.baseDistance||.1);t.uniform1f(R,window.glassControls?.cornerBoost||.02);t.uniform1f(C,window.glassControls?.rippleEffect||.1);t.uniform1f(S,this.tintOpacity);const L=this.getPosition();t.uniform2f(h,L.x,L.y);const D=Math.max(document.body.scrollHeight,document.documentElement.scrollHeight),T=window.innerHeight;t.uniform1f(u,D);t.uniform1f(d,T);t.activeTexture(t.TEXTURE0);t.bindTexture(t.TEXTURE_2D,E);t.uniform1i(w,0);this.startRenderLoop()}startRenderLoop(){const e=()=>{if(!this.gl_refs.gl)return;const e=this.gl_refs.gl;e.clear(e.COLOR_BUFFER_BIT);const t=window.pageYOffset||document.documentElement.scrollTop;e.uniform1f(this.gl_refs.scrollYLoc,t);const n=this.getPosition();e.uniform2f(this.gl_refs.containerPositionLoc,n.x,n.y);e.drawArrays(e.TRIANGLES,0,6)};e();window.addEventListener("scroll",()=>e(),{passive:!0});this.render=e}createProgram(e,t,n){const i=this.compileShader(e,e.VERTEX_SHADER,t),o=this.compileShader(e,e.FRAGMENT_SHADER,n);if(!i||!o)return null;const r=e.createProgram();e.attachShader(r,i);e.attachShader(r,o);e.linkProgram(r);if(!e.getProgramParameter(r,e.LINK_STATUS)){console.error("Program link error:",e.getProgramInfoLog(r));return null}return r}compileShader(e,t,n){const i=e.createShader(t);e.shaderSource(i,n);e.compileShader(i);if(!e.getShaderParameter(i,e.COMPILE_STATUS)){console.error("Shader compile error:",e.getShaderInfoLog(i));return null}return i}}if("undefined"!=typeof window)window.Container=e;
@@ -135,6 +135,13 @@ class Container {
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  }
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  capturePageSnapshot() {
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  console.log("Capturing page snapshot...");
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+ const html2canvas = window.html2canvas;
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+ if (!html2canvas) {
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+ console.error("[PWTK] html2canvas not available, containers will not initialize");
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+ Container.isCapturing = false;
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+ Container.waitingForSnapshot = [];
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+ return;
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+ }
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  html2canvas(document.body, {
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  scale: 1,
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  useCORS: true,
@@ -155,7 +162,7 @@ class Container {
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  }
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  });
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  }).catch((error) => {
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- console.error("html2canvas error:", error);
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+ console.error("[PWTK] html2canvas error:", error);
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  Container.isCapturing = false;
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  Container.waitingForSnapshot = [];
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  });