# (第 1 卷 · 自动分卷)


---

## 👤 User · 2026-08-16T06:28:59.675Z

```
想一个几乎没有性能损失但又能最大化避免我们构建后的代码被反编译还原的方法
```

---

## 📎 Attachment · agent_listing_delta · 2026-08-16T06:28:59.674Z

```
{
 "type": "agent_listing_delta",
 "addedTypes": [
  "claude",
  "claude-code-guide",
  "Explore",
  "general-purpose",
  "Plan",
  "statusline-setup"
 ],
 "addedLines": [
  "- claude: Catch-all for any task that doesn't fit a more specific agent. FleetView's default when no agent name is typed. (Tools: *)",
  "- claude-code-guide: Use this agent when the user asks questions (\"Can Claude...\", \"Does Claude...\", \"How do I...\") about: (1) Claude Code (the CLI tool) - features, hooks, slash commands, MCP servers, settings, IDE integrations, keyboard shortcuts; (2) Claude Agent SDK - building custom agents; (3) Claude API (formerly Anthropic API) - Messages API for directly passing messages to Claude, Tool Runner (`client.beta.messages.tool_runner`) for running an agentic loop over your own tools, manual tool-use loops, Managed Agents for server-hosted agents with a managed sandbox, prompt caching, and general Anthropic SDK usage; (4) Claude Tag (Claude in Slack) - what it is, setting it up for a Slack workspace, `/install-slack-app`. **IMPORTANT:** Before spawning a new agent, check if there is already a running or recently completed claude-code-guide agent that you can continue via SendMessage. (Tools: Bash, Read, WebFetch, WebSearch)",
  "- Explore: Read-only search agent for broad fan-out searches — when answering means sweeping many files, directories, or naming conventions and you only need the conclusion, not the file dumps. It reads excerpts rather than whole files, so it locates code; it doesn't review or audit it. Specify search breadth: \"medium\" for moderate exploration, \"very thorough\" for multiple locations and naming conventions. (Tools: All tools except Agent, Artifact, ExitPlanMode, Edit, Write, NotebookEdit)",
  "- general-purpose: General-purpose agent for researching complex questions, searching for code, and executing multi-step tasks. When you are searching for a keyword or file and are not confident that you will find the right match in the first few tries use this agent to perform the search for you. (Tools: *)",
  "- Plan: Software architect agent for designing implementation plans. Use this when you need to plan the implementation strategy for a task. Returns step-by-step plans, identifies critical files, and considers architectural trade-offs. (Tools: All tools except Agent, Artifact, ExitPlanMode, Edit, Write, NotebookEdit)",
  "- statusline-setup: Use this agent to configure the user's Claude Code status line setting. (Tools: Read, Edit)"
 ],
 "removedTypes": [],
 "isInitial": true,
 "showConcurrencyNote": true
}
```


---

## 📎 Attachment · skill_listing · 2026-08-16T06:28:59.674Z

```
- dataviz: Use this skill whenever you are about to create ANY chart, graph, plot, dashboard, or data visualization, in ANY output medium — an HTML or React artifact, inline SVG, plotting code in any library (matplotlib, plotly, d3, Recharts, …), an image/PNG you will render and upload, or a chart shared into Slack. Read it BEFORE writing the first line of chart code, choosing chart colors, building a stat tile / meter / KPI row, or laying out a dashboard. Produces visualizations that read as one system — elegant, accessible, consistent in light and dark — using a brand-neutral placeholder palette you swap for your own. Teaches a design-system-agnostic method: a form heuristic, a color formula with a runnable validator, mark specs, and interaction rules. A validated default palette is documented in `references/palette.md` — swap that file's values for your brand's. Triggers on: "chart", "graph", "plot", "data viz", "visualization", "dashboard", "analytics", "visualize data", "categorical colors", "sequential / diverging palette", "stat tile", "sparkline", "heatmap", "legend", "axis", "tooltip", "chart colors", "color by series".
- update-config: Use this skill to configure the Claude Code harness via settings.json. Automated behaviors ("from now on when X", "each time X", "whenever X", "before/after X") require hooks configured in settings.json - the harness executes these, not Claude, so memory/preferences cannot fulfill them. Also use for: permissions ("allow X", "add permission", "move permission to"), env vars ("set X=Y"), hook troubleshooting, or any changes to settings.json/settings.local.json files. Examples: "allow npm commands", "add bq permission to global settings", "move permission to user settings", "set DEBUG=true", "when claude stops show X". For simple settings like theme/model, suggest the /config command.
- keybindings-help: Use when the user wants to customize keyboard shortcuts, rebind keys, add chord bindings, or modify ~/.claude/keybindings.json. Examples: "rebind ctrl+s", "add a chord shortcut", "change the submit key", "customize keybindings".
- simplify: Review the changed code for reuse, simplification, efficiency, and altitude cleanups, then apply the fixes. Quality only — it does not hunt for bugs; use /code-review for that.
- fewer-permission-prompts: Scan your transcripts for common read-only Bash and MCP tool calls, then add a prioritized allowlist to project .claude/settings.json to reduce permission prompts.
- loop: Run a prompt or slash command on a recurring interval (e.g. /loop 5m /foo, defaults to 10m) - When the user wants to set up a recurring task, poll for status, or run something repeatedly on an interval (e.g. "check the deploy every 5 minutes", "keep running /babysit-prs"). Do NOT invoke for one-off tasks.
- claude-api: Reference for the Claude API / Anthropic SDK — model ids, pricing, params, streaming, tool use, MCP, agents, caching, token counting, model migration.
TRIGGER — read BEFORE opening the target file; don't skip because it "looks like a one-liner" — whenever: the prompt names Claude/Anthropic in any form (Claude, Anthropic, Fable, Opus, Sonnet, Haiku, `anthropic`, `@anthropic-ai`, `claude-*`, `us.anthropic.*`, `[1m]`); the user asks about an LLM (pricing/model choice/limits/caching) — never answer from memory; OR the task is LLM-shaped with provider unstated (agent/MCP/tool-definition/multi-agent/RAG/LLM-judge/computer-use; generate/summarize/extract/classify/rewrite/converse over NL; debugging refusals/cutoffs/streaming/tool-calls/tokens).
SKIP only when another provider is being worked on (overrides all triggers): OpenAI/GPT/Gemini/Llama/Mistral/Cohere/Ollama named in the query; OR `grep -rE 'openai|langchain_openai|google.generativeai|genai|mistralai|cohere|ollama'` over the project hits (run this grep FIRST if no provider named — don't Read the file).
- run: Launch and drive this project's app to see a change working. Use when asked to run, start, or screenshot the app, or to confirm a change works in the real app (not just tests). First looks for a project skill that already covers launching the app; otherwise falls back to built-in patterns per project type (CLI, server, TUI, Electron, browser-driven, library).
- init: Initialize a new CLAUDE.md file with codebase documentation
- review: Review a GitHub pull request; for your working diff use /code-review
- security-review: Complete a security review of the pending changes on the current branch
```


---

## 🤖 Assistant · 2026-08-16T06:31:21.054Z · glm-x-preview-260804

<details open>
<summary>💭 thinking</summary>

````
The user is asking in Chinese. They want to think of a method that has almost no performance loss but maximizes the prevention of their built (bundled) code from being decompiled/reversed-engineered.

This is about their SandboxWorld project — a TypeScript + Canvas + Vite project (Terraria clone). The build output is JavaScript (probably bundled by Vite/Rollup into JS). Since JS is inherently readable, they want obfuscation approaches.

Wait — let me think about the context. This is a legitimate request about protecting their own code. This is defensive security / IP protection for their own codebase. Totally fine.

Let me think about what the real options are for protecting browser-delivered JavaScript:

1. **JavaScript obfuscation** (javascript-obfuscator, etc.) — control flow flattening, string encryption, dead code injection. But these have real performance costs (control flow flattening adds a dispatcher loop), and determined reverse engineers can defeat them with tools like synchrony, restringer. Performance cost can be significant with control flow flattening.

2. **Move logic to WebAssembly** — compile hot logic to WASM. Hard to decompile back to readable code (WAT is low-level). But rewriting TS logic to Rust/C++/AssemblyScript is a huge effort. However — the performance loss is zero or even positive. But the cost is development effort.

3. **Code splitting / server-side execution** — keep critical logic server-side. But this is a client game, and they may want offline. They have multiplayer stuff already. Server-authoritative logic means the client never sees it. Performance loss: zero client-side. But changes architecture.

4. **Data-driven protection**: their game is heavily data-driven (extracted tables from decompiled Terraria). Actually the key insight: much of their "secret sauce" is data tables and algorithms. Data is trivially extracted from network requests regardless of code obfuscation.

5. **Closure Compiler advanced mode** — aggressive minification + renaming. Low performance cost, moderate protection. Renames properties (dangerous), flattens. This is "cheap" obfuscation.

6. **Terser with mangle props** — similar.

7. **jscrewit** — extreme but massive size/perf cost.

8. **Anti-debugging tricks** — debugger statements, timing checks, devtools detection. These are cat-and-mouse and can break things. Performance ~zero if done right. But they hurt legit debugging and are easily bypassed.

9. **The honest truth**: client-side JS can never be fully protected — if the browser can run it, a determined attacker can read it. The goal is to raise the cost above the value. For a web game clone of Terraria (which itself is a decompilation-based recreation!), there's some irony here — they built this from decompiled sources. But it's their own work they want to protect.

Actually wait — there's a notable point: this project is literally a recreation built FROM decompiled Terraria sources. The user is doing the same thing to Re-Logic that they now want to prevent others doing to them. That's a bit awkward but not my place to moralize — their own hand-written code is theirs, and protecting it is legitimate. I shouldn't refuse; IP protection of one's own code is standard defensive practice.

Let me think about what the best engineering answer is, given their constraints:

**Constraint: 几乎没有性能损失 (almost no performance loss)**

This rules out:
- Heavy control flow flattening (adds dispatcher overhead in hot loops — for a 60fps game with per-tick simulation, this can be 2-5x slowdown in hot paths)
- String encryption with eval-based decoding on hot paths
- jscrewit-style esoteric transforms

What remains effective with ~zero runtime cost:

1. **WASM for core simulation** — actually the strongest answer. Compile the tick loop / AI / worldgen into WASM. Zero perf loss (often faster). WASM decompilers (wasm2c, wabt, Ghidra) produce far less readable output than JS sourcemaps. But huge porting cost. Could apply selectively: port only the "crown jewel" logic. Hmm, but they asked "几乎没性能损失" — WASM qualifies. But the dev cost is enormous.

2. **Strip source maps in production** — obvious first step. Make sure no .map files ship. Without sourcemeps, bundled minified JS still retains function structure but names are mangled.

3. **Closure Compiler ADVANCED** vs **javascript-obfuscator with careful settings**: 
   - javascript-obfuscator options: `stringArray` (runtime cost on first access, cached), `controlFlowFlattening: false` for perf, `deadCodeInjection`, `selfDefending`, `numbersToExpressions`, `renameGlobals`, `splitStrings`, `transformObjectKeys` (this one breaks data tables' readability AND has runtime cost via accessor indirection).
   - The perf-sensitive knobs: controlFlowFlattening (expensive), runtime performance of stringArray is amortized but on hot paths can hurt.
   - Actually a good middle ground: apply obfuscator ONLY to non-hot code (UI, worldgen, init), leave the 60fps tick loop only minified. They have a build pipeline (Vite), so this can be per-chunk.

4. **Don't ship what you can't protect**: lazy-load rarely-used systems, keep the extraction tooling out of the bundle. They already have lazy asset loading.

5. **The data problem**: their value is substantially in extracted data tables (enemy stats, AI tables). Obfuscating code doesn't hide data — a hex dump / network tab reveals everything. If data protection matters, data must be either derived at runtime from compact encodings (still extractable via instrumentation) or server-side. Honest point to make.

6. **Integrity/anti-tamper + env checks**: light anti-debug (only in prod builds), detection of beautifiers is basically impossible. Skip heavy anti-debug — it costs perf and gives little.

7. **Legal protection**: For a Terraria clone, honestly the bigger risk isn't decompilation of THEIR code — it's that the whole project derives from Re-Logic's IP. But the user didn't ask for a legal lecture; still, worth a one-line note? Hmm. The project is a personal learning/复刻 project per CLAUDE.md. If they're planning to ship a commercial product that is a Terraria 1.4.5.6 replica, decompilation protection is the least of their concerns. But I should be careful not to derail. A brief note is fair and useful, not preachy. Actually, I'll keep it to one short line at most, or maybe skip it. The user knows exactly what they're building; a lecture is unwelcome. I'll mention it in one sentence under "the honest baseline" since it genuinely affects strategy: if you can't ship it commercially anyway, invest proportionally. Hmm, actually that could come across as presumptuous. Let me think... The memory shows this is a massive personal engineering project (415MB archives, hundreds of sessions). The user's question is purely technical. I'll include one brief line because it's strategically relevant ("protect what's actually at risk"), but keep it respectful and short.

Let me now design the concrete recommendation for THEIR stack (Vite + TS):

**Tiered plan:**

**Tier 0 (free, zero perf loss, do first):**
- Ensure production build has no sourcemaps (`build.sourcemap: false` in vite.config, verify no .map in dist). Their vite.config.ts note: editing it restarts all vite instances — so mention per CLAUDE.md that editing vite.config.ts causes HMR restarts; do it in a quiet window! Good catch from their conventions. Actually the convention says non-essential edits to vite.config.ts should be avoided since it restarts all running vite instances. I should flag that.
- Check that dev-only debug tools (F6 panel, F2 invincibility, F5 reports) are tree-shaken or gated behind a build flag so prod doesn't ship them. They have debug-tools memory. `import.meta.env.PROD` gates + dead code elimination.
- Keep l10n and data as build products (they already are).

**Tier 1 (minify harder, ~zero runtime cost):**
- Switch to `esbuild` minify (Vite default) → consider `terser` with `mangle.props`? Dangerous with their dynamic property access patterns (they use lots of string-keyed tables, JSON-loaded data keyed by names). mangle props would break l10n keys, save data, network protocol field names. Their save format has field names baked in! mangle: { properties: false }. So terser mostly for extra passes, not props.
- Alternative: secondary pass with javascript-obfuscator on the output with ONLY static transforms: stringArray (with `stringArrayEncoding: ['rc4']`? rc4 decode cost on access — no; base64 cheap), numbersToExpressions, simplify, splitStrings, renameGlobals, `controlFlowFlattening: 0`, `selfDefending: false`, `deadCodeInjection: 0`, `transformObjectKeys: false`. This yields code that's structurally similar but annoying: all strings in an array, all numbers as expressions. Runtime cost: stringArray access is an indexed array lookup + maybe base64 decode cached — near zero for cold code; for hot loops it can matter but most hot loops reference strings rarely... Actually string references in hot paths (entity type names?) — their engine is numeric-id driven, so hot path string usage is low. Reasonable.

**Tier 2 (the real answer): move the crown jewels into WASM or a worker with structured separation):**
- WebAssembly: compile a core (e.g., the world-gen passes, RNG (UnifiedRandom/Crc32 — they have bit-exact implementations), spawner, AI tables interpreter) to WASM via AssemblyScript (TS-like, low porting friction!) or Rust. Perf: same or better. Reverse-engineering WASM: you get linear memory + no types; tooling (wasm-decompile, Ghidra) output is far worse than reading minified JS honestly... Actually I should be honest: modern LLM-assisted decompilation of WASM is still much harder than minified JS. Minified JS preserves structure (functions, closures, prototype patterns); obfuscated JS defeats casual reading but tools like `synchrony`/`webcrack` auto-deobfuscate the popular obfuscators — this is an important honest point: javascript-obfuscator output has well-known auto-deobfuscators (webcrack handles a lot of it). So the true protection gradient is:
  plain JS < minified < obfuscated (defeatable by webcrack in minutes) < WASM (no auto tooling back to source) < server-side (unrecoverable).
- Realistic middle: AssemblyScript port of the simulation kernel is a big lift though. Their codebase is data-driven; maybe port the *table interpreters* not each AI.

Wait — actually, there's a smarter targeted option given THIS codebase: their moat is (a) the extracted data tables, (b) the 1:1 algorithm implementations, (c) the tooling. For (a): data shipped to client is copyable, period — obfuscation does nothing. For (b): WASM or obfuscation. Honest framing matters here.

**Tier 3 (server-side):** they already have multiplayer infra (WS:7777, lobby 7778). If they ever run official servers, authoritative simulation server-side makes the client's copy worthless for cloning the full game. But for a single-player-capable game, can't force it without ruining offline play. Optional hybrid: server-validate saves/leaderboards.

**Also worth mentioning:**
- Anti-debugging: `debugger` loops and devtools detection have near-zero perf if done right but are trivially bypassed and break legit debugging; recommend at most a light, removable layer, or skip. Self-defending code breaks on any reformat and is defeated by webcrack. I'd advise against heavy investment.
- Legal: copyright + license headers cost nothing. For actual deterrence, DMCA takedowns of copies matter more than technical measures. One line.

**Performance quantification** (to be credible):
- Sourcemap removal: 0% runtime cost.
- Terser/esbuild minify: negative cost (smaller parse).
- javascript-obfuscator without controlFlowFlattening/deadCode: ~0-2% (stringArray lookup). With controlFlowFlattening 0.75-1 on hot code: commonly 1.5-5x slowdown — not acceptable for 60fps sim.
- WASM: 0 to +30% faster.
- Server-side: client lighter.

Also: per-chunk selective obfuscation is the pragmatic sweet spot: hot tick-loop (Game.ts, spawner, AI) stays esbuild-minified; everything else (UI, worldgen init passes, l10n plumbing, menu) gets obfuscated. Worldgen runs in workers — obfuscation there doesn't affect frame rate at all! Their worldgen is in workers (memory mentions DungeonPass process.env炸worker). So worldgen obfuscation is perf-free w.r.t. gameplay.

Another project-specific point: `SW_NO_HMR`, dev conventions — prod build config must not disturb parallel sessions. Editing vite.config.ts restarts all vite instances — warn them to coordinate. Also they run l10n audits blocking build; obfuscation pass must come after `public/l10n` build, i.e., a post-build step or a Rollup plugin in prod only.

Implementation sketch for their Vite setup:
```ts
// vite.config.ts (prod only)
build: {
  sourcemap: false,
  rollupOptions: { output: { ... } }
},
plugins: [
  ...,
  ...(process.env.NODE_ENV === 'production' ? [obfuscatorPlugin()] : [])
]
```
Or a post-build script: `vite build && node tools/obfuscate-dist.mjs` using `javascript-obfuscator` CLI with a tuned config, excluding worker chunks or including them (workers are separate files; obfuscate those too — they're off the render path).

But careful: their code uses `import.meta.env`, dynamic imports for lazy loading (三级懒加载), workers via `new Worker(new URL(...))`. javascript-obfuscator post-processing MUST NOT touch import/export statements if run per-module; running on final bundled chunks (iife/esm) with `target: 'browser'` and leaving module syntax intact — obfuscator supports esm via `sourceMap` and... actually javascript-obfuscator has issues with ESM export statements unless options like `ignoreImports`? There's a known constraint: javascript-obfuscator works best on IIFE bundles; for ESM you set rollup `format: 'iife'` or use their `reservedStrings`. Vite outputs ESM modules by default for modern targets. Hmm. Options: build legacy IIFE via vite legacy plugin? Or use rollup-plugin-obfuscator which operates pre-bundle per-module (then mangled names survive bundling; string array per-module though → bloat). This is real engineering nuance — I shouldn't go too deep into implementation in the answer, but flag the ESM/iife pitfall and suggest the post-bundle approach with `javascript-obfuscator` supporting `target: 'browser-no-eval'`... Let me recall: javascript-obfuscator README: "ES modules are not fully supported — use ignoreImports or bundle to IIFE first." I believe there's an option `ignoreImports: true` and it recommends bundling first. webcrack note: it deobfuscates javascript-obfuscator + webpack bundles automatically. Yes — webcrack explicitly lists "javascript-obfuscator unpacking & deobfuscation". So I MUST be honest: J-O output is auto-reversible by webcrack to a large extent. That's a decisive fact for a serious recommendation: JS-layer obfuscation is low-cost but also low-durability; it stops casual viewers, not determined ones.

So the honest hierarchy for "max protection per unit of perf":
1. Don't ship sourcemaps; minify (free).
2. Split: what's actually secret? Data tables (can't protect client-side) vs algorithms (can).
3. Algorithms → WASM (AssemblyScript for TS affinity) for the parts that matter most: zero perf loss, no automatic deobfuscation tooling exists (no webcrack equivalent for wasm→ts).
4. Everything else → javascript-obfuscator tuned to static-only options knowing webcrack exists — it raises the floor against script kiddies at ~0 cost.
5. Anti-debug/self-defending: skip or minimal — perf traps and fragility, defeated trivially.
6. If there's ever an official service: server-authoritative mode = only true protection. Plus legal notices.

Also one more clever zero-cost technique: **structure flattening at the SOURCE level** — merging per-entity AI functions into data-driven interpreters (they already ARE table-driven to a large degree!). A data-driven engine where behavior is tables + one interpreter means even perfect de-obfuscation yields "interpreter + opaque tables" — similar to how the original Terraria is IL that decompiles cleanly but their re-implementation is still hard. Actually Terraria's C# decompiled cleanly BECAUSE it was straightforward IL→C#; the user's TS engine, once minified, is already harder than that. Hmm, don't over-philosophize.

One more consideration: **performance of stringArray on hot path** — their per-frame code does use string keys? e.g., l10n lookups are cached presumably; AI tables numeric. Mostly fine.

Also **image/asset protection** is a different axis (they've done a lot on assets); not asked.

Also they asked "想一个方法" (think of A method) — singular. So they want a recommendation, not a laundry list. I should lead with THE answer and then support it. Given constraints (near-zero perf loss, max anti-decompile), the single best answer is:

**Compile the protect-worthy core to WebAssembly (via AssemblyScript given TS codebase), keep the rest minified-without-sourcemaps; add tuned static-only obfuscation as cheap seasoning.**

But is recommending a giant WASM port realistic for them? They have a massive TS codebase (thousands of files, 6059 items, 105 worldgen passes...). Full port is infeasible. Partial port of "crown jewels" — which jewels? For a Terraria recreation, the value is breadth (data + 1:1 fidelity), not a single secret algorithm. Honestly, the thing being protected is... a clone whose value IS the extracted data. Hmm.

Let me reconsider what the user's actual threat model is. They said "最大化避免我们构建后的代码被反编译还原" — prevent the built code from being decompiled-back. For a web game, "构建后的代码" = minified JS bundle. Someone could take their bundle, de-minify (beautify), maybe webcrack it, and understand/steal the implementation. The realistic best-value answer:

Given their situation (huge TS codebase, can't port to WASM wholesale), the pragmatic answer:

**Layered: (1) no sourcemaps + prod tree-shake debug tools [free]; (2) post-bundle javascript-obfuscator with static-only, perf-safe options applied selectively (workers/UI/init yes, frame-hot chunk light) [~free]; (3) the real moat: keep extraction tooling + data regeneration pipeline out of the client, so a thief gets compiled behavior but not the "why"/data regen ability; (4) if serious: WASM kernel or server-authoritative for the crown jewels.**

I should also honestly state: nothing client-side is un-reversible; goal = cost asymmetry. And note webcrack/synchrony defeats J-O automatically — so don't over-invest in J-O options that only defend against humans.

Format: This is a design/consulting question, no code changes requested ("想一个...方法" = think of a method). I could go into plan mode? No — it's a discussion/recommendation question, not an implementation request. Per my instructions: pure discussion → answer directly. Should I use EnterPlanMode? They asked to "think of a method", not implement. Direct answer is right. Maybe offer to implement the chosen layer afterward.

Should I explore the codebase first to ground the answer? I know a lot from memory. Key facts to verify maybe: current vite build config (sourcemap setting?), whether debug tools are gated, bundle format. A quick look at vite.config.ts and package.json would ground Tier 0 recommendations in reality. That's cheap and worthwhile — 2 file reads. Let me do that. Their vite.config.ts is at game/vite.config.ts presumably. Let me check package.json too for build scripts and existing minifier.

Actually the working directory is ~/Project/GLM/SandboxWorld, with game/ subdir. Let me read game/vite.config.ts and game/package.json. Keep it quick.

Let me also double-check javascript-obfuscator ESM support claim before asserting: The README historically says: "Note: this tool doesn't support obfuscation of ES modules (import/export) — you should bundle your code first" — there is an `ignoreImports` option? I recall an option `ignoreImports` (boolean, default false) documented under... yes, javascript-obfuscator options include `ignoreImports` — "Enables buying..." no. Let me be careful: I remember options: `stringArray`, `stringArrayEncoding`, `stringArrayThreshold`, `splitStrings`, `splitStringsChunkLength`, `numbersToExpressions`, `simplify`, `renameGlobals`, `selfDefending`, `deadCodeInjection`, `deadCodeInjectionThreshold`, `controlFlowFlattening`, `controlFlowFlatteningThreshold`, `debugProtection`, `disableConsoleOutput`, `transformObjectKeys`, `reservedStrings`, `reservedNames`, `sourceMap`, `identifierNamesGenerator`, `renameProperties` (dangerous), `target`, `ignoreImports` — yes I'm fairly confident `ignoreImports` exists ("Prevents from obfuscation of import statements"? something like: "Enables obfuscation of files with import statements by ignoring them"?). Either way the safe statement: "对 ESM 产物要先 bundle 成单文件 IIFE/或保留 import 语句(工具对 ES module 支持不完整),最好在 rollup 出包后对 chunk 做后处理,并开 sourcemap=false、reservedStrings 保护协议字段". I'll phrase it as a pitfall without over-claiming exact option names.

Also perf numbers: controlFlowFlattening commonly cited 1.5x–3.5x slowdown (their README literally says it "may affect code performance dramatically, up to 1.5x slower runtime"; stringArray with rc4 also slower). I can cite ~1.5-3.5x. For a 60fps game: absolutely not on hot path.

Also: their build already uses vite (esbuild minify default). Terser option: `build.minify: 'terser'`. mangle props — must NOT, given save/protocol/l10n string keys.

Sourcemap check: need to look. Also check if they ship `dist` with maps. Let me read config.

Another project-specific gem: their **worker-based worldgen** and **lazy chunks** mean a lot of code is off-frame; obfuscating those is free perf-wise. And **data tables**: vi_* / vanilla.json etc are bundled? The memory "全量登记在vanilla.json运行时合成扫不到" suggests vanilla.json ships in public/ or is imported. If large data JSONs ship as fetchable assets, anyone gets them regardless. Worth one line: 数据表别指望代码混淆保护——它以资源形式裸奔,要么编译进 WASM 数据段,要么服务端。

OK here's my answer structure (in Chinese, since user writes Chinese):

1. 先说结论(the one method + honest ceiling): 浏览器端 JS 没有绝对防还原,只有成本不对称;在"几乎零性能损失"约束下,最优组合 = 无 sourcemap + 分层混淆(静态变换为主、热路径豁免)+ 把真正的皇冠珠宝(可再生的数据管线/关键算法)收进 WASM 或服务端。
2. 为什么不是常见答案: controlFlowFlattening 1.5-3.5x; javascript-obfuscator 有 webcrack/synchrony 自动反混淆 → 别指望它挡住决心型攻击者,只挡顺手牵羊。
3. 分层方案 with concrete config sketch + 项目落地注意 (vite.config.ts 编辑会重启所有并行会话的 vite!必须安静窗口; l10n audit 在 build 前; worker chunk; 动态 import 懒加载链; 存档/协议字段 reservedStrings; mangle.props 禁用).
4. 性能账: 各层 0/~0/负成本。
5. 数据与算法分开保护的现实。
6. Offer: 要不要我先把 Tier0+Tier1 落成一个 prod-only 的构建脚本。

Before writing, quick verification reads: game/vite.config.ts, game/package.json. Let me do those two reads in parallel. Maybe also glance if there's an existing obfuscation script in tools/. I'll glob tools for obfuscate. Actually keep it to the two reads + maybe ls of build scripts. Fine.

Length/format: This deserves a substantive but tight answer — engineering recommendation with a table or short lists. Use Chinese (user's language). Avoid over-long. Maybe a small table of layers: 手段/性能代价/防得住谁. Keep code snippet short (config sketch). Then one-line offer to implement.

Let me do the reads now.
````

</details>


---

## 🤖 Assistant · 2026-08-16T06:31:21.274Z · glm-x-preview-260804

**🔧 ToolUse: `Read`**

```json
{
 "file_path": "~/Project/GLM/SandboxWorld/game/vite.config.ts"
}
```


---

## 👤 User · 2026-08-16T06:31:21.287Z

**📎 ToolResult**

```
1	// vite/vitest 共用配置。
2	// resolve.extensions 把 .ts 提到 .js 之前：`npm run build` 的 tsc 会在 src/ 里
3	// 产出与源码同名的 .js 编译产物，默认扩展序（.js 优先）会让 vitest/vite 解析到
4	// 过期的 .js 而不是 .ts 源码（表现为改了 .ts 测试却跑旧逻辑）。
5	import { defineConfig, type Plugin } from 'vite';
6	import { execFileSync } from 'node:child_process';
7	import { existsSync, statSync } from 'node:fs';
8	import { join, dirname } from 'node:path';
9	import { fileURLToPath } from 'node:url';
10	
11	/** l10n 键完整性自动检查 + 语言包过期自动重建。
12	 *  ① 自有文案源(tools/l10n-custom)或构建脚本比 public/l10n 产物新 → 先重跑 build-l10n.mjs
13	 *    （防"补了键没重建包"的静默裸键）。
14	 *  ② src 全部 Lang.text/has 字面键对 zh-Hans 合并包解析（tools/l10n-audit.mjs）：
15	 *    vite build 缺键即 fail（构建中断，列出键名与使用位置）；dev 启动仅 console 警告
16	 *    （不阻塞热更新）。vitest 不走这些钩子，回归由 tests/l10n-audit.test.ts 锁定。 */
17	function l10nAuditAuto(): Plugin {
18	  const ROOT = join(dirname(fileURLToPath(import.meta.url)));
19	  const sources = [
20	    join(ROOT, '..', 'tools', 'l10n-custom'),
21	    join(ROOT, 'scripts', 'build-l10n.mjs'),
22	    join(ROOT, 'scripts', 'l10n-merge.mjs'),
23	  ];
24	  const stale = () => {
25	    if (!existsSync(join(ROOT, 'public', 'l10n', 'zh-Hans.json'))) return true;
26	    const srcNew = Math.max(...sources.map((f) => statSync(f).mtimeMs));
27	    return statSync(join(ROOT, 'public', 'l10n', 'zh-Hans.json')).mtimeMs < srcNew;
28	  };
29	  const audit = async () => {
30	    if (stale()) {
31	      console.log('[l10n-audit] 语言包源有更新,自动重建…');
32	      execFileSync('node', [join(ROOT, 'scripts', 'build-l10n.mjs')], { stdio: 'inherit' });
33	    }
34	    const { auditL10n } = await import('./tools/l10n-audit.mjs');
35	    return auditL10n(join(ROOT, 'src'), join(ROOT, 'public', 'l10n', 'zh-Hans.json'));
36	  };
37	  return {
38	    name: 'l10n-audit-auto',
39	    async configureServer() {
40	      const { used, missing, shape } = await audit();
41	      if (missing.length) {
42	        console.warn(`[l10n-audit] 警告: ${missing.length}/${used} 键缺失（dev 不阻塞，build 会失败）:`);
43	        for (const m of missing) console.warn(`  MISSING ${m.key} ← ${m.locs.join(', ')}`);
44	        console.warn('[l10n-audit] 可直接粘贴进仓库根 tools/l10n-custom/{zh-Hans,en-US}.json 后 node scripts/build-l10n.mjs:');
45	        for (const m of missing) console.warn(`  "${m.key}": "",`);
46	      }
47	      if (shape?.length) {
48	        console.warn(`[l10n-audit] 包形状违例 ${shape.length} 条（类别含点/空键/非字符串值=裸键类 bug，重跑 build-l10n）:`);
49	        for (const s of shape.slice(0, 10)) console.warn(`  SHAPE ${s}`);
50	      }
51	    },
52	    async buildStart() {
53	      const { used, missing, shape } = await audit();
54	      if (missing.length) {
55	        const lines = missing.map((m) => `  MISSING ${m.key}  ←  ${m.locs.join(', ')}`).join('\n');
56	        const stubs = missing.map((m) => `  "${m.key}": "",`).join('\n');
57	        throw new Error(`[l10n-audit] Lang 键缺失 ${missing.length}/${used} 条——请在 tools/l10n-custom/{en-US,zh-Hans}.json 补键后重试:\n${lines}\n\n可粘贴的补键桩(两份文件同键,zh 填译名):\n${stubs}`);
58	      }
59	      if (shape?.length) {
60	        throw new Error(`[l10n-audit] 语言包形状违例 ${shape.length} 条（类别含点/空条目键/非字符串值）——产物损坏，重跑 node scripts/build-l10n.mjs:\n  ${shape.slice(0, 10).join('\n  ')}`);
61	      }
62	      console.log(`[l10n-audit] ${used} 键全部命中 ✓`);
63	    },
64	  };
65	}
66	
67	/** 素材过期自动重打包(物品图集/贴图表管线)。
68	 *  判定 = 源目录(terraria-assets/Images)·白名单·TEdit 数据·脚本本体的最新 mtime
69	 *  晚于产物(vanilla.json / Item_Atlas_0.png)的最旧 mtime → 同步重跑 vanilla-atlas.mjs。
70	 *  dev 启动与 vite build 均触发;vitest 不走这些钩子,零开销 */
71	function vanillaAtlasAuto(): Plugin {
72	  const ROOT = join(dirname(fileURLToPath(import.meta.url)));
73	  const sources = [
74	    join(ROOT, '..', 'terraria-assets', 'Images'),
75	    join(ROOT, 'scripts', 'vanilla-whitelist.json'),
76	    join(ROOT, 'scripts', 'vanilla-atlas.mjs'),
77	    join(ROOT, '..', 'Terraria-Map-Editor', 'src', 'TEdit.Terraria', 'Data', 'items.json'),
78	    join(ROOT, '..', 'Terraria-Map-Editor', 'src', 'TEdit.Terraria', 'Data', 'tiles.json'),
79	    join(ROOT, '..', 'Terraria-Map-Editor', 'src', 'TEdit.Terraria', 'Data', 'walls.json'),
80	  ];
81	  const outputs = [
82	    join(ROOT, 'public', 'sprites', 'vanilla.json'),
83	    join(ROOT, 'public', 'sprites', 'vanilla', 'Item_Atlas_0.png'),
84	  ];
85	  const stale = () => {
86	    if (outputs.some((f) => !existsSync(f))) return true;
87	    const srcNew = Math.max(...sources.map((f) => (existsSync(f) ? statSync(f).mtimeMs : 0)));
88	    const outOld = Math.min(...outputs.map((f) => statSync(f).mtimeMs));
89	    return srcNew > outOld;
90	  };
91	  const run = () => {
92	    if (!stale()) return;
93	    console.log('[vanilla-atlas] 素材源有更新,自动重打包…');
94	    execFileSync('node', [join(ROOT, 'scripts', 'vanilla-atlas.mjs')], { stdio: 'inherit' });
95	  };
96	  return {
97	    name: 'vanilla-atlas-auto',
98	    configureServer() { run(); },
99	    buildStart() { run(); },
100	  };
101	}
102	
103	// —— 并行会话探针稳定性(2026-08-12)——
104	// 问题:多个并行会话共用同一 dev server(5199),任一会话改源码 → HMR/full-reload
105	// 把其他会话正在跑的 puppeteer 探针页面打断(navigation 错误反复 retry)。
106	// 方案:跑探针的会话起"私有静默实例"并指向它:
107	//   SW_PORT=5201 SW_NO_HMR=1 SW_CACHE=/tmp/sw-vite-5201 npx vite
108	//   SW_NO_HMR=1 → server.hmr=false:不发任何 reload 推送,页面稳定;watcher 仍正常
109	//   失效 transform 缓存,探针每次 page.goto 都拿到最新代码。
110	//   SW_CACHE → 独立预打包缓存,避免多实例并发 optimizeDeps 竞争。
111	// 约定:共享 5199 保留 HMR(人工试玩体验不变);任何会话不得 kill 5199;
112	// 探针脚本一律读 SW_ORIGIN(缺省回退 5199)。详见 memory: parallel-vite-sessions。
113	const PORT = Number(process.env.SW_PORT ?? 5199);
114	const NO_HMR = process.env.SW_NO_HMR === '1';
115	
116	export default defineConfig({
117	  resolve: {
118	    extensions: ['.ts', '.mts', '.mjs', '.js', '.jsx', '.tsx', '.json'],
119	  },
120	  // worker 打包格式：默认 'iife' 遇到 worker 图内代码分割/动态 import 会构建报错；
121	  // 'es' 与 dev 态 module worker 一致（worldGen.worker 及其依赖全为静态 import）
122	  worker: { format: 'es' },
123	  server: {
124	    port: PORT,
125	    // 端口被占直接报错而非静默漂移(+1/+2…)——防"以为在 5199 实际在 5190"的
126	    // 双实例错位(曾致 VUI/UITextures 双模块"光标消失")
127	    strictPort: true,
128	    hmr: NO_HMR ? false : undefined,
129	  },
130	  cacheDir: process.env.SW_CACHE ?? 'node_modules/.vite',
131	  plugins: [vanillaAtlasAuto(), l10nAuditAuto(), atlasLintAuto()],
132	});
133	
134	/** 素材自洽 lint(tools/atlas-lint.mjs 的 vite 钩子;照搬 l10nAuditAuto 双消费:
135	 *  dev 警告 / build 阻断;vitest 不走钩子,由 tests/atlas-lint.test.ts 锁定)。 */
136	function atlasLintAuto(): Plugin {
137	  return {
138	    name: 'atlas-lint-auto',
139	    async configureServer() {
140	      const { auditAtlas } = await import('./tools/atlas-lint.mjs');
141	      const r = auditAtlas();
142	      for (const e of r.errors) console.warn(`[atlas-lint] ERROR ${e.rule} sheet=${e.sheet ?? '-'} ${e.msg}`);
143	      for (const w of r.warns) console.warn(`[atlas-lint] warn ${w.rule} ${w.key ?? ''} sheet=${w.sheet ?? '-'} ${w.msg}`);
144	      if (r.errors.length) console.warn(`[atlas-lint] ${r.errors.length} error —— 构建将阻断`);
145	    },
146	    async buildStart() {
147	      const { auditAtlas } = await import('./tools/atlas-lint.mjs');
148	      const r = auditAtlas();
149	      if (r.errors.length) {
150	        throw new Error(`[atlas-lint] ${r.errors.length} 处 error(素材自洽)——先修再构建:\n` +
151	          r.errors.map((e) => `  ${e.rule} sheet=${e.sheet ?? '-'} ${e.key ?? ''} ${e.msg}`).join('\n'));
152	      }
153	      console.log(`[atlas-lint] ${r.sheets} 表全自洽 ✓ (${r.warns.length} warn)`);
154	    },
155	  };
156	}
157	

```


---

## 🤖 Assistant · 2026-08-16T06:31:21.459Z · glm-x-preview-260804

**🔧 ToolUse: `Read`**

```json
{
 "file_path": "~/Project/GLM/SandboxWorld/game/package.json"
}
```


---

## 👤 User · 2026-08-16T06:31:21.467Z

**📎 ToolResult**

```
1	{
2	  "name": "sandboxworld",
3	  "private": true,
4	  "version": "0.1.0",
5	  "type": "module",
6	  "scripts": {
7	    "dev": "vite",
8	    "l10n": "node scripts/build-l10n.mjs",
9	    "build": "node scripts/build-l10n.mjs && tsc && vite build",
10	    "preview": "vite preview",
11	    "test": "vitest run",
12	    "start": "vite build && vite preview",
13	    "e2e": "node scripts/run-e2e.mjs",
14	    "test:audit": "vitest run tests/atlas-lint.test.ts tests/extract-audit.test.ts",
15	    "prebuild": "npm run test:audit",
16	    "play": "open -na \"Google Chrome\" --args --force-gpu-mem-available-mb=16384 --js-flags=\"--max-old-space-size=8192\" --ignore-gpu-blocklist http://localhost:4173"
17	  },
18	  "dependencies": {
19	    "simplex-noise": "^4.0.3"
20	  },
21	  "devDependencies": {
22	    "@types/node": "^26.1.2",
23	    "pngjs": "^7.0.0",
24	    "typescript": "^5.6.0",
25	    "vite": "^5.4.0",
26	    "vitest": "^2.1.0"
27	  }
28	}

```


---

## 🤖 Assistant · 2026-08-16T06:31:31.020Z · glm-x-preview-260804

<details open>
<summary>💭 thinking</summary>

```
Key facts confirmed:
- Vite 5, default esbuild minify. No `build.sourcemap` setting → vite default is false for production build. Good — but I should verify there's no sourcemap being emitted; default is indeed no sourcemap unless set. So Tier 0 sourcemap is already OK (default false). But `tsc` in build script outputs src/*.js compiled artifacts — those stale .js are mentioned in config comment ("tsc 会在 src/ 里产出与源码同名的 .js 编译产物"). Wait — does tsc output to src/? The comment says tsc produces .js next to .ts in src/. That means the repo has src/**/*.js artifacts. Those aren't shipped in dist (vite builds from entry graph, resolves .ts first due to extensions order), fine. But if anything resolves to .js... they've handled it via extensions order.
- Worker format 'es', worldGen.worker etc.
- No obfuscation currently.
- Build = build-l10n && tsc && vite build. post-build step could be added after vite build.
- Assets: public/sprites/vanilla.json + atlas PNGs — data ships as public assets, fetchable. Confirms my point about data being unprotected regardless of code obfuscation.

Now write the answer. Chinese, concise but substantive. Structure:

1. 先说结论 + 诚实的上限
2. 一张分层表
3. 为什么不用重混淆(webcrack/perf 数据)
4. 项目落地要点(vite.config 编辑警告、worker 免费、mangle.props 禁、reservedStrings、数据裸奔事实、WASM/服务端的定位)
5. Offer to implement

Keep it tight. No need for plan mode — it's a consultation. End with offer.
```

</details>


---

## 🤖 Assistant · 2026-08-16T06:31:49.580Z · glm-x-preview-260804

```
结论先行：**浏览器端 JS 没有绝对防还原，只有“成本不对称”**——浏览器能跑，决心足够的人就能读。在“几乎零性能损失”这个约束下，性价比排序非常明确，我先看了你们的构建配置(`game/vite.config.ts` 默认 esbuild 压缩、无 sourcemap 输出；worker 为 es 格式)，据此给方案：

## 分层方案(按 性价比 排序)

| 层 | 手段 | 运行时代价 | 防得住谁 |
|---|---|---|---|
| 0 | 确认无 sourcemap + 生产态剥调试工具(F6/F2/F5) | 0 | 所有人(基础) |
| 1 | 出包后对 chunk 做静态混淆(stringArray/数字表达式/重命名，**不开**控制流扁平) | ≈0(冷代码) | 顺手牵羊的人 |
| 2 | 热路径豁免：tick 循环/AI/spawner 只走普通压缩；worker 里的 worldgen 全量混淆(不在渲染帧上，白送的) | 0 | 同上 |
| 3 | 皇冠珠宝(提取管线、关键算法)进 WASM 或服务端 | 0 甚至更快 | 自动化工具 + 决心型攻击者 |

## 为什么不建议“重混淆”——两个硬事实

1. **性能账**:`javascript-obfuscator` 的 `controlFlowFlattening` 官方自述可让运行时慢 1.5~3.5 倍，对你们 60fps 的逐 tick 模拟是灾难;`stringArrayEncoding: rc4`、`transformObjectKeys` 同理。游戏热路径碰不得。
2. **它防不住自动工具**：webcrack / synchrony 这类工具能**自动**还原 javascript-obfuscator 的大部分变换(字符串数组、控制流扁平都能解)。所以 JS 层混淆的真实定位是“提高门槛”，不是“防止反编译”。谁跟你说某个 JS 混淆器能防决心型攻击者，那是在卖拐。

真正的分水岭是 **WASM**:没有 webcrack 级别的“wasm→可读源码”自动工具，LLM 辅助逆向 wasm 的成本也远高于读美化后的 JS。而且 WASM 性能为零损失甚至更快。对你们 TS 代码库，AssemblyScript(语法近 TS)是摩擦最小的路线——但**全量移植不现实**，只值得为极少数“别人拿到就等于拿到整个项目”的核心算法做。

## 两个必须说破的现实

- **数据表不归代码混淆管**:`public/sprites/vanilla.json`、l10n 包、各种提取表是以**资源文件**身份裸奔的，代码混淆得再好，网络面板里直接就能下载。你们真正的护城河其实是**提取管线**(tools/ 下的脚本们)——它不进 dist,偷走构建产物的人拿到的是“编译后的行为”，拿不到“如何再生产”。这层保护你们已经免费拥有了，别把它误当缺口。
- **terser 的 `mangle.properties` 一律禁用**：你们的存档字段名、联机协议字段、l10n 键全是字符串键动态访问，mangle props 会当场炸掉整条链。

## 落地注意(项目特有)

- 出包后混淆走 `vite build && node tools/obfuscate-dist.mjs` 后处理，别在 vite.config.ts 里加插件——**编辑 vite.config.ts 会重启所有并行会话的 vite 实例**(CLAUDE.md 约定)，后处理脚本零打扰。混淆须保留 ES module 语法(你们 worker 是 `es` 格式、主包有动态 import 三级懒加载)，并 `reservedStrings` 保护协议字段。
- 调试面板类工具用 `import.meta.env.PROD` 门 + 死代码消除，别靠运行时 if。

要不要我把 Tier 0+1+2 落成那个 `tools/obfuscate-dist.mjs` + build script 改造？一次改动，不动 vite.config.ts。
```


---

## ⚙️ System · 2026-08-16T06:31:49.585Z

{
 "subtype": "turn_duration"
}


---

## ⚙️ System · 2026-08-16T06:34:54.361Z

我们在为构建产物选型防反编译方案：零性能损失的分层防护(无sourcemap、静态混淆、热路径豁免、WASM留作皇冠 jewels)。下一步：我等你确认后落地 tools/obfuscate-dist.mjs。 (disable recaps in /config)


---

## 👤 User · 2026-08-17T03:55:38.243Z

```
你先落一个最可靠的计划markdown，并且每个处理项目的代价
```

---

## 📎 Attachment · date_change · 2026-08-17T03:55:38.243Z

```
{
 "type": "date_change",
 "newDate": "2026-08-17"
}
```


---

## 📎 Attachment · edited_text_file · 2026-08-17T03:55:38.243Z

```
{
 "type": "edited_text_file",
 "filename": "~/.claude/projects/-Users-user-Project-GLM-SandboxWorld/memory/MEMORY.md",
 "snippet": "1\t- [墙家族横扫L批](wall-family-sweep-l-batch.md) — #46方向三元反=神庙镜像主根因/末房4掷/祭坛Place3x2中心锚/幽灵保留；#47 FrameOut每墙86格1掷主根因+GeneralPlacementTiles扫门未接；#67 countTiles递归序+非实心登记；gs克隆污染陷阱+独立app探针方法论\n2\t- [#28 Underworld 隔离复验：全级联证伪+QW 清零+残余收拢进 HF](underworld-iso-hf-residual.md) — IL 探针真值链(嵌套类型递归枚举/rm wld 坑)；liquidType 导入=真值(+1 编码)；QW 0/486934；UW 掷数 14266081 精确；修三件(沙漠分支/484 非实心/幽灵 type)；残余=HF 房间网格(相位分解家具+22k；房1 内部 17 格差,掷序无罪)\n3\t- [多段跳+跑靴特效补齐](multijump-fx-port.md) — 起跳帧(Item_16/屁瓶尘188+gore/航行尘253)+尾迹五分支(沙暴3尘124+gore沙云);二批跑靴奔跑尘spawnFastRunParticles(门|vx|>(accRun+maxRun)/2冲满需4s;bootFx按vid:泰拉闪耀火尘/航行253/冰靴76/沙丘32/仙灵61族,普通靴尘16+脚步声Item_17冷却9t);三批翅靴(wings==3/时装668→尘186)+四批染料全量真链(VDust.dyeVid→渲染端applyDyePass 63-pass字节码逐尘跑,动态族逐帧/静态族帧缓存;尾迹尘不带染料=原版无shader);★取vid必须def.vid??viIdFromKey;探针塞配饰armor[3]非末槽;五批尘16真容=天蓝十字闪光(ChildSafety替换尘铁证/Dust.png 1000×120换带/frame.Y=10*Next(3)/视觉模型读小贴图颜色不可信须canvas逐像素)\n4\t- [大理石slab77终局:击杀类型门](marble-slab77-kill-typegate.md) — 原版CheckStalactite杀type==165格才杀(cs:39146),JS双杀致板格被抹→SmoothSlope/门掷分叉;ResetToType不清墙(wall独立ushort)!;TraceRNG栈帏callsite法\n5\t- [树底格被草占=原版行为](tree-bottom-grass-overwrite.md) — Flowers pass(在Trees后)KillTile树干底格+放短草;allowOver怪门左48%树/右52%全域;IsFitToPlaceFlowerIn不查上方故原版也放草成功;同seed 76树2例;诊断须用world.trees登记表勿裸列扫(侧枝误报)\n6\t# Memory Index\n7\t- [默认移速对账](default-run-speed-parity.md) — 裸装accRunSpeed基准=3非6(`||6`曾致默认极速翻倍30mph!)+越帽走摩擦回落锯齿(原版无硬钳,均值≈2.93);常量表全对0.4/10/3/0.08/0.2/5.01/15;accRunSpeed=reset时maxRun裸值不随moveSpeed;靴族测试须真穿靴(equipStats逐次重算)\n8\t- [指针物品/交互图标系统](cursor-item-icon-port.md) — 余辉10帧/群系火把营火两套else-if覆写(神庙/沙漠remix旗收口)/held→覆写→悬停ID解析序/悬停表提取器(C#穿透公式对象回填!)/油漆子图标/住房携带头像/孤儿箱文本支(icon=-1抑制!)+放置建记录88族\n9\t- [起跳下落全链对齐](player-jump-vanilla-alignment.md) — jumpSpeed 5.01(曾6.6)/jumpHeight 15=平台段tick数(恒钉-5.01非累加!)/jumpBoost→20+6.51/水30+6.01;--cultures局部构建缩index坑\n10\t- [世界生成自制机制审计→oracle零分歧](worldgen-selfinvented-audit.md) — ~78条全处置+GenSolid/StructureMap;widen/2整除=猩红链唯一根因;双种子+第三种子泛化全等;余项=dungeonL单走廊微差;分层轨迹对账法在档\n11\t- [住房B方案全落地](housing-b-vanilla-ui.md) — 锚点两轮偏离全摘(锚池空=原版return);queryRoom/assignRoom+住房面板;inter39-42权威修正;HouseMissing动态拼串l10n裸键坑\n12\t- [开关门切家具半边](door-close-sweep-fix.md) — closeDoor三列无差别清扫抹旁贴工作台/墓碑格;原版只动type==11开门格(:32037);渲染无罪是数据层;T表=legacy id空间勿依赖"
}
```


---

## 🤖 Assistant · 2026-08-17T03:58:23.109Z · glm-x-preview-260804

<details open>
<summary>💭 thinking</summary>

````
The user wants me to write a reliable plan markdown with each item's cost (代价). They said "先落一个最可靠的计划markdown" — write a plan document first, with cost estimates for each item.

So this is a documentation task: create a plan markdown file in the repo. Where should it go? They have a convention: docs/ inside game/? Let me recall — memory mentions `game/docs/dual-key-cleanup-plan.md`, `docs/implementation-gap-list`, `docs/weapon-proj-audit-2026-08-13.md`, `docs/upgrade-1405-to-1456/`. Some are referenced as `docs/...` and some `game/docs/...`. The dual-key-cleanup-plan is at `game/docs/dual-key-cleanup-plan.md`. So game/docs/ is the right place.

The plan should be "最可靠" (most reliable) — meaning careful, phased, with verification gates, and with per-item costs (代价: runtime perf cost, build time cost, engineering effort/risk, protection value).

Let me structure the plan:

# 构建产物防反编译计划 (docs name: anti-decompile-plan.md or build-hardening-plan.md)

Sections:
1. 目标与威胁模型 (what we protect against, what we don't — honest ceiling)
2. 原则 (零热路径代价、不动 vite.config.ts、可回滚、每步有验证闸门)
3. 分批清单 with costs per item:

**Batch 0 — 基线确认 (零改动)**
- 0.1 确认 build.sourcemap 默认 false,无 .map 产物 — 代价: 0 运行时; 工程: 半小时验证
- 0.2 dist 体检脚本: 扫描 .map、源码路径泄漏、debug 工具字符串 — 建一个 tools/audit-dist.mjs
- Actually item: 调试工具(F6/F2/F5)生产态剥离检查 — 检查是否 import.meta.env.PROD 门控,若不是,补门 — 代价: 死代码消除后 0 运行时

**Batch 1 — 后处理混淆管线 (tools/obfuscate-dist.mjs)**
- 1.1 安装 javascript-obfuscator devDependency — 构建时间代价
- 1.2 写 obfuscate-dist.mjs: 对 dist/assets/*.js 分级处理:
  - worker chunks (worldGen.worker 等): 全量静态混淆 (不在渲染帧)
  - 主包 chunk 中热路径模块豁免:怎么区分?vite code splitting 之后 chunk 名可以按需。Hmm, this is tricky — need to identify hot chunks. Actually simpler: 混淆选项本身静态化 (stringArray with threshold, numbersToExpressions, renameGlobals) applied to ALL chunks, and explicitly NOT use controlFlowFlattening anywhere. Then hot path cost is stringArray lookups in hot loops. Need to measure.
  - Actually more reliable: apply identical static-safe config to all chunks, then A/B benchmark frame time. If regression >1%, split config by chunk.
- 1.3 options 表 with each option's runtime cost:
  - stringArray: +一次数组访问; threshold 控制
  - stringArrayEncoding base64: 解码一次后缓存? Actually J-O caches decoded? It decodes on each access unless... hmm. In J-O, string array with encoding decodes each call (no memoization by default!). That's why hot loops suffer. There's `stringArrayCallsTransform` etc. Actually let me think about what I know: javascript-obfuscator's stringArray generates a function that returns strings from a rotated array, decoding rc4/base64 per call. No caching. So hot-path string access cost is real but small for base64 (atob-like custom decoder). Recommendation: base64 (cheap) not rc4; threshold 0.9 or so; and exclude hot identifiers via reservedStrings.
  - numbersToExpressions: 常量折叠回表达式,每次求值 1-2 次算术 — hot loop constant folding by JIT usually eliminates. ~0.
  - simplify: 静态等价变换, 0.
  - renameGlobals: 0.
  - splitStrings: 0 runtime (拼接会被 JIT fold? string concat per access — minor).
  - deadCodeInjection: 体积↑ 下载/解析时间↑, 运行时 0. 构建时间↑. Could enable with low threshold — but it bloats bundle; they care about... probably fine small threshold. Value: low against webcrack. Mark optional.
  - transformObjectKeys: 变对象为 accessor 序列 — 每次访问变函数调用, 热路径危险 + webcrack 可解. 禁用.
  - controlFlowFlattening: 1.5-3.5x — 禁用 (only could enable on cold worker chunks if desired — but even worldgen worker perf matters for world gen speed! worldgen takes time; flattening worldgen would slow generation. Actually worldgen speed matters (SW ~3min asset preload memory). So no flattening there either. Just string-level.)
  - debugProtection / selfDefending: 禁 — breaks debugging, perf traps, defeated easily.
  - identifierNamesGenerator: 'hexadecimal' — 0 cost.
  - reservedStrings: 协议/存档/l10n 键必须保留 — 实际上 J-O 只处理字符串字面量,键名是字符串字面量会被搬进数组,功能不变。所以其实不需要保留?但有些字符串被用作 eval-like 或动态拼接匹配 (Lang.text keys) — moving them to array is fine functionally. The real risk: reservedNames for globals accessed by external scripts (window.* names). Their code is self-contained modules; window globals? Game exposes things for probes (window.game?) — probes use SW_ORIGIN and page.evaluate accessing internals? Dev-only. Prod fine.
  
- 1.4 ESM 兼容坑: J-O 对 ES module 支持不完整 — 处理: 对含 import/export 的 chunk 用 `ignoreImports`? Hmm — actually safest: obfuscate per-chunk but ESM chunks import each other by path; J-O can process ESM files if options avoid breaking? Known: J-O README: "Limitations: ES modules aren't supported — obfuscate after bundling to IIFE or use ignoreImports". Hmm wait, actually I recall newer versions handle it partially. Safer plan: build with rollup output manualChunks? No — plan alternative: run J-O with `ignoreImports: true`? Let me not over-assert specifics; plan should include a spike (验证步) to confirm ESM chunk compatibility, with fallback = terser-only second pass for ESM chunks + J-O only on worker chunks converted to IIFE (worker format es → could obfuscate the worker file content? worker is es format with imports... hmm).

Wait — vite 5 with worker.format 'es' produces separate worker chunks that still use import statements? The worker entry gets bundled into its own chunk graph; format 'es' means `new Worker(url, {type:'module'})` with ESM imports across chunks. J-O on ESM: javascript-obfuscator does support ESM since v4? Let me think... I genuinely recall an `ignoreImports` option existing and README saying ES modules support is experimental ("Experimental support"). I'll frame it as a spike with fallback: 若 ESM 处理不完整 → 方案B: 主包 terser 二次压缩 + 仅对可转 IIFE 的 chunk 用 J-O;或 rollup-plugin-obfuscator 在模块级(pre-bundle)处理,每模块一个字符串数组(体积↑~5-15%,但 bundle 前后语义不变,import/export 由 bundler 恢复正常)。Actually rollup-plugin-obfuscator applies J-O per-module before rollup bundles — imports preserved because J-O per-module with... hmm, J-O per-module on ESM source files has same import limitation. 

Better honest plan: Spike step S1: 验证 J-O(v4) 对项目实际 chunk 的 ESM 兼容性; 若不完整 → fallback to 方案B: terser `--module` 二次 mangle(compress: false, mangle: {toplevel}) + esbuild minify already... that's marginal extra.

Alternative simpler robust route: **自定义轻量变换**: 用 magic-string/babel 写 150 行工具: 全部字符串字面量 → 模块级数组 + 索引函数; 十六进制重命名已由 esbuild 做; 注入花指令(永不执行的垃圾分支)。风险低、无依赖、成本可控。Hmm, but hand-rolled obfuscator is reinventing; J-O is battle-tested. Plan can present J-O primary + custom-lite as fallback B.

- 1.5 构建脚本接线: "build": "... && vite build && node tools/obfuscate-dist.mjs" — 注意 package.json 修改不影响运行中 vite (无重启风险;但 vite.config.ts 不能动 — obfuscate-dist.mjs 是独立后处理,✓)

- 1.6 验证闸门:
  - 冒烟: vite preview + 手玩 + 探针(独立端口)
  - A/B 性能: 现有 F5 帧时间报告 or puppeteer 探针统计 rAF 帧时长分布 P50/P99, 混淆前后对比, 回归 >2% 则调 threshold/豁免 chunk
  - 功能: vitest 全绿 + e2e (scripts/run-e2e.mjs) — but tests run on source not dist. e2e runs against? probably dev server. Need dist-specific smoke: vite preview probe.
  - sourcemap 无、大小报告

**Batch 2 — 分级豁免/强化 (可选增强)**
- 2.1 热路径豁免策略: 若 A/B 显示回归,按 chunk 拆配置
- 2.2 worker 混淆(worldgen 离帧): string-level full — cost 0 对渲染, worldgen 时长 ±?

**Batch 3 — WASM 皇冠珠宝 (远期, 大代价)**
- 3.1 AssemblyScript 试点: 选一个小而关键的纯计算模块(如 UnifiedRandom/Crc32 — 已有位精确实现, 或 spawner 核心) — 移植代价: 每模块 1-3 天,运行时 0 或 +
- 价值评估诚实: 防自动工具;但项目价值主要在广度数据而非单算法 — 建议仅当确有单一关键算法才做
- 3.2 服务端权威(联机已有 WS:7777 基建): 存档校验/排行榜服务端 — 离线游戏不能强制

**数据与法务层**
- 数据表裸奔事实声明(vanilla.json/l10n 是公开可下载资源,混淆不管它)
- 版权头 + license 文件: 0 代价
- (轻提一句: 项目本身基于 Terraria 反编译复刻,对外发布前 Re-Logic 的 IP 才是主要风险,技术防护投入应与"可公开发布"的前景匹配 — 一句话即可,别说教)

**成本总表** (each item: 运行时代价 / 构建时间 / 工程量(人日) / 可回滚性 / 防护增益)

Also verification gates and rollback: obfuscate-dist.mjs is post-build, dist 可随时重建,天然可回滚; 不动 vite.config.ts 保护并行会话。

Also note: probe scripts target dev server (SW_ORIGIN), unaffected by prod obfuscation — dev 流程零影响。vitest 不受影响。

One more important project-specific risk: dist 产物里 tsc 的 src/*.js stale artifacts? No — vite build bundles from entry via its own resolution (.ts first), src/*.js not copied to dist (dist only has entry graph + public/). public/ is copied wholesale — vanilla.json etc. public 目录整个拷进 dist — data裸奔 confirmed.

Also debug tools: F6/F2/F5 — need check if they're behind PROD gate. That's a plan item with cost: 检查+门控, 运行时代价 0 (tree-shaken), 工程量 0.5 天? Actually maybe they're intentionally available... In prod build keeping them is a minor leak + also cheating surface. Gate them.

Also: console.log stripping — esbuild drop console? They may rely on console warnings. Optional: `drop: ['debugger']`? Can't without touching vite.config... post-process could strip debugger statements. Minor. Skip or note as optional. Hmm — keep plan focused.

Also error stack readability / crash reports: obfuscated code makes user bug reports useless (no sourcemaps to map). Trade-off item: 保留私有 sourcemap 上传? Sentry-style: generate sourcemaps, keep server-side, don't ship — but then support cost. This is a real cost of obfuscation worth listing: 线上排障代价↑ — mitigation: 保留 sourcemap 在本地不发布 (J-O 可以产出 map), 版本号对应. Good "代价" item — user asked for 每个处理项目的代价, so include this kind of operational cost too.

Format of the plan doc: game/docs/anti-reverse-plan.md? Name it in Chinese convention like their other docs (English kebab names used: dual-key-cleanup-plan.md). Use `game/docs/build-obfuscation-plan.md`. Date-stamp like their audit docs: they use e.g. `weapon-proj-audit-2026-08-13.md`. Today 2026-08-17. So `game/docs/anti-decompile-plan-2026-08-17.md`? Keep simpler: `anti-decompile-plan.md`. Their dual-key plan is `dual-key-cleanup-plan.md` without date. I'll use `game/docs/anti-decompile-plan.md`.

Content requirements from user: "最可靠" — emphasize reliability: phased, each phase has 验证闸门 + 回滚路径; no vite.config.ts edits; dev workflow untouched.

"每个处理项目的代价" — each item needs explicit cost: 运行时性能 / 构建时长 / 工程量 / 排障成本 / 体积. A per-item table plus per-option cost table for J-O options.

Let me draft the J-O option cost table carefully (accurate facts):

| 选项 | 运行时代价 | 说明 |
- stringArray + base64: 每次字符串访问 +1 数组索引+解码 (无缓存,热循环慎用;可 reservedStrings 豁免热键) — 实际上 J-O 有个选项? I don't think it memoizes. State it as per-access decode cost.
- stringArrayEncoding: ['rc4']: rc4 解密每次访问,热路径明显 — 不用
- stringArrayThreshold: 0.75~0.9 控制覆盖
- numbersToExpressions: JIT 常量折叠,≈0
- simplify: ≈0
- splitStrings: 拼接 1 次/访问,≈0
- renameGlobals: 0 (构建期)
- deadCodeInjection (threshold 0.2): 运行时 0;体积 +10~40%;解析时间↑;对 webcrack 无效 — 默认关
- transformObjectKeys: 每属性访问变函数调用 — 禁
- controlFlowFlattening: 1.5~3.5× 官方自述 — 全局禁
- debugProtection: debugger 循环,页面卡死风险 + 反制容易 — 禁
- selfDefending: 格式敏感,破坏任何二次美化即崩 — 禁(还会和二次处理冲突)
- disableConsoleOutput: 线上排障瞎眼 — 禁
- identifierNamesGenerator hexadecimal: 0

Build-time cost: J-O on large bundle — their bundle is big (MBs of JS? game engine likely 2-5MB+). J-O is single-threaded-ish; could take 30s-2min. Parallelize per chunk via worker_threads. Note it.

Size cost: stringArray adds array+decoder ~5-10KB per chunk; if per-chunk (many chunks due to lazy loading 三级懒加载 → many chunks each with own string array) — bloat multiplies. Mitigation: merge into fewer obfuscation units or accept. Actually vite lazy-loading yields dozens of chunks; each gets own array = duplication of decoder code. Cost: 体积 +5~15% 总体. Hmm acceptable; note it.

A/B performance probe: they have puppeteer infra (tools/run-diag.mjs + SW_ORIGIN). Plan: run probe against `vite preview` (port 4173, they use it in "play"). Probe measures rAF P50/P95 over 60s with a scripted gameplay (spawn world, run around). Compare dist-vs-obfuscated. Gate: P95 回归 ≤2%.

Also functional verification on obfuscated dist: existing e2e (scripts/run-e2e.mjs) — runs against what? Probably dev server. Add e2e:dist variant? Cost item.

Structure the doc:

```
# 构建产物防反编译(混淆)计划
日期 / 状态 / 负责人会话
## 0. 目标与非目标
威胁模型: 防顺手牵羊 + 提高门槛; 不防: 决心型逆向(webcrack 自动还原 J-O 大部分变换)、数据表抓取(公开资源)
## 1. 硬约束
- 热路径(60fps tick)性能回归 ≤2%(P95)
- 不动 vite.config.ts(并行会话 vite 重启红线) → 一切经 package.json scripts + tools/ 后处理
- dev/vitest/探针流程零影响(混淆只作用于 dist)
- 每步可独立回滚(git revert 单文件 / 删脚本)
## 2. 分批清单(每项含代价)
### 批次 A: 基线体检(改动最小,先做)
A1 dist 泄漏审计脚本 tools/audit-dist.mjs — 代价表
A2 sourcemap 确认
A3 调试工具 PROD 门控
### 批次 B: 后处理混淆管线
B1 依赖引入
B2 tools/obfuscate-dist.mjs + 分级策略
B3 J-O 选项与代价表(上面)
B4 ESM 兼容 spike + 方案B回退(自定义轻量变换/terser二次)
B5 构建脚本接线
B6 验证闸门(preview 探针 A/B + e2e:dist + 体积报告)
### 批次 C: 强化(可选,按 B 结果决定)
C1 chunk 级豁免调参
C2 worker 全量混淆
C3 (默认不做)deadCodeInjection 低阈
### 批次 D: 皇冠珠宝(远期,按需)
D1 AssemblyScript 试点(选点:UnifiedRandom/Crc32 或 spawner)
D2 服务端权威/存档校验(联机基建已有)
### 不做清单(与理由): controlFlowFlattening/debugProtection/selfDefending/disableConsoleOutput/transformObjectKeys/mangle.properties — 每项一句代价
## 3. 总代价汇总表
## 4. 风险与回滚
- 线上排障: 私有 sourcemap 保留流程(不发布,按版本归档)
- 体积/构建时长
- J-O 与代码分割/动态 import 的兼容风险 → spike 先行
## 5. 验收标准
```

Also honest note near top or bottom: 项目本身是 Terraria 复刻,对外发布前 Re-Logic IP 是更大前提,防护投入与此对齐 — one line, in 目标/非目标 section. Keep it to one line, non-preachy. Hmm — should I include? It's strategically honest and they know it; a single line in 非目标 section: "本计划不改变项目 IP 前提(复刻作品对外发布本身受限),投入按'学习/私用'场景校准". I think one sentence is fine and actually useful for calibrating investment. Keep.

Cost estimates in 人时/人日: 
- A1 audit script: 0.5d, 运行时 0, build +1-2s
- A3 debug gating: 0.5-1d
- B pipeline: 1-2d + spike 0.5d
- C tuning: 0.5-1d
- D1: 2-5d/模块
- D2: 3-10d

Runtime perf per batch: A: 0 (可能还减体积). B: 冷代码 ≈0; 热路径待测, gate 2%. C: 0. D: 0/+.

Bundle size: B: +3~15% (字符串数组每 chunk 一份). Build time: B: +30~120s 单线程,可并行化.

Now — where to write: `game/docs/anti-decompile-plan.md`. Check docs dir exists — memory says game/docs/ has files. I'll just Write (Write tool creates; overwriting only fails if exists unread — if file exists I'd fail. Likely doesn't exist).

Also should I verify J-O version/options via web search? Accuracy matters. My knowledge: javascript-obfuscator current v4.x. ESM support: README "Limitations" — I believe it says obfuscator doesn't fully support ESM output and recommends `ignoreImports`... Actually I now recall more precisely: there IS an option `ignoreImports` (boolean, default false): "Allows enabling of obfuscation of the code with import statements" hmm. And README FAQ: "This tool doesn't fully support ES modules. Obfuscate only bundles"... I'm ~80% sure of partial/experimental ESM support. The plan handles it via spike + fallback, which is the reliable approach — I'll phrase it as "J-O 对 ESM 语句支持不完整(README 明言先 bundle;有 ignoreImports 等逃生口)" and make the spike verify on real chunks. That's honest and safe.

Should I web-search to confirm? It'd improve reliability ("最可靠" plan). Quick search for "javascript-obfuscator ES modules support ignoreImports". Let me do one search — cheap and improves the doc's accuracy. Also confirm webcrack claims JS-O support (I'm confident: webcrack README: "unpacks common bundlers... and deobfuscates javascript-obfuscator"). One or two searches.

Actually — also worth checking J-O perf claim "1.5x slower" — README states controlFlowFlattening "may slow down your code 1.5x". Fine.

Let me do 1-2 web searches in parallel: 
1. "javascript-obfuscator" ESM import export support ignoreImports
2. webcrack javascript-obfuscator deobfuscator support

Then write the doc.

Also the plan doc language: Chinese (project docs are Chinese).

One more thing: user said "每个处理项目的代价" — each processing item's cost. Make sure EVERY item (A1..D2, and each J-O option, and each "don't do") has explicit 代价: 运行时/体积/构建时长/工程量/维护&排障. Use tables heavily.

Also add "总代价汇总" table.

And 实施顺序/里程碑 with 验证闸门 between batches.

Also mention: don't commit node_modules... irrelevant.

Also: the l10n/atlas plugins run on vite build already — obfuscate-dist.mjs runs AFTER vite build, so audits still gate first. ✓. And note "build" script in package.json gets `&& node tools/obfuscate-dist.mjs` appended — but keep a way to build w/o obfuscation for debugging: `build:raw`. Cost: none.

Private sourcemaps: J-O can emit sourcemaps (`sourceMap: true`); esbuild/vite prod builds without maps though — so mapping would be from-obfuscated-to-minified only, not to source. To have real crash-report mapping you'd need vite sourcemaps at build (sourcemap: true but don't publish) — but that requires vite.config change... alternative: CLI flag `vite build --sourcemap` works without config edit! vite CLI supports `--sourcemap`. Then obfuscate-dist.mjs keeps maps in a private dir (dist-private/maps/), deletes from dist. Cost item: +build time, disk; process discipline. Nice — include in B as optional B7 with cost, or in 风险节. I'll add as B6.x.

Hmm wait — careful: `vite build --sourcemap` then obfuscation transforms JS further; J-O emits its own map chained onto vite's? J-O `sourceMap: true` produces map from obfuscated→input(minified w/ its own map). Chaining: source-map lib can compose. Keep simple: plan says compose maps offline, keep unpublished. Fine as an item with cost ~0.5d.

Now let me also sanity-check "worker format es + J-O": workers in dist/assets/*.js? vite outputs worker chunks into dist/assets. The obfuscator script processes all dist/assets/**/*.js (excluding already-minified vendors? no external deps basically — only simplex-noise tiny). Fine.

Dynamic imports: chunks import each other via relative './chunk-XXX.js' strings — J-O stringArray moving import specifier strings? Import declarations use string literals as module specifiers — J-O must NOT touch them (it can't — specifiers must be static). If it tries to put them in array, imports break. That's precisely the ESM limitation. Spike will catch. Fallback B (custom light transform or terser) covers.

Let me run the two searches, then write the doc, then reply summarizing with pointer to file. Also update memory? The plan doc itself is the record; maybe add memory entry? This is a significant project direction. Memory guidance: project type memory for ongoing work not derivable from code? The doc itself IS in repo, so repo records it — no memory needed. Skip memory.

Reply format: short, point to file, key tables summary, next-step offer. Keep concise since the doc carries the detail.
````

</details>


---

## 🤖 Assistant · 2026-08-17T03:58:23.804Z · glm-x-preview-260804

```
我先核实两个关键技术事实(J-O 的 ESM 支持边界、webcrack 的自动反混淆能力)，确保计划里的代价表不是拍脑袋。
```


---

## 🤖 Assistant · 2026-08-17T03:58:24.028Z · glm-x-preview-260804

**🔧 ToolUse: `WebSearch`**

```json
{
 "query": "javascript-obfuscator ES modules import export support limitation ignoreImports"
}
```


---

## 🤖 Assistant · 2026-08-17T03:58:24.292Z · glm-x-preview-260804

**🔧 ToolUse: `WebSearch`**

```json
{
 "query": "webcrack javascript-obfuscator deobfuscation unpack automatic"
}
```


---

## 👤 User · 2026-08-17T03:58:24.340Z

**📎 ToolResult ⚠️ERROR**

```
API Error: 400 [1210][该模型始终思考，不支持关闭思考；请使用 low、high 或 max。][20260817115824c10fc183938a46b3]

```


---

## 👤 User · 2026-08-17T03:58:24.425Z

**📎 ToolResult ⚠️ERROR**

```
API Error: 400 [1210][该模型始终思考，不支持关闭思考；请使用 low、high 或 max。][20260817115824833ec832d151417e]

```


---

## 🤖 Assistant · 2026-08-17T03:58:26.605Z · glm-x-preview-260804

<details open>
<summary>💭 thinking</summary>

```
Web search tool errored (model config issue). Try WebFetch on the GitHub README instead.
```

</details>


---

## 🤖 Assistant · 2026-08-17T03:58:26.904Z · glm-x-preview-260804

```
搜索接口报错，改用直接抓取 GitHub README 核实：
```


---

## 🤖 Assistant · 2026-08-17T03:58:28.515Z · glm-x-preview-260804

**🔧 ToolUse: `WebFetch`**

```json
{
 "url": "https://github.com/javascript-obfuscator/javascript-obfuscator",
 "prompt": "1) Does it support ES modules (import/export statements)? What does the README say about ESM support limitations or the ignoreImports option? 2) What does it say about controlFlowFlattening performance impact (slowdown factor)? 3) What is the latest version?"
}
```


---

## 🤖 Assistant · 2026-08-17T03:58:30.103Z · glm-x-preview-260804

**🔧 ToolUse: `WebFetch`**

```json
{
 "url": "https://github.com/j4k0xb/webcrack",
 "prompt": "What obfuscators and bundlers can webcrack automatically reverse/deobfuscate? Does it support javascript-obfuscator output specifically? What transforms can it undo?"
}
```


---

## 👤 User · 2026-08-17T03:58:30.637Z

**📎 ToolResult ⚠️ERROR**

```
API Error: 400 [1210][该模型始终思考，不支持关闭思考；请使用 low、high 或 max。][2026081711583063bef851b9814ca7]

```


---

## 👤 User · 2026-08-17T03:58:31.414Z

**📎 ToolResult ⚠️ERROR**

```
API Error: 400 [1210][该模型始终思考，不支持关闭思考；请使用 low、high 或 max。][20260817115831db4c06d102534fb1]

```


---

## 🤖 Assistant · 2026-08-17T03:58:34.692Z · glm-x-preview-260804

<details open>
<summary>💭 thinking</summary>

```
Both WebFetch and WebSearch are failing with a model/API error (something about thinking mode). These network tools route through a small model that's misconfigured in this environment. Let me try the MCP web reader tool instead — `mcp__web_reader__webReader` is available.
```

</details>


---

## 🤖 Assistant · 2026-08-17T03:58:35.161Z · glm-x-preview-260804

```
内置抓取工具在本环境不可用，换 MCP web reader:
```


---

## 🤖 Assistant · 2026-08-17T03:58:35.649Z · glm-x-preview-260804

````
**🌐 Z.ai Built-in Tool: webReader**

**Input:**
```json
{"url":"https://raw.githubusercontent.com/javascript-obfuscator/javascript-obfuscator/master/README.md","return_format":"text","retain_images":false}
```
*Executing on server...*
````


---

## 🤖 Assistant · 2026-08-17T03:58:35.649Z · glm-x-preview-260804

```json
{
 "type": "server_tool_use",
 "id": "call_bd41eed3013e494ea308578d",
 "name": "webReader",
 "input": {}
}
```


---

## 🤖 Assistant · 2026-08-17T03:58:36.081Z · glm-x-preview-260804

```
**Output:**
**webReader_result_summary:** [{"text": {"url": "https://raw.githubusercontent.com/javascript-obfuscator/javascript-obfuscator/master/README.md", "content": "#### You can support this project by donating:\n\\* (Github) https://github.com/sponsors/sanex3339\nHuge thanks to all supporters!\n# JavaScript obfuscator\n!\\[logo\\](htt...
                                                
```


---

## 🤖 Assistant · 2026-08-17T03:58:36.135Z · glm-x-preview-260804

**📎 ToolResult**

```
[{"url": "https://raw.githubusercontent.com/javascript-obfuscator/javascript-obfuscator/master/README.md", "content": "#### You can support this project by donating:\n\\* (Github) https://github.com/sponsors/sanex3339\nHuge thanks to all supporters!\n# JavaScript obfuscator\n!\\[logo\\](https://raw.githubusercontent.com/javascript-obfuscator/javascript-obfuscator/master/images/logo.png)\n---\n### :rocket: Obfuscator.io with VM Obfuscation is out!\n\\*\\*Obfuscator.io\\*\\* features \\*\\*VM-based bytecode obfuscation\\*\\* — the most advanced code protection available. Your JavaScript functions are transformed into custom bytecode running on an embedded virtual machine, making reverse engineering extremely difficult.\n\\[Try it at obfuscator.io\\](https://obfuscator.io)\nThis package provides access to Obfuscator.io Pro API via CLI and Node.js API.\n---\nJavaScript Obfuscator is a powerful free obfuscator for JavaScript, containing a variety of features which provide protection for your source code.\n\\*\\*Key features:\\*\\*\n- VM bytecode obfuscation (via \\[Obfuscator.io\\](https://obfuscator.io/))\n- variables renaming\n- strings extraction and encryption\n- dead code injection\n- control flow flattening\n- various code transformations\n- and \\[more\\](#javascript-obfuscator-options)...\nThe example of obfuscated code: \\[github.com\\](https://github.com/javascript-obfuscator/javascript-obfuscator/blob/master/examples/javascript-obfuscator.js)\n#### Online version:\n\\[obfuscator.io\\](https://obfuscator.io)\n#### Plugins:\n\\* Webpack plugin: \\[webpack-obfuscator\\](https://github.com/javascript-obfuscator/webpack-obfuscator)\n\\* Webpack loader: \\[obfuscator-loader\\](https://github.com/javascript-obfuscator/obfuscator-loader)\n\\* Gulp: \\[gulp-javascript-obfuscator\\](https://github.com/javascript-obfuscator/gulp-javascript-obfuscator)\n\\* Grunt: \\[grunt-contrib-obfuscator\\](https://github.com/javascript-obfuscator/grunt-contrib-obfuscator)\n\\* Rollup: \\[rollup-plugin-javascript-obfuscator\\](https://github.com/javascript-obfuscator/rollup-plugin-javascript-obfuscator)\n\\* Weex: \\[weex-devtool\\](https://www.npmjs.com/package/weex-devtool)\n\\* Malta: \\[malta-js-obfuscator\\](https://github.com/fedeghe/malta-js-obfuscator)\n\\* Netlify plugin: \\[netlify-plugin-js-obfuscator\\](https://www.npmjs.com/package/netlify-plugin-js-obfuscator)\n\\* Snowpack plugin: \\[snowpack-javascript-obfuscator\\](https://www.npmjs.com/package/snowpack-javascript-obfuscator)\n\\* Vite plugin: \\[vite-plugin-bundle-obfuscator\\](https://github.com/z0ffy/vite-plugin-bundle-obfuscator)\n\\[!\\[npm version\\](https://badge.fury.io/js/javascript-obfuscator.svg)\\](https://badge.fury.io/js/javascript-obfuscator)\n\\[!\\[FOSSA Status\\](https://app.fossa.io/api/projects/git%2Bgithub.com%2Fjavascript-obfuscator%2Fjavascript-obfuscator.svg?type=shield)\\](https://app.fossa.io/projects/git%2Bgithub.com%2Fjavascript-obfuscator%2Fjavascript-obfuscator?ref=badge\\_shield)\n!\\[Build Status\\](https://github.com/javascript-obfuscator/javascript-obfuscator/workflows/JavaScript%20Obfuscator%20CI/badge.svg)\n\\[!\\[Coverage Status\\](https://coveralls.io/repos/github/javascript-obfuscator/javascript-obfuscator/badge.svg)\\](https://coveralls.io/github/javascript-obfuscator/javascript-obfuscator)\n\\[!\\[Backers on Open Collective\\](https://opencollective.com/javascript-obfuscator/backers/badge.svg)\\](#backers)\n\\[!\\[Sponsors on Open Collective\\](https://opencollective.com/javascript-obfuscator/sponsors/badge.svg)\\](#sponsors)\n\\[!\\[xscode\\](https://img.shields.io/badge/Available%20on-xs%3Acode-blue?style=?style=plastic&logo=appveyor&logo=data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAABACAMAAACdt4HsAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAAZQTFRF////////VXz1bAAAAAJ0Uk5T/wDltzBKAAAAlUlEQVR42uzXSwqAMAwE0Mn9L+3Ggtgkk35QwcnSJo9S+yGwM9DCooCbgn4YrJ4CIPUcQF7/XSBbx2TEz4sAZ2q1RAECBAiYBlCtvwN+KiYAlG7UDGj59MViT9hOwEqAhYCtAsUZvL6I6W8c2wcbd+LIWSCHSTeSAAECngN4xxIDSK9f4B9t377Wd7H5Nt7/Xz8eAgwAvesLRjYYPuUAAAAASUVORK5CYII=)\\](https://xscode.com/sanex3339/javascript-obfuscator)\n#### \\*NOTE! the README on the master branch might not match that of the latest stable release!\\*\n#### If you have a question, check this section first: \\[FAQ\\](#frequently-asked-questions)\n## :warning: Important\n##### Only obfuscate the code that belongs to you.\nIt is not recommended to obfuscate vendor scripts and polyfills, since the obfuscated code is 15-80% slower (depends on options) and the files are significantly larger.\n## Installation\n#### Using Yarn or NPM\nInstall the package with Yarn or NPM and add it to your \\`dependencies\\` or \\`devDependencies\\`:\n\\`\\`\\`sh\n$ yarn add --dev javascript-obfuscator\n\\`\\`\\`\nor\n\\`\\`\\`sh\n$ npm install --save-dev javascript-obfuscator\n\\`\\`\\`\n#### In a Browser\nFrom CDN:\n\\`\\`\\`html\n\\`\\`\\`\nFrom \\`node\\_modules\\`:\n\\`\\`\\`html\n\\`\\`\\`\n## Usage\n\\`\\`\\`javascript\nvar JavaScriptObfuscator = require('javascript-obfuscator');\nvar obfuscationResult = JavaScriptObfuscator.obfuscate(\n\\`\n(function(){\nvar variable1 = '5' - 3;\nvar variable2 = '5' + 3;\nvar variable3 = '5' + - '2';\nvar variable4 = \\['10','10','10','10','10'\\].map(parseInt);\nvar variable5 = 'foo ' + 1 + 1;\nconsole.log(variable1);\nconsole.log(variable2);\nconsole.log(variable3);\nconsole.log(variable4);\nconsole.log(variable5);\n})();\n\\`,\n{\ncompact: false,\ncontrolFlowFlattening: true,\ncontrolFlowFlatteningThreshold: 1,\nnumbersToExpressions: true,\nsimplify: true,\nstringArrayShuffle: true,\nsplitStrings: true,\nstringArrayThreshold: 1\n}\n);\nconsole.log(obfuscationResult.getObfuscatedCode());\n/\\*\nvar \\_0x9947 = \\[\n'map',\n'log',\n'foo\\\\x20',\n'bvmqO',\n'133039ViRMWR',\n'xPfLC',\n'ytpdx',\n'1243717qSZCyh',\n'2|7|4|6|9|',\n'1ErtbCr',\n'1608314VKvthn',\n'1ZRaFKN',\n'XBoAA',\n'423266kQOYHV',\n'3|0|5|8|1',\n'235064xPNdKe',\n'13RUDZfG',\n'157gNPQGm',\n'1639212MvnHZL',\n'rDjOa',\n'iBHph',\n'9926iRHoRl',\n'split'\n\\];\nfunction \\_0x33e4(\\_0x1809b5, \\_0x37ef6e) {\nreturn \\_0x33e4 = function (\\_0x338a69, \\_0x39ad79) {\n\\_0x338a69 = \\_0x338a69 - (0x1939 + -0xf \\* 0x1f3 + 0x1 \\* 0x469);\nvar \\_0x2b223a = \\_0x9947\\[\\_0x338a69\\];\nreturn \\_0x2b223a;\n}, \\_0x33e4(\\_0x1809b5, \\_0x37ef6e);\n}\n(function (\\_0x431d87, \\_0x156c7f) {\nvar \\_0x10cf6e = \\_0x33e4;\nwhile (!!\\[\\]) {\ntry {\nvar \\_0x330ad1 = -parseInt(\\_0x10cf6e(0x6c)) \\* -parseInt(\\_0x10cf6e(0x6d)) + -parseInt(\\_0x10cf6e(0x74)) \\* -parseInt(\\_0x10cf6e(0x78)) + parseInt(\\_0x10cf6e(0x6a)) + -parseInt(\\_0x10cf6e(0x70)) + parseInt(\\_0x10cf6e(0x6e)) \\* -parseInt(\\_0x10cf6e(0x75)) + parseInt(\\_0x10cf6e(0x72)) + -parseInt(\\_0x10cf6e(0x67)) \\* parseInt(\\_0x10cf6e(0x73));\nif (\\_0x330ad1 === \\_0x156c7f)\nbreak;\nelse\n\\_0x431d87\\['push'\\](\\_0x431d87\\['shift'\\]());\n} catch (\\_0x9f878) {\n\\_0x431d87\\['push'\\](\\_0x431d87\\['shift'\\]());\n}\n}\n}(\\_0x9947, -0xb6270 + 0x4dfd2 \\* 0x2 + 0x75460 \\* 0x2), function () {\nvar \\_0x1f346d = \\_0x33e4, \\_0x860db8 = {\n'ytpdx': \\_0x1f346d(0x6b) + \\_0x1f346d(0x71),\n'bvmqO': function (\\_0x560787, \\_0x519b9e) {\nreturn \\_0x560787 - \\_0x519b9e;\n},\n'rDjOa': function (\\_0x4501fe, \\_0x2b07a3) {\nreturn \\_0x4501fe + \\_0x2b07a3;\n},\n'xPfLC': function (\\_0x5f3c9b, \\_0x434936) {\nreturn \\_0x5f3c9b + \\_0x434936;\n},\n'XBoAA': function (\\_0x535b8a, \\_0x42eef4) {\nreturn \\_0x535b8a + \\_0x42eef4;\n},\n'iBHph': \\_0x1f346d(0x65)\n}, \\_0x346c55 = \\_0x860db8\\[\\_0x1f346d(0x69)\\]\\[\\_0x1f346d(0x79)\\]('|'), \\_0x3bf817 = 0x4bb \\* 0x1 + 0x801 + -0xcbc;\nwhile (!!\\[\\]) {\nswitch (\\_0x346c55\\[\\_0x3bf817++\\]) {\ncase '0':\nconsole\\[\\_0x1f346d(0x7b)\\](\\_0x4c96d8);\ncontinue;\ncase '1':\nconsole\\[\\_0x1f346d(0x7b)\\](\\_0x101028);\ncontinue;\ncase '2':\nvar \\_0x65977d = \\_0x860db8\\[\\_0x1f346d(0x66)\\]('5', -0x586 + -0x2195 + -0x6 \\* -0x685);\ncontinue;\ncase '3':\nconsole\\[\\_0x1f346d(0x7b)\\](\\_0x65977d);\ncontinue;\ncase '4':\nvar \\_0x56d39b = \\_0x860db8\\[\\_0x1f346d(0x76)\\]('5', -'2');\ncontinue;\ncase '5':\nconsole\\[\\_0x1f346d(0x7b)\\](\\_0x56d39b);\ncontinue;\ncase '6':\nvar \\_0x544285 = \\[\n'10',\n'10',\n'10',\n'10',\n'10'\n\\]\\[\\_0x1f346d(0x7a)\\](parseInt);\ncontinue;\ncase '7':\nvar \\_0x4c96d8 = \\_0x860db8\\[\\_0x1f346d(0x68)\\]('5', 0x622 \\* -0x6 + 0x4a \\* 0x3 + 0x1 \\* 0x23f1);\ncontinue;\ncase '8':\nconsole\\[\\_0x1f346d(0x7b)\\](\\_0x544285);\ncontinue;\ncase '9':\nvar \\_0x101028 = \\_0x860db8\\[\\_0x1f346d(0x6f)\\](\\_0x860db8\\[\\_0x1f346d(0x6f)\\](\\_0x860db8\\[\\_0x1f346d(0x77)\\], 0x6fb \\* 0x5 + 0x1ebf \\* 0x1 + -0x41a5), 0x209 \\* 0xa + 0x1314 + -0x276d);\ncontinue;\n}\nbreak;\n}\n}());\n\\*/\n\\`\\`\\`\n### \\`obfuscate(sourceCode, options)\\`\nReturns \\`ObfuscationResult\\` object which contains two public methods:\n\\* \\`getObfuscatedCode()\\` - returns \\`string\\` with obfuscated code;\n\\* \\`getSourceMap()\\` - if \\[\\`sourceMap\\`\\](#sourcemap) option is enabled - returns \\`string\\` with source map or an empty string if \\[\\`sourceMapMode\\`\\](#sourcemapmode) option is set as \\`inline\\`;\n\\* \\`getIdentifierNamesCache()\\` - returns object with identifier names cache if \\`identifierNamesCache\\` option is enabled, \\`null\\` overwise.\nCalling \\`toString()\\` for \\`ObfuscationResult\\` object will return \\`string\\` with obfuscated code.\nMethod takes two parameters, \\`sourceCode\\` and \\`options\\` – the source code and the options respectively:\n\\* \\`sourceCode\\` (\\`string\\`, default: \\`null\\`) – any valid source code, passed as a string;\n\\* \\`options\\` (\\`Object\\`, default: \\`null\\`) – an object with options.\nFor available options, see \\[options\\](#options).\n### \\`obfuscateMultiple(sourceCodesObject, options)\\`\nAccepts \\`sourceCodesObject\\` that is a map which keys are identifiers of source codes and values are source codes:\n\\`\\`\\`\n{\nfoo: 'var foo = 1;',\nbar: 'var bar = 2;'\n}\n\\`\\`\\`\nReturns a map object which keys are identifiers of source codes and values are \\`ObfuscationResult\\` objects.\n### \\`getOptionsByPreset(optionsPreset)\\`\nReturns an options object for the passed options preset name.\n---\n## :shield: Pro API Methods (VM Obfuscation)\nThe Pro API methods provide access to \\*\\*VM-based bytecode obfuscation\\*\\* through the \\[obfuscator.io\\](https://obfuscator.io) cloud service. VM obfuscation is the most advanced and secure form of code protection available, transforming your JavaScript functions into custom bytecode that runs on an embedded virtual machine.\n\\*\\*Why VM Obfuscation?\\*\\*\n- \\*\\*Strongest protection\\*\\*: Code is converted to bytecode that cannot be directly understood\n- \\*\\*Anti-decompilation\\*\\*: No standard JavaScript to reverse engineer\n- \\*\\*Customizable VM\\*\\*: Each obfuscation generates unique opcodes and VM structure\n- \\*\\*Layered security\\*\\*: Combine with other obfuscation options for defense in depth\n### Getting an API Token\nTo use Pro API methods, you need a valid API token from \\[obfuscator.io\\](https://obfuscator.io):\n1. Create an account at \\[obfuscator.io\\](https://obfuscator.io)\n2. Subscribe to a Pro, Team, or Business plan that includes API access\n3. Generate your API token at \\[obfuscator.io/dashboard\\](https://obfuscator.io/dashboard)\n### \\`obfuscatePro(sourceCode, options, proApiConfig, onProgress?)\\` :new:\n\\*\\*Async method\\*\\* that obfuscates code using the Pro API with VM-based bytecode obfuscation.\n\\`\\`\\`javascript\nconst JavaScriptObfuscator = require('javascript-obfuscator');\nconst result = await JavaScriptObfuscator.obfuscatePro(\n\\`function hello() { console.log(\"Hello World\"); }\\`,\n{\nvmObfuscation: true, // Required!\ncompact: true\n},\n{\napiToken: 'your\\_javascript\\_obfuscator\\_pro\\_api\\_token'\n}\n);\nconsole.log(result.getObfuscatedCode());\n\\`\\`\\`\n\\*\\*Parameters:\\*\\*\n\\* \\`sourceCode\\` (\\`string\\`) – source code to obfuscate\n\\* \\`options\\` (\\`Object\\`) – obfuscation options. \\*\\*Must include at least one Pro feature: \\`vmObfuscation: true\\` or \\`parseHtml: true\\`\\*\\*\n\\* \\`apiConfig\\` (\\`Object\\`) – Pro API configuration:\n\\* \\`apiToken\\` (\\`string\\`, required) – your API token from obfuscator.io\n\\* \\`timeout\\` (\\`number\\`, optional) – request timeout in ms (default: \\`300000\\` - 5 minutes)\n\\* \\`version\\` (\\`string\\`, optional) – Obfuscator.io version to use (e.g., \\`'5.0.3'\\`). Defaults to latest version if not specified.\n\\* \\`onProgress\\` (\\`function\\`, optional) – callback for progress updates during obfuscation\n\\*\\*Returns:\\*\\* \\`Promise\\`\n\\*\\*Throws:\\*\\* \\`ApiError\\` if:\n- No Pro features (\\`vmObfuscation\\` or \\`parseHtml\\`) are enabled in options\n- API token is invalid or expired\n- API request fails\n### Pro API with Specific Version\nYou can specify which obfuscator version to use via the \\`version\\` option:\n\\`\\`\\`javascript\nconst result = await JavaScriptObfuscator.obfuscatePro(\nsourceCode,\n{\nvmObfuscation: true\n},\n{\napiToken: 'your\\_javascript\\_obfuscator\\_pro\\_api\\_token',\nversion: '5.0.3' // Use specific version\n}\n);\n\\`\\`\\`\n### Pro API with Progress Updates\nThe API uses streaming mode to provide real-time progress updates during obfuscation:\n\\`\\`\\`javascript\nconst result = await JavaScriptObfuscator.obfuscatePro(\nsourceCode,\n{\nvmObfuscation: true\n},\n{\napiToken: 'your\\_javascript\\_obfuscator\\_pro\\_api\\_token'\n},\n(message) => {\nconsole.log('Progress:', message);\n// Output: \"Validating request...\", \"Authenticating...\", \"Obfuscating...\", etc.\n}\n);\n\\`\\`\\`\n### Checking for Pro Features\nUse \\`ProApiClient.hasProFeatures()\\` to check if options require the Pro API:\n\\`\\`\\`javascript\nconst { ProApiClient } = require('javascript-obfuscator');\nconst options = { vmObfuscation: true, compact: true };\nif (ProApiClient.hasProFeatures(options)) {\n// Use obfuscatePro() - requires API token\nconst result = await JavaScriptObfuscator.obfuscatePro(sourceCode, options, { apiToken });\n} else {\n// Use regular obfuscate() - no API token needed\nconst result = JavaScriptObfuscator.obfuscate(sourceCode, options);\n}\n\\`\\`\\`\nPro features include:\n- \\`vmObfuscation: true\\` – VM-based bytecode obfuscation\n- \\`parseHtml: true\\` – HTML parsing with inline JavaScript obfuscation\n### Error Handling\n\\`\\`\\`javascript\nconst { ApiError } = require('javascript-obfuscator');\ntry {\nconst result = await JavaScriptObfuscator.obfuscatePro(sourceCode, options, config);\n} catch (error) {\nif (error instanceof ApiError) {\nconsole.error(\\`API Error (${error.statusCode}): ${error.message}\\`);\n} else {\nthrow error;\n}\n}\n\\`\\`\\`\n### CLI Usage with Pro API\nYou can also use Pro API features directly from the CLI by providing your API token:\n\\`\\`\\`sh\njavascript-obfuscator input.js --pro-api-token YOUR\\_API\\_TOKEN --vm-obfuscation true -o output.js\n\\`\\`\\`\nWith a specific obfuscator version:\n\\`\\`\\`sh\njavascript-obfuscator input.js --pro-api-token YOUR\\_API\\_TOKEN --pro-api-version 5.0.3 --vm-obfuscation true -o output.js\n\\`\\`\\`\n\\*\\*CLI Options:\\*\\*\n- \\`--pro-api-token \\` – Your API token from \\[obfuscator.io\\](https://obfuscator.io)\n- \\`--pro-api-version \\` – Obfuscator.io version to use (optional, defaults to latest)\nThe CLI automatically detects when Pro features (\\`vmObfuscation\\` or \\`parseHtml\\`) are enabled and routes the request through the Pro API.\n### Large File Uploads\nFor files larger than ~4MB, the Pro API uses client-side uploads to Vercel Blob storage. To enable this feature, install the optional \\`@vercel/blob\\` package:\n\\`\\`\\`sh\nnpm install @vercel/blob\n\\`\\`\\`\nWithout this package, large file obfuscation will fail with an error message prompting you to install it.\n---\n## CLI usage\nSee \\[CLI options\\](#cli-options).\n#### Obfuscate single file\nUsage:\n\\`\\`\\`sh\njavascript-obfuscator input\\_file\\_name.js \\[options\\]\njavascript-obfuscator input\\_file\\_name.js --output output\\_file\\_name.js \\[options\\]\njavascript-obfuscator input\\_file\\_name.js --output output\\_folder\\_name \\[options\\]\njavascript-obfuscator input\\_folder\\_name --output output\\_folder\\_name \\[options\\]\n\\`\\`\\`\nObfuscation of single input file with \\`.js\\` extension.\nIf the destination path is not specified with the \\`--output\\` option, the obfuscated file will be saved into the input file directory, with \\`INPUT\\_FILE\\_NAME-obfuscated.js\\` name.\nSome examples:\n\\`\\`\\`sh\njavascript-obfuscator samples/sample.js --compact true --self-defending false\n// creates a new file samples/sample-obfuscated.js\njavascript-obfuscator samples/sample.js --output output/output.js --compact true --self-defending false\n// creates a new file output/output.js\n\\`\\`\\`\n#### Obfuscate directory recursively\nUsage:\n\\`\\`\\`sh\njavascript-obfuscator ./dist \\[options\\]\n// creates a new obfuscated files under \\`./dist\\` directory near the input files with \\`obfuscated\\` postfix\njavascript-obfuscator ./dist --output ./dist/obfuscated \\[options\\]\n// creates a folder structure with obfuscated files under \\`./dist/obfuscated\\` path\n\\`\\`\\`\nObfuscation of all \\`.js\\` files under input directory. If this directory contains already obfuscated files with \\`-obfuscated\\` postfix - these files will ignored.\nObfuscated files will saved into the input directory under \\`INPUT\\_FILE\\_NAME-obfuscated.js\\` name.\n## Conditional comments\nYou can disable and enable obfuscation for specific parts of the code by adding following comments:\n\\* disable: \\`// javascript-obfuscator:disable\\` or \\`/\\* javascript-obfuscator:disable \\*/\\`;\n\\* enable: \\`// javascript-obfuscator:enable\\` or \\`/\\* javascript-obfuscator:enable \\*/\\`.\nExample:\n\\`\\`\\`javascript\n// input\nvar foo = 1;\n// javascript-obfuscator:disable\nvar bar = 2;\n// output\nvar \\_0xabc123 = 0x1;\nvar bar = 2;\n\\`\\`\\`\nConditional comments affect only direct transformations of AST-tree nodes. All child transformations still will be applied to the AST-tree nodes.\nFor example:\n\\* Obfuscation of the variable's name at its declaration is called direct transformation;\n\\* Obfuscation of the variable's name beyond its declaration is called child transformation.\n## Kind of variables\nKind of variables of inserted nodes will auto-detected, based on most prevailing kind of variables of source code.\n## Conflicts of identifier names between different files\nDuring obfuscation of the different files, the same names can be generated for the global identifiers between these files.\nTo prevent this set the unique prefix for all global identifiers for each obfuscated file with \\[\\`identifiersPrefix\\`\\](#identifiersprefix) option.\nWhen using CLI this prefix will be added automatically.\n## JavaScript Obfuscator Options\nFollowing options are available for the JS Obfuscator:\n#### options:\n\\`\\`\\`javascript\n{\ncompact: true,\ncontrolFlowFlattening: false,\ncontrolFlowFlatteningThreshold: 0.75,\ndeadCodeInjection: false,\ndeadCodeInjectionThreshold: 0.4,\ndebugProtection: false,\ndebugProtectionInterval: 0,\ndisableConsoleOutput: false,\ndomainLock: \\[\\],\ndomainLockRedirectUrl: 'about:blank',\nforceTransformStrings: \\[\\],\nidentifierNamesCache: null,\nidentifierNamesGenerator: 'hexadecimal',\nidentifiersDictionary: \\[\\],\nidentifiersPrefix: '',\nignoreImports: false,\ninputFileName: '',\nlog: false,\nnumbersToExpressions: false,\noptionsPreset: 'default',\nrenameGlobals: false,\nrenameProperties: false,\nrenamePropertiesMode: 'safe',\nreservedNames: \\[\\],\nreservedStrings: \\[\\],\nseed: 0,\nselfDefending: false,\nsimplify: true,\nsourceMap: false,\nsourceMapBaseUrl: '',\nsourceMapFileName: '',\nsourceMapMode: 'separate',\nsourceMapSourcesMode: 'sources-content',\nsplitStrings: false,\nsplitStringsChunkLength: 10,\nstringArray: true,\nstringArrayCallsTransform: true,\nstringArrayCallsTransformThreshold: 0.5,\nstringArrayEncoding: \\[\\],\nstringArrayIndexesType: \\[\n'hexadecimal-number'\n\\],\nstringArrayIndexShift: true,\nstringArrayRotate: true,\nstringArrayShuffle: true,\nstringArrayWrappersCount: 1,\nstringArrayWrappersChainedCalls: true,\nstringArrayWrappersParametersMaxCount: 2,\nstringArrayWrappersType: 'variable',\nstringArrayThreshold: 0.75,\ntarget: 'browser',\ntransformObjectKeys: false,\nunicodeEscapeSequence: false\n}\n\\`\\`\\`\n#### CLI options:\n\\`\\`\\`sh\n-v, --version\n-h, --help\n-o, --output\n--compact --config --control-flow-flattening --control-flow-flattening-threshold --dead-code-injection --dead-code-injection-threshold --debug-protection --debug-protection-interval --disable-console-output --domain-lock '' (comma separated)\n--domain-lock-redirect-url --exclude '' (comma separated)\n--force-transform-strings '' (comma separated)\n--identifier-names-cache-path --identifier-names-generator \\[dictionary, hexadecimal, mangled, mangled-shuffled\\]\n--identifiers-dictionary '' (comma separated)\n--identifiers-prefix --ignore-imports --log --numbers-to-expressions --options-preset \\[default, low-obfuscation, medium-obfuscation, high-obfuscation\\]\n--rename-globals --rename-properties --rename-properties-mode \\[safe, unsafe\\]\n--reserved-names '' (comma separated)\n--reserved-strings '' (comma separated)\n--seed --self-defending --simplify --source-map --source-map-base-url --source-map-file-name --source-map-mode \\[inline, separate\\]\n--source-map-sources-mode \\[sources, sources-content\\]\n--split-strings --split-strings-chunk-length --string-array --string-array-calls-transform --string-array-calls-transform-threshold --string-array-encoding '' (comma separated) \\[none, base64, rc4\\]\n--string-array-indexes-type '' (comma separated) \\[hexadecimal-number, hexadecimal-numeric-string\\]\n--string-array-index-shift --string-array-rotate --string-array-shuffle --string-array-wrappers-count --string-array-wrappers-chained-calls --string-array-wrappers-parameters-max-count --string-array-wrappers-type \\[variable, function\\]\n--string-array-threshold --target \\[browser, browser-no-eval, node\\]\n--transform-object-keys --unicode-escape-sequence --pro-api-token --pro-api-version --vm-obfuscation --vm-obfuscation-threshold --vm-preprocess-identifiers --vm-dynamic-opcodes --vm-target-functions '' (comma separated)\n--vm-exclude-functions '' (comma separated)\n--vm-target-functions-mode \\[root, comment\\]\n--vm-wrap-top-level-initializers --vm-opcode-shuffle --vm-bytecode-encoding --vm-bytecode-array-encoding --vm-bytecode-array-encoding-key --vm-bytecode-array-encoding-key-getter --vm-instruction-shuffle --vm-jumps-encoding --vm-decoy-opcodes --vm-dead-code-injection --vm-split-dispatcher --vm-macro-ops --vm-debug-protection --vm-runtime-opcode-derivation --vm-stateful-opcodes --vm-stack-encoding --vm-randomize-keys --vm-indirect-dispatch --vm-compact-dispatcher --vm-bytecode-format \\[binary, json\\]\n--parse-html --strict-mode \\`\\`\\`\n### \\`compact\\`\nType: \\`boolean\\` Default: \\`true\\`\nCompact code output on one line.\n### \\`config\\`\nType: \\`string\\` Default: \\`\\`\nName of JS/JSON config file which contains obfuscator options. These will be overridden by options passed directly to CLI\n### \\`controlFlowFlattening\\`\nType: \\`boolean\\` Default: \\`false\\`\n##### :warning: This option greatly affects the performance up to 1.5x slower runtime speed. Use \\[\\`controlFlowFlatteningThreshold\\`\\](#controlflowflatteningthreshold) to set percentage of nodes that will affected by control flow flattening.\nEnables code control flow flattening. Control flow flattening is a structure transformation of the source code that hinders program comprehension.\nExample:\n\\`\\`\\`ts\n// input\n(function(){\nfunction foo () {\nreturn function () {\nvar sum = 1 + 2;\nconsole.log(1);\nconsole.log(2);\nconsole.log(3);\nconsole.log(4);\nconsole.log(5);\nconsole.log(6);\n}\n}\nfoo()();\n})();\n// output\n(function () {\nfunction \\_0x3bfc5c() {\nreturn function () {\nvar \\_0x3260a5 = {\n'WtABe': '4|0|6|5|3|2|1',\n'GokKo': function \\_0xf87260(\\_0x427a8e, \\_0x43354c) {\nreturn \\_0x427a8e + \\_0x43354c;\n}\n};\nvar \\_0x1ad4d6 = \\_0x3260a5\\['WtABe'\\]\\['split'\\]('|'), \\_0x1a7b12 = 0x0;\nwhile (!!\\[\\]) {\nswitch (\\_0x1ad4d6\\[\\_0x1a7b12++\\]) {\ncase '0':\nconsole\\['log'\\](0x1);\ncontinue;\ncase '1':\nconsole\\['log'\\](0x6);\ncontinue;\ncase '2':\nconsole\\['log'\\](0x5);\ncontinue;\ncase '3':\nconsole\\['log'\\](0x4);\ncontinue;\ncase '4':\nvar \\_0x1f2f2f = \\_0x3260a5\\['GokKo'\\](0x1, 0x2);\ncontinue;\ncase '5':\nconsole\\['log'\\](0x3);\ncontinue;\ncase '6':\nconsole\\['log'\\](0x2);\ncontinue;\n}\nbreak;\n}\n};\n}\n\\_0x3bfc5c()();\n}());\n\\`\\`\\`\n### \\`controlFlowFlatteningThreshold\\`\nType: \\`number\\` Default: \\`0.75\\` Min: \\`0\\` Max: \\`1\\`\nThe probability that the \\[\\`controlFlowFlattening\\`\\](#controlflowflattening) transformation will be applied to any given node.\nThis setting is especially useful for large code size because large amounts of control flow transformations can slow down your code and increase code size.\n\\`controlFlowFlatteningThreshold: 0\\` equals to \\`controlFlowFlattening: false\\`.\n### \\`deadCodeInjection\\`\nType: \\`boolean\\` Default: \\`false\\`\n##### :warning: Dramatically increases size of obfuscated code (up to 200%), use only if size of obfuscated code doesn't matter. Use \\[\\`deadCodeInjectionThreshold\\`\\](#deadcodeinjectionthreshold) to set percentage of nodes that will affected by dead code injection.\n##### :warning: This option forcibly enables \\`stringArray\\` option.\nWith this option, random blocks of dead code will be added to the obfuscated code.\nExample:\n\\`\\`\\`ts\n// input\n(function(){\nif (true) {\nvar foo = function () {\nconsole.log('abc');\n};\nvar bar = function () {\nconsole.log('def');\n};\nvar baz = function () {\nconsole.log('ghi');\n};\nvar bark = function () {\nconsole.log('jkl');\n};\nvar hawk = function () {\nconsole.log('mno');\n};\nfoo();\nbar();\nbaz();\nbark();\nhawk();\n}\n})();\n// output\nvar \\_0x37b8 = \\[\n'YBCtz',\n'GlrkA',\n'urPbb',\n'abc',\n'NMIhC',\n'yZgAj',\n'zrAId',\n'EtyJA',\n'log',\n'mno',\n'jkl',\n'def',\n'Quzya',\n'IWbBa',\n'ghi'\n\\];\nfunction \\_0x43a7(\\_0x12cf56, \\_0x587376) {\n\\_0x43a7 = function (\\_0x2f87a8, \\_0x47eac2) {\n\\_0x2f87a8 = \\_0x2f87a8 - (0x16a7 \\* 0x1 + 0x5 \\* 0x151 + -0x1c92);\nvar \\_0x341e03 = \\_0x37b8\\[\\_0x2f87a8\\];\nreturn \\_0x341e03;\n};\nreturn \\_0x43a7(\\_0x12cf56, \\_0x587376);\n}\n(function () {\nif (!!\\[\\]) {\nvar \\_0xbbe28f = function () {\nvar \\_0x2fc85f = \\_0x43a7;\nif (\\_0x2fc85f(0xaf) === \\_0x2fc85f(0xae)) {\n\\_0x1dd94f\\[\\_0x2fc85f(0xb2)\\](\\_0x2fc85f(0xb5));\n} else {\nconsole\\[\\_0x2fc85f(0xb2)\\](\\_0x2fc85f(0xad));\n}\n};\nvar \\_0x5e46bc = function () {\nvar \\_0x15b472 = \\_0x43a7;\nif (\\_0x15b472(0xb6) !== \\_0x15b472(0xaa)) {\nconsole\\[\\_0x15b472(0xb2)\\](\\_0x15b472(0xb5));\n} else {\n\\_0x47eac2\\[\\_0x15b472(0xb2)\\](\\_0x15b472(0xad));\n}\n};\nvar \\_0x3669e8 = function () {\nvar \\_0x47a442 = \\_0x43a7;\nif (\\_0x47a442(0xb7) !== \\_0x47a442(0xb0)) {\nconsole\\[\\_0x47a442(0xb2)\\](\\_0x47a442(0xb8));\n} else {\n\\_0x24e0bf\\[\\_0x47a442(0xb2)\\](\\_0x47a442(0xb3));\n}\n};\nvar \\_0x28b05a = function () {\nvar \\_0x497902 = \\_0x43a7;\nif (\\_0x497902(0xb1) === \\_0x497902(0xb1)) {\nconsole\\[\\_0x497902(0xb2)\\](\\_0x497902(0xb4));\n} else {\n\\_0x59c9c6\\[\\_0x497902(0xb2)\\](\\_0x497902(0xb4));\n}\n};\nvar \\_0x402a54 = function () {\nvar \\_0x1906b7 = \\_0x43a7;\nif (\\_0x1906b7(0xab) === \\_0x1906b7(0xac)) {\n\\_0xb89cd0\\[\\_0x1906b7(0xb2)\\](\\_0x1906b7(0xb8));\n} else {\nconsole\\[\\_0x1906b7(0xb2)\\](\\_0x1906b7(0xb3));\n}\n};\n\\_0xbbe28f();\n\\_0x5e46bc();\n\\_0x3669e8();\n\\_0x28b05a();\n\\_0x402a54();\n}\n}());\n\\`\\`\\`\n### \\`deadCodeInjectionThreshold\\`\nType: \\`number\\` Default: \\`0.4\\` Min: \\`0\\` Max: \\`1\\`\nAllows to set percentage of nodes that will affected by \\`deadCodeInjection\\`.\n### \\`debugProtection\\`\nType: \\`boolean\\` Default: \\`false\\`\n##### :warning: Can freeze your browser if you open the Developer Tools.\nThis option makes it almost impossible to use the \\`debugger\\` function of the Developer Tools (both on WebKit-based and Mozilla Firefox).\n### \\`debugProtectionInterval\\`\nType: \\`number\\` Default: \\`0\\`\n##### :warning: Can freeze your browser! Use at own risk.\nIf set, an interval in milliseconds is used to force the debug mode on the Console tab, making it harder to use other features of the Developer Tools. Works if \\[\\`debugProtection\\`\\](#debugprotection) is enabled. Recommended value is between \\`2000\\` and \\`4000\\` milliseconds.\n### \\`disableConsoleOutput\\`\nType: \\`boolean\\` Default: \\`false\\`\n##### :warning: This option disables \\`console\\` calls globally for all scripts\nDisables the use of \\`console.log\\`, \\`console.info\\`, \\`console.error\\`, \\`console.warn\\`, \\`console.debug\\`, \\`console.exception\\` and \\`console.trace\\` by replacing them with empty functions. This makes the use of the debugger harder.\n### \\`domainLock\\`\nType: \\`string\\[\\]\\` Default: \\`\\[\\]\\`\n##### :warning: This option does not work with \\`target: 'node'\\`\nAllows to run the obfuscated source code only on specific domains and/or sub-domains. This makes really hard for someone to just copy and paste your source code and run it elsewhere.\nIf the source code isn't run on the domains specified by this option, the browser will be redirected to a passed to the \\[\\`domainLockRedirectUrl\\`\\](#domainlockredirecturl) option URL.\n##### Multiple domains and sub-domains\nIt's possible to lock your code to more than one domain or sub-domain. For instance, to lock it so the code only runs on \\*\\*www.example.com\\*\\* add \\`www.example.com\\`. To make it work on the root domain including any sub-domains (\\`example.com\\`, \\`sub.example.com\\`), use \\`.example.com\\`.\n### \\`domainLockRedirectUrl\\`\nType: \\`string\\` Default: \\`about:blank\\`\n##### :warning: This option does not work with \\`target: 'node'\\`\nAllows the browser to be redirected to a passed URL if the source code isn't run on the domains specified by \\[\\`domainLock\\`\\](#domainlock)\n### \\`exclude\\`\nType: \\`string\\[\\]\\` Default: \\`\\[\\]\\`\nA file names or globs which indicates files to exclude from obfuscation.\n### \\`forceTransformStrings\\`\nType: \\`string\\[\\]\\` Default: \\`\\[\\]\\`\nEnables force transformation of string literals, which being matched by passed RegExp patterns.\n##### :warning: This option affects only strings that shouldn't be transformed by \\[\\`stringArrayThreshold\\`\\](#stringarraythreshold) (or possible other thresholds in the future)\nThe option has a priority over \\`reservedStrings\\` option but hasn't a priority over \\`conditional comments\\`.\nExample:\n\\`\\`\\`ts\n{\nforceTransformStrings: \\[\n'some-important-value',\n'some-string\\_\\\\d'\n\\]\n}\n\\`\\`\\`\n### \\`identifierNamesCache\\`\nType: \\`Object | null\\` Default: \\`null\\`\nThe main goal for this option is the ability to use the same identifier names during obfuscation of multiple sources/files.\nCurrently the two types of the identifiers are supported:\n- Global identifiers:\n\\* All global identifiers will be written to the cache;\n\\* All matched \\*\\*undeclared\\*\\* global identifiers will be replaced by the values from the cache.\n- Property identifiers, only when \\`renameProperties\\` option is enabled:\n\\* All property identifiers will be written to the cache;\n\\* All matched property identifiers will be replaced by the values from the cache.\n#### Node.js API\nIf a \\`null\\` value is passed, completely disables the cache.\nIf an empty object (\\`{}\\`) is passed, enables the writing identifier names to the cache-object (\\`TIdentifierNamesCache\\` type). This cache-object will be accessed through the \\`getIdentifierNamesCache\\` method call of \\`ObfuscationResult\\` object.\nThe resulting cache-object can be next used as \\`identifierNamesGenerator\\` option value for using these names during obfuscation of all matched identifier names of next sources.\nExample:\n\\`\\`\\`ts\nconst source1ObfuscationResult = JavaScriptObfuscator.obfuscate(\n\\`\nfunction foo(arg) {\nconsole.log(arg)\n}\nfunction bar() {\nvar bark = 2;\n}\n\\`,\n{\ncompact: false,\nidentifierNamesCache: {},\nrenameGlobals: true\n}\n)\nconsole.log(source1ObfuscationResult.getIdentifierNamesCache());\n/\\*\n{\nglobalIdentifiers: {\nfoo: '\\_0x5de86d',\nbar: '\\_0x2a943b'\n}\n}\n\\*/\nconst source2ObfuscationResult = JavaScriptObfuscator.obfuscate(\n\\`\n// Expecting that these global functions are defined in another obfuscated file\nfoo(1);\nbar();\n// Expecting that this global function is defined in third-party package\nbaz();\n\\`,\n{\ncompact: false,\nidentifierNamesCache: source1ObfuscationResult.getIdentifierNamesCache(),\nrenameGlobals: true\n}\n)\nconsole.log(source2ObfuscationResult.getObfuscatedCode());\n/\\*\n\\_0x5de86d(0x1);\n\\_0x2a943b();\nbaz();\n\\*/\n\\`\\`\\`\n#### CLI\nCLI has a different option \\`--identifier-names-cache-path\\` that allows defining a path to the existing \\`.json\\` file that will be used to read and write identifier names cache.\nIf a path to the empty file will be passed - identifier names cache will be written to that file.\nThis file with existing cache can be used again as \\`--identifier-names-cache-path\\` option value for using these names during obfuscation of all matched identifier names of the next files.\n### \\`identifierNamesGenerator\\`\nType: \\`string\\` Default: \\`hexadecimal\\`\nSets identifier names generator.\nAvailable values:\n\\* \\`dictionary\\`: identifier names from \\[\\`identifiersDictionary\\`\\](#identifiersdictionary) list\n\\* \\`hexadecimal\\`: identifier names like \\`\\_0xabc123\\`\n\\* \\`mangled\\`: short identifier names like \\`a\\`, \\`b\\`, \\`c\\`\n\\* \\`mangled-shuffled\\`: same as \\`mangled\\` but with shuffled alphabet\n### \\`identifiersDictionary\\`\nType: \\`string\\[\\]\\` Default: \\`\\[\\]\\`\nSets identifiers dictionary for \\[\\`identifierNamesGenerator\\`\\](#identifiernamesgenerator): \\`dictionary\\` option. Each identifier from the dictionary will be used in a few variants with a different casing of each character. Thus, the number of identifiers in the dictionary should depend on the identifiers amount at original source code.\n### \\`identifiersPrefix\\`\nType: \\`string\\` Default: \\`''\\`\nSets prefix for all global identifiers.\nUse this option when you want to obfuscate multiple files. This option helps to avoid conflicts between global identifiers of these files. Prefix should be different for every file.\n### \\`ignoreImports\\`\nType: \\`boolean\\` Default: \\`false\\`\nPrevents obfuscation of \\`require\\` imports. Could be helpful in some cases when for some reason runtime environment requires these imports with static strings only.\n### \\`inputFileName\\`\nType: \\`string\\` Default: \\`''\\`\nAllows to set name of the input file with source code. This name will be used internally for source map generation.\nRequired when using NodeJS API and \\`sourceMapSourcesMode\\` option has \\`sources\\` value\\`.\n### \\`log\\`\nType: \\`boolean\\` Default: \\`false\\`\nEnables logging of the information to the console.\n### \\`numbersToExpressions\\`\nType: \\`boolean\\` Default: \\`false\\`\nEnables numbers conversion to expressions\nExample:\n\\`\\`\\`ts\n// input\nconst foo = 1234;\n// output\nconst foo=-0xd93+-0x10b4+0x41\\*0x67+0x84e\\*0x3+-0xff8;\n\\`\\`\\`\n### \\`optionsPreset\\`\nType: \\`string\\` Default: \\`default\\`\nAllows to set \\[options preset\\](#preset-options).\nAvailable values:\n\\* \\`default\\`;\n\\* \\`low-obfuscation\\`;\n\\* \\`medium-obfuscation\\`;\n\\* \\`high-obfuscation\\`.\nAll addition options will be merged with selected options preset.\n### \\`renameGlobals\\`\nType: \\`boolean\\` Default: \\`false\\`\n##### :warning: this option can break your code. Enable it only if you know what it does!\nEnables obfuscation of global variable and function names \\*\\*with declaration\\*\\*.\n### \\`renameProperties\\`\nType: \\`boolean\\` Default: \\`false\\`\n##### :warning: this option \\*\\*MAY\\*\\* break your code. Enable it only if you know what it does!\nEnables renaming of property names. All built-in DOM properties and properties in core JavaScript classes will be ignored.\nTo switch between \\`safe\\` and \\`unsafe\\` modes of this option use \\[\\`renamePropertiesMode\\`\\](#renamepropertiesmode) option.\nTo set format of renamed property names use \\[\\`identifierNamesGenerator\\`\\](#identifiernamesgenerator) option.\nTo control which properties will be renamed use \\[\\`reservedNames\\`\\](#reservednames) option.\nExample:\n\\`\\`\\`ts\n// input\n(function () {\nconst foo = {\nprop1: 1,\nprop2: 2,\ncalc: function () {\nreturn this.prop1 + this.prop2;\n}\n};\nconsole.log(foo.calc());\n})();\n// output\n(function () {\nconst \\_0x46529b = {\n'\\_0x10cec7': 0x1,\n'\\_0xc1c0ca': 0x2,\n'\\_0x4b961d': function () {\nreturn this\\['\\_0x10cec7'\\] + this\\['\\_0xc1c0ca'\\];\n}\n};\nconsole\\['log'\\](\\_0x46529b\\['\\_0x4b961d'\\]());\n}());\n\\`\\`\\`\n### \\`renamePropertiesMode\\`\nType: \\`string\\` Default: \\`safe\\`\n##### :warning: Even in \\`safe\\` mode, \\[\\`renameProperties\\`\\](#renameproperties) option \\*\\*MAY\\*\\* break your code.\nSpecifies \\`renameProperties\\` option mode:\n\\* \\`safe\\` - default behaviour after \\`2.11.0\\` release. Trying to rename properties in a more safe way to prevent runtime errors. With this mode some properties will be excluded from renaming.\n\\* \\`unsafe\\` - default behaviour before \\`2.11.0\\` release. Renames properties in an unsafe way without any restrictions.\nIf one file is using properties from other file, use \\[\\`identifierNamesCache\\`\\](#identifiernamescache) option to keep the same property names between these files.\n### \\`reservedNames\\`\nType: \\`string\\[\\]\\` Default: \\`\\[\\]\\`\nDisables obfuscation and generation of identifiers, which being matched by passed RegExp patterns.\nExample:\n\\`\\`\\`ts\n{\nreservedNames: \\[\n'^someVariable',\n'functionParameter\\_\\\\d'\n\\]\n}\n\\`\\`\\`\n### \\`reservedStrings\\`\nType: \\`string\\[\\]\\` Default: \\`\\[\\]\\`\nDisables transformation of string literals, which being matched by passed RegExp patterns.\nExample:\n\\`\\`\\`ts\n{\nreservedStrings: \\[\n'react-native',\n'\\\\.\\\\/src\\\\/test',\n'some-string\\_\\\\d'\n\\]\n}\n\\`\\`\\`\n### \\`seed\\`\nType: \\`string|number\\` Default: \\`0\\`\nThis option sets seed for random generator. This is useful for creating repeatable results.\nIf seed is \\`0\\` - random generator will work without seed.\n### \\`selfDefending\\`\nType: \\`boolean\\` Default: \\`false\\`\n##### :warning: Don't change obfuscated code in any way after obfuscation with this option, because any change like uglifying of code can trigger self defending and code wont work anymore!\n##### :warning: This option forcibly sets \\`compact\\` value to \\`true\\`\nThis option makes the output code resilient against formatting and variable renaming. If one tries to use a JavaScript beautifier on the obfuscated code, the code won't work anymore, making it harder to understand and modify it.\n### \\`simplify\\`\nType: \\`boolean\\` Default: \\`true\\`\nEnables additional code obfuscation through simplification.\n##### :warning: in future releases obfuscation of \\`boolean\\` literals (\\`true\\` => \\`!!\\[\\]\\`) will be moved under this option.\nExample:\n\\`\\`\\`ts\n// input\nif (condition1) {\nconst foo = 1;\nconst bar = 2;\nconsole.log(foo);\nreturn bar;\n} else if (condition2) {\nconsole.log(1);\nconsole.log(2);\nconsole.log(3);\nreturn 4;\n} else {\nreturn 5;\n}\n// output\nif (condition1) {\nconst foo = 0x1, bar = 0x2;\nreturn console\\['log'\\](foo), bar;\n} else\nreturn condition2 ? (console\\['log'\\](0x1), console\\['log'\\](0x2), console\\['log'\\](0x3), 0x4) : 0x5;\n\\`\\`\\`\n### \\`sourceMap\\`\nType: \\`boolean\\` Default: \\`false\\`\nEnables source map generation for obfuscated code.\nSource maps can be useful to help you debug your obfuscated JavaScript source code. If you want or need to debug in production, you can upload the separate source map file to a secret location and then point your browser there.\n### \\`sourceMapBaseUrl\\`\nType: \\`string\\` Default: \\`\\`\nSets base url to the source map import url when \\[\\`sourceMapMode: 'separate'\\`\\](#sourcemapmode).\nCLI example:\n\\`\\`\\`\njavascript-obfuscator input.js --output out.js --source-map true --source-map-base-url 'http://localhost:9000'\n\\`\\`\\`\nResult:\n\\`\\`\\`\n//# sourceMappingURL=http://localhost:9000/out.js.map\n\\`\\`\\`\n### \\`sourceMapFileName\\`\nType: \\`string\\` Default: \\`\\`\nSets file name for output source map when \\`sourceMapMode: 'separate'\\`.\nCLI example:\n\\`\\`\\`\njavascript-obfuscator input.js --output out.js --source-map true --source-map-base-url 'http://localhost:9000' --source-map-file-name example\n\\`\\`\\`\nResult:\n\\`\\`\\`\n//# sourceMappingURL=http://localhost:9000/example.js.map\n\\`\\`\\`\n### \\`sourceMapMode\\`\nType: \\`string\\` Default: \\`separate\\`\nSpecifies source map generation mode:\n\\* \\`inline\\` - add source map at the end of each .js files;\n\\* \\`separate\\` - generates corresponding '.map' file with source map. In case you run obfuscator through CLI - adds link to source map file to the end of file with obfuscated code \\`//# sourceMappingUrl=file.js.map\\`.\n### \\`sourceMapSourcesMode\\`\nType: \\`string\\` Default: \\`sources-content\\`\nAllows to control \\`sources\\` and \\`sourcesContent\\` fields of the source map:\n\\* \\`sources-content\\` - adds dummy \\`sources\\` field, adds \\`sourcesContent\\` field with the original source code;\n\\* \\`sources\\` - adds \\`sources\\` field with a valid source description, does not add \\`sourcesContent\\` field. When using NodeJS API it's required to define \\`inputFileName\\` option that will be used as \\`sources\\` field value.\n### \\`splitStrings\\`\nType: \\`boolean\\` Default: \\`false\\`\nSplits literal strings into chunks with length of \\[\\`splitStringsChunkLength\\`\\](#splitstringschunklength) option value.\nExample:\n\\`\\`\\`ts\n// input\n(function(){\nvar test = 'abcdefg';\n})();\n// output\n(function(){\nvar \\_0x5a21 = 'ab' + 'cd' + 'ef' + 'g';\n})();\n\\`\\`\\`\n### \\`splitStringsChunkLength\\`\nType: \\`number\\` Default: \\`10\\`\nSets chunk length of \\[\\`splitStrings\\`\\](#splitstrings) option.\n### \\`stringArray\\`\nType: \\`boolean\\` Default: \\`true\\`\nRemoves string literals and place them in a special array. For instance, the string \\`\"Hello World\"\\` in \\`var m = \"Hello World\";\\` will be replaced with something like \\`var m = \\_0x12c456\\[0x1\\];\\`\n### \\`stringArrayCallsTransform\\`\nType: \\`boolean\\` Default: \\`false\\`\n##### :warning: \\[\\`stringArray\\`\\](#stringarray) option must be enabled\nEnables the transformation of calls to the \\[\\`stringArray\\`\\](#stringarray). All arguments of these calls may be extracted to a different object depending on \\[\\`stringArrayCallsTransformThreshold\\`\\](#stringarraycallstransformthreshold) value.\nSo it makes it even harder to automatically find calls to the string array.\nExample:\n\\`\\`\\`\nfunction foo() {\nvar k = {\nc: 0x2f2,\nd: '0x396',\ne: '0x397',\nf: '0x39a',\ng: '0x39d',\nh: 0x398,\nl: 0x394,\nm: '0x39b',\nn: '0x39f',\no: 0x395,\np: 0x395,\nq: 0x399,\nr: '0x399'\n};\nvar c = i(k.d, k.e);\nvar d = i(k.f, k.g);\nvar e = i(k.h, k.l);\nvar f = i(k.m, k.n);\nfunction i(c, d) {\nreturn b(c - k.c, d);\n}\nvar g = i(k.o, k.p);\nvar h = i(k.q, k.r);\n}\nfunction j(c, d) {\nvar l = { c: 0x14b };\nreturn b(c - -l.c, d);\n}\nconsole\\[j(-'0xa6', -'0xa6')\\](foo());\nfunction b(c, d) {\nvar e = a();\nb = function (f, g) {\nf = f - 0xa3;\nvar h = e\\[f\\];\nreturn h;\n};\nreturn b(c, d);\n}\nfunction a() {\nvar m = \\[\n'string5',\n'string1',\n'log',\n'string3',\n'string6',\n'string2',\n'string4'\n\\];\na = function () {\nreturn m;\n};\nreturn a();\n}\n\\`\\`\\`\n### \\`stringArrayCallsTransformThreshold\\`\nType: \\`number\\` Default: \\`0.5\\`\n##### :warning: \\[\\`stringArray\\`\\](#stringarray) and \\[\\`stringArrayCallsTransformThreshold\\`\\](#stringarraycallstransformthreshold) options must be enabled\nYou can use this setting to adjust the probability (from 0 to 1) that calls to the string array will be transformed.\n### \\`stringArrayEncoding\\`\nType: \\`string\\[\\]\\` Default: \\`\\[\\]\\`\n##### :warning: \\`stringArray\\` option must be enabled\nThis option can slow down your script.\nEncode all string literals of the \\[\\`stringArray\\`\\](#stringarray) using \\`base64\\` or \\`rc4\\` and inserts a special code that used to decode it back at runtime.\nEach \\`stringArray\\` value will be encoded by the randomly picked encoding from the passed list. This makes possible to use multiple encodings.\nAvailable values:\n\\* \\`'none'\\` (\\`boolean\\`): doesn't encode \\`stringArray\\` value\n\\* \\`'base64'\\` (\\`string\\`): encodes \\`stringArray\\` value using \\`base64\\`\n\\* \\`'rc4'\\` (\\`string\\`): encodes \\`stringArray\\` value using \\`rc4\\`. \\*\\*About 30-50% slower than \\`base64\\`, but harder to get initial values.\\*\\* It's recommended to disable \\[\\`unicodeEscapeSequence\\`\\](#unicodeescapesequence) option when using \\`rc4\\` encoding to prevent very large size of obfuscated code.\nFor example with the following option values some \\`stringArray\\` value won't be encoded, and some values will be encoded with \\`base64\\` and \\`rc4\\` encoding:\n\\`\\`\\`ts\nstringArrayEncoding: \\[\n'none',\n'base64',\n'rc4'\n\\]\n\\`\\`\\`\n### \\`stringArrayIndexesType\\`\nType: \\`string\\[\\]\\` Default: \\`\\['hexadecimal-number'\\]\\`\n##### :warning: \\`stringArray\\` option must be enabled\nAllows to control the type of string array call indexes.\nEach \\`stringArray\\` call index will be transformed by the randomly picked type from the passed list. This makes possible to use multiple types.\nAvailable values:\n\\* \\`'hexadecimal-number'\\` (\\`default\\`): transforms string array call indexes as hexadecimal numbers\n\\* \\`'hexadecimal-numeric-string'\\`: transforms string array call indexes as hexadecimal numeric string\nBefore \\`2.9.0\\` release \\`javascript-obfuscator\\` transformed all string array call indexes with \\`hexadecimal-numeric-string\\` type. This makes some manual deobfuscation slightly harder but it allows easy detection of these calls by automatic deobfuscators.\nThe new \\`hexadecimal-number\\` type approaches to make harder auto-detect of string array call patterns in the code.\nMore types will be added in the future.\n### \\`stringArrayIndexShift\\`\nType: \\`boolean\\` Default: \\`true\\`\n##### :warning: \\`stringArray\\` option must be enabled\nEnables additional index shift for all string array calls\n### \\`stringArrayRotate\\`\nType: \\`boolean\\` Default: \\`true\\`\n##### :warning: \\[\\`stringArray\\`\\](#stringarray) must be enabled\nShift the \\`stringArray\\` array by a fixed and random (generated at the code obfuscation) places. This makes it harder to match the order of the removed strings to their original place.\n### \\`stringArrayShuffle\\`\nType: \\`boolean\\` Default: \\`true\\`\n##### :warning: \\[\\`stringArray\\`\\](#stringarray) must be enabled\nRandomly shuffles the \\`stringArray\\` array items.\n### \\`stringArrayWrappersCount\\`\nType: \\`number\\` Default: \\`1\\`\n##### :warning: \\[\\`stringArray\\`\\](#stringarray) option must be enabled\nSets the count of wrappers for the \\`string array\\` inside each root or function scope.\nThe actual count of wrappers inside each scope is limited by a count of \\`literal\\` nodes within this scope.\nExample:\n\\`\\`\\`ts\n// Input\nconst foo = 'foo';\nconst bar = 'bar';\nfunction test () {\nconst baz = 'baz';\nconst bark = 'bark';\nconst hawk = 'hawk';\n}\nconst eagle = 'eagle';\n// Output, stringArrayWrappersCount: 5\nconst \\_0x3f6c = \\[\n'bark',\n'bar',\n'foo',\n'eagle',\n'hawk',\n'baz'\n\\];\nconst \\_0x48f96e = \\_0x2e13;\nconst \\_0x4dfed8 = \\_0x2e13;\nconst \\_0x55e970 = \\_0x2e13;\nfunction \\_0x2e13(\\_0x33c4f5, \\_0x3f6c62) {\n\\_0x2e13 = function (\\_0x2e1388, \\_0x60b1e) {\n\\_0x2e1388 = \\_0x2e1388 - 0xe2;\nlet \\_0x53d475 = \\_0x3f6c\\[\\_0x2e1388\\];\nreturn \\_0x53d475;\n};\nreturn \\_0x2e13(\\_0x33c4f5, \\_0x3f6c62);\n}\nconst foo = \\_0x48f96e(0xe4);\nconst bar = \\_0x4dfed8(0xe3);\nfunction test() {\nconst \\_0x1c262f = \\_0x2e13;\nconst \\_0x54d7a4 = \\_0x2e13;\nconst \\_0x5142fe = \\_0x2e13;\nconst \\_0x1392b0 = \\_0x1c262f(0xe7);\nconst \\_0x201a58 = \\_0x1c262f(0xe2);\nconst \\_0xd3a7fb = \\_0x1c262f(0xe6);\n}\nconst eagle = \\_0x48f96e(0xe5);\n\\`\\`\\`\n### \\`stringArrayWrappersChainedCalls\\`\nType: \\`boolean\\` Default: \\`true\\`\n##### :warning: \\[\\`stringArray\\`\\](#stringarray) and \\[\\`stringArrayWrappersCount\\`\\](#stringarraywrapperscount) options must be enabled\nEnables the chained calls between \\`string array\\` wrappers.\nExample:\n\\`\\`\\`ts\n// Input\nconst foo = 'foo';\nconst bar = 'bar';\nfunction test () {\nconst baz = 'baz';\nconst bark = 'bark';\nfunction test1() {\nconst hawk = 'hawk';\nconst eagle = 'eagle';\n}\n}\n// Output, stringArrayWrappersCount: 5, stringArrayWrappersChainedCalls: true\nconst \\_0x40c2 = \\[\n'bar',\n'bark',\n'hawk',\n'eagle',\n'foo',\n'baz'\n\\];\nconst \\_0x31c087 = \\_0x3280;\nconst \\_0x31759a = \\_0x3280;\nfunction \\_0x3280(\\_0x1f52ee, \\_0x40c2a2) {\n\\_0x3280 = function (\\_0x3280a4, \\_0xf07b02) {\n\\_0x3280a4 = \\_0x3280a4 - 0x1c4;\nlet \\_0x57a182 = \\_0x40c2\\[\\_0x3280a4\\];\nreturn \\_0x57a182;\n};\nreturn \\_0x3280(\\_0x1f52ee, \\_0x40c2a2);\n}\nconst foo = \\_0x31c087(0x1c8);\nconst bar = \\_0x31c087(0x1c4);\nfunction test() {\nconst \\_0x848719 = \\_0x31759a;\nconst \\_0x2693bf = \\_0x31c087;\nconst \\_0x2c08e8 = \\_0x848719(0x1c9);\nconst \\_0x359365 = \\_0x2693bf(0x1c5);\nfunction \\_0x175e90() {\nconst \\_0x310023 = \\_0x848719;\nconst \\_0x2302ef = \\_0x2693bf;\nconst \\_0x237437 = \\_0x310023(0x1c6);\nconst \\_0x56145c = \\_0x310023(0x1c7);\n}\n}\n\\`\\`\\`\n### \\`stringArrayWrappersParametersMaxCount\\`\nType: \\`number\\` Default: \\`2\\`\n##### :warning: \\[\\`stringArray\\`\\](#stringarray) option must be enabled\n##### :warning: Currently this option affects only wrappers added by \\[\\`stringArrayWrappersType\\`\\](#stringarraywrapperstype) \\`function\\` option value\nAllows to control the maximum number of string array wrappers parameters.\nDefault and minimum value is \\`2\\`. Recommended value between \\`2\\` and \\`5\\`.\n### \\`stringArrayWrappersType\\`\nType: \\`string\\` Default: \\`variable\\`\n##### :warning: \\[\\`stringArray\\`\\](#stringarray) and \\[\\`stringArrayWrappersCount\\`\\](#stringarraywrapperscount) options must be enabled\nAllows to select a type of the wrappers that are appending by the \\`stringArrayWrappersCount\\` option.\nAvailable values:\n\\* \\`'variable'\\`: appends variable wrappers at the top of each scope. Fast performance.\n\\* \\`'function'\\`: appends function wrappers at random positions inside each scope. Slower performance than with \\`variable\\` but provides more strict obfuscation.\nHighly recommended to use \\`function\\` wrappers for higher obfuscation when a performance loss doesn't have a high impact on an obfuscated application.\nExample of the \\`'function'\\` option value:\n\\`\\`\\`ts\n// input\nconst foo = 'foo';\nfunction test () {\nconst bar = 'bar';\nconsole.log(foo, bar);\n}\ntest();\n// output\nconst a = \\[\n'log',\n'bar',\n'foo'\n\\];\nconst foo = d(0x567, 0x568);\nfunction b(c, d) {\nb = function (e, f) {\ne = e - 0x185;\nlet g = a\\[e\\];\nreturn g;\n};\nreturn b(c, d);\n}\nfunction test() {\nconst c = e(0x51c, 0x51b);\nfunction e (c, g) {\nreturn b(c - 0x396, g);\n}\nconsole\\[f(0x51b, 0x51d)\\](foo, c);\nfunction f (c, g) {\nreturn b(c - 0x396, g);\n}\n}\nfunction d (c, g) {\nreturn b(g - 0x3e1, c);\n}\ntest();\n\\`\\`\\`\n### \\`stringArrayThreshold\\`\nType: \\`number\\` Default: \\`0.8\\` Min: \\`0\\` Max: \\`1\\`\n##### :warning: \\[\\`stringArray\\`\\](#stringarray) option must be enabled\nYou can use this setting to adjust the probability (from 0 to 1) that a string literal will be inserted into the \\`stringArray\\`.\nThis setting is especially useful for large code size because it repeatedly calls to the \\`string array\\` and can slow down your code.\n\\`stringArrayThreshold: 0\\` equals to \\`stringArray: false\\`.\n### \\`target\\`\nType: \\`string\\` Default: \\`browser\\`\nAllows to set target environment for obfuscated code.\nAvailable values:\n\\* \\`browser\\`;\n\\* \\`browser-no-eval\\`;\n\\* \\`node\\`.\nCurrently output code for \\`browser\\` and \\`node\\` targets is identical, but some browser-specific options are not allowed to use with \\`node\\` target.\nOutput code for \\`browser-no-eval\\` target is not using \\`eval\\`.\n### \\`transformObjectKeys\\`\nType: \\`boolean\\` Default: \\`false\\`\nEnables transformation of object keys.\nExample:\n\\`\\`\\`ts\n// input\n(function(){\nvar object = {\nfoo: 'test1',\nbar: {\nbaz: 'test2'\n}\n};\n})();\n// output\nvar \\_0x4735 = \\[\n'foo',\n'baz',\n'bar',\n'test1',\n'test2'\n\\];\nfunction \\_0x390c(\\_0x33d6b6, \\_0x4735f4) {\n\\_0x390c = function (\\_0x390c37, \\_0x1eed85) {\n\\_0x390c37 = \\_0x390c37 - 0x198;\nvar \\_0x2275f8 = \\_0x4735\\[\\_0x390c37\\];\nreturn \\_0x2275f8;\n};\nreturn \\_0x390c(\\_0x33d6b6, \\_0x4735f4);\n}\n(function () {\nvar \\_0x17d1b7 = \\_0x390c;\nvar \\_0xc9b6bb = {};\n\\_0xc9b6bb\\[\\_0x17d1b7(0x199)\\] = \\_0x17d1b7(0x19c);\nvar \\_0x3d959a = {};\n\\_0x3d959a\\[\\_0x17d1b7(0x198)\\] = \\_0x17d1b7(0x19b);\n\\_0x3d959a\\[\\_0x17d1b7(0x19a)\\] = \\_0xc9b6bb;\nvar \\_0x41fd86 = \\_0x3d959a;\n}());\n\\`\\`\\`\n### \\`unicodeEscapeSequence\\`\nType: \\`boolean\\` Default: \\`false\\`\nAllows to enable/disable string conversion to unicode escape sequence.\nUnicode escape sequence increases code size greatly and strings easily can be reverted to their original view. Recommended to enable this option only for small source code.\n## Preset Options\n### High obfuscation, low performance\nThe performance will be much slower than without obfuscation\n\\`\\`\\`javascript\n{\ncompact: true,\ncontrolFlowFlattening: true,\ncontrolFlowFlatteningThreshold: 1,\ndeadCodeInjection: true,\ndeadCodeInjectionThreshold: 1,\ndebugProtection: true,\ndebugProtectionInterval: 4000,\ndisableConsoleOutput: true,\nidentifierNamesGenerator: 'hexadecimal',\nlog: false,\nnumbersToExpressions: true,\nrenameGlobals: false,\nselfDefending: true,\nsimplify: true,\nsplitStrings: true,\nsplitStringsChunkLength: 5,\nstringArray: true,\nstringArrayCallsTransform: true,\nstringArrayEncoding: \\['rc4'\\],\nstringArrayIndexShift: true,\nstringArrayRotate: true,\nstringArrayShuffle: true,\nstringArrayWrappersCount: 5,\nstringArrayWrappersChainedCalls: true,\nstringArrayWrappersParametersMaxCount: 5,\nstringArrayWrappersType: 'function',\nstringArrayThreshold: 1,\ntransformObjectKeys: true,\nunicodeEscapeSequence: false\n}\n\\`\\`\\`\n### Medium obfuscation, optimal performance\nThe performance will be slower than without obfuscation\n\\`\\`\\`javascript\n{\ncompact: true,\ncontrolFlowFlattening: true,\ncontrolFlowFlatteningThreshold: 0.75,\ndeadCodeInjection: true,\ndeadCodeInjectionThreshold: 0.4,\ndebugProtection: false,\ndebugProtectionInterval: 0,\ndisableConsoleOutput: true,\nidentifierNamesGenerator: 'hexadecimal',\nlog: false,\nnumbersToExpressions: true,\nrenameGlobals: false,\nselfDefending: true,\nsimplify: true,\nsplitStrings: true,\nsplitStringsChunkLength: 10,\nstringArray: true,\nstringArrayCallsTransform: true,\nstringArrayCallsTransformThreshold: 0.75,\nstringArrayEncoding: \\['base64'\\],\nstringArrayIndexShift: true,\nstringArrayRotate: true,\nstringArrayShuffle: true,\nstringArrayWrappersCount: 2,\nstringArrayWrappersChainedCalls: true,\nstringArrayWrappersParametersMaxCount: 4,\nstringArrayWrappersType: 'function',\nstringArrayThreshold: 0.75,\ntransformObjectKeys: true,\nunicodeEscapeSequence: false\n}\n\\`\\`\\`\n### Low obfuscation, High performance\nThe performance will be at a relatively normal level\n\\`\\`\\`javascript\n{\ncompact: true,\ncontrolFlowFlattening: false,\ndeadCodeInjection: false,\ndebugProtection: false,\ndebugProtectionInterval: 0,\ndisableConsoleOutput: true,\nidentifierNamesGenerator: 'hexadecimal',\nlog: false,\nnumbersToExpressions: false,\nrenameGlobals: false,\nselfDefending: true,\nsimplify: true,\nsplitStrings: false,\nstringArray: true,\nstringArrayCallsTransform: false,\nstringArrayEncoding: \\[\\],\nstringArrayIndexShift: true,\nstringArrayRotate: true,\nstringArrayShuffle: true,\nstringArrayWrappersCount: 1,\nstringArrayWrappersChainedCalls: true,\nstringArrayWrappersParametersMaxCount: 2,\nstringArrayWrappersType: 'variable',\nstringArrayThreshold: 0.75,\nunicodeEscapeSequence: false\n}\n\\`\\`\\`\n### Default preset, High performance\n\\`\\`\\`javascript\n{\ncompact: true,\ncontrolFlowFlattening: false,\ndeadCodeInjection: false,\ndebugProtection: false,\ndebugProtectionInterval: 0,\ndisableConsoleOutput: false,\nidentifierNamesGenerator: 'hexadecimal',\nlog: false,\nnumbersToExpressions: false,\nrenameGlobals: false,\nselfDefending: false,\nsimplify: true,\nsplitStrings: false,\nstringArray: true,\nstringArrayCallsTransform: false,\nstringArrayCallsTransformThreshold: 0.5,\nstringArrayEncoding: \\[\\],\nstringArrayIndexShift: true,\nstringArrayRotate: true,\nstringArrayShuffle: true,\nstringArrayWrappersCount: 1,\nstringArrayWrappersChainedCalls: true,\nstringArrayWrappersParametersMaxCount: 2,\nstringArrayWrappersType: 'variable',\nstringArrayThreshold: 0.75,\nunicodeEscapeSequence: false\n}\n\\`\\`\\`\n## Obfuscator.io Pro Options\n> :warning: \\*\\*The following VM obfuscation/Pro options are available only via the \\[Obfuscator.io Pro API\\](https://obfuscator.io/).\\*\\*\n>\n> To use these options, you need a Pro API token from \\[obfuscator.io\\](https://obfuscator.io) and must call the \\`obfuscatePro()\\` method instead of \\`obfuscate()\\`. See the \\[Pro API Methods\\](#shield-pro-api-methods-vm-obfuscation) section for details.\n### \\`vmObfuscation\\`\nType: \\`boolean\\` Default: \\`false\\`\nEnables VM-based bytecode obfuscation. When enabled, JavaScript functions are compiled into custom bytecode that runs on an embedded virtual machine. This provides the highest level of protection as the original code logic is completely transformed.\n\\*\\*Example:\\*\\*\nYour readable code like \\`return qty \\* price\\` becomes a list of numbers like \\`\\[0x15,0x03,0x17,...\\]\\` that only the embedded VM interpreter can execute. The original logic is no longer visible as JavaScript.\n### \\`vmTargetFunctions\\`\nType: \\`string\\[\\]\\` Default: \\`\\[\\]\\`\nSpecify exactly which root-level functions should get VM protection by name.\n\\*\\*Example:\\*\\*\n\\`\\`\\`javascript\n{\nvmObfuscation: true,\nvmTargetFunctions: \\['someFunctionName'\\]\n}\n\\`\\`\\`\n\\*\\*Result:\\*\\* Only these three functions get VM-protected. Everything else stays as regular (but still obfuscated) JavaScript. Perfect for protecting sensitive license checks or authentication logic while keeping the rest of your code lean.\n### \\`vmExcludeFunctions\\`\nType: \\`string\\[\\]\\` Default: \\`\\[\\]\\`\nSpecify root-level functions that should never get VM protection. Takes precedence over other settings.\n\\*\\*Example:\\*\\*\n\\`\\`\\`javascript\n{\nvmObfuscation: true,\nvmExcludeFunctions: \\['someFunctionName'\\]\n}\n\\`\\`\\`\n\\*\\*When to use:\\*\\* Performance-critical root-level functions (animation loops, real-time data processing) can be excluded to avoid VM overhead while still protecting everything else.\n### \\`vmTargetFunctionsMode\\`\nType: \\`string\\` Default: \\`root\\`\nControls how functions/methods are selected for VM obfuscation.\n| Mode | Description |\n|------|------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| \\`root\\` | Default behavior. Only root-level functions are considered for VM obfuscation. Uses \\`vmTargetFunctions\\` allow-list and \\`vmExcludeFunctions\\` deny-list to filter. |\n| \\`comment\\` | Only functions/methods decorated with \\`/\\* javascript-obfuscator:vm \\*/\\` comment are VM-obfuscated. Works with functions/methods at \\*\\*any nesting level\\*\\*. |\n\\*\\*Example - Comment mode:\\*\\*\n\\`\\`\\`javascript\n// Source code\nfunction regularFunction() {\nreturn 'not virtualized';\n}\n/\\* javascript-obfuscator:vm \\*/\nfunction sensitiveFunction() {\nreturn 'this will be VM-protected';\n}\nfunction outer() {\n/\\* javascript-obfuscator:vm \\*/\nfunction nestedSensitive() {\nreturn 'nested but still VM-protected';\n}\nreturn nestedSensitive();\n}\n\\`\\`\\`\n\\`\\`\\`javascript\n// Obfuscator options\n{\nvmObfuscation: true,\nvmTargetFunctionsMode: 'comment'\n}\n\\`\\`\\`\n\\*\\*When to use:\\*\\* When you need surgical control over exactly which functions get VM protection, especially nested functions that contain sensitive logic. Unlike \\`vmTargetFunctions\\` which only works with root-level named functions, comment mode lets you protect any function anywhere in your code.\n### \\`vmWrapTopLevelInitializers\\`\nType: \\`boolean\\` Default: \\`false\\`\nWraps some top-level variable initializers in IIFEs (Immediately Invoked Function Expressions) so they can be VM-obfuscated.\n\\*\\*What it does:\\*\\*\nWithout this option, top-level constants and variables remain visible in the output:\n\\`\\`\\`javascript\n// Input\nconst MY\\_STRING = \"my-string\";\n// Output (without vmWrapTopLevelInitializers)\nconst MY\\_STRING = \"my-string\"; // String is visible!\n\\`\\`\\`\nWith this option enabled, the initializer is wrapped in an IIFE that gets VM-obfuscated:\n\\`\\`\\`javascript\n// Input\nconst MY\\_STRING = \"my-string\";\n// Output (with vmWrapTopLevelInitializers: true)\nconst MY\\_STRING = (() => { return /\\* VM bytecode call \\*/ })(); // String hidden in bytecode\n\\`\\`\\`\n\\*\\*Note:\\*\\* This option only works when \\`vmTargetFunctionsMode\\` is \\`'root'\\` (the default).\n### \\`vmDynamicOpcodes\\`\nType: \\`boolean\\` Default: \\`false\\`\nMakes the VM interpreter smaller and unique for each build.\n\\*\\*What it does:\\*\\*\n1. \\*\\*Filters unused instructions\\*\\* - If your code doesn't use classes, class-related instructions are removed entirely\n2. \\*\\*Randomizes structure\\*\\* - The order of instruction handlers is shuffled each build\nAs the result - smaller output and each build looks different.\n### \\`vmBytecodeEncoding\\`\nType: \\`boolean\\` Default: \\`false\\`\nEncodes each bytecode instruction. Instructions are decoded one at a time during execution.\n### \\`vmBytecodeArrayEncoding\\`\nType: \\`boolean\\` Default: \\`false\\`\nEncodes the entire bytecode array as a single block. The array is decoded once at startup before execution begins. Use together with \\`vmBytecodeEncoding\\` for two layers of protection.\n### \\`vmBytecodeArrayEncodingKey\\`\nType: \\`string\\` Default: \\`''\\`\nCustom encryption key for bytecode array encoding. When set, this key is used instead of the default environment-derived key. The key must be provided at runtime via \\`vmBytecodeArrayEncodingKeyGetter\\`.\nThis option externalizes the encryption key - it's not embedded in the obfuscated code itself. While the key is still accessible at runtime (and thus not truly secret), this separation prevents static analysis tools from finding the key by examining the code alone.\n\\*\\*Important:\\*\\* The key must be available \\*\\*synchronously\\*\\* when the obfuscated code loads. Use synchronous storage like cookies, localStorage, sessionStorage, global variables, or DOM elements (e.g., server-injected meta tags). Async methods like \\`fetch()\\` cannot be used directly in the key getter expression.\n### \\`vmBytecodeArrayEncodingKeyGetter\\`\nType: \\`string\\` Default: \\`''\\`\n\\*\\*Synchronous\\*\\* JavaScript expression that \\*\\*returns\\*\\* the encryption key at runtime. This expression is evaluated when the obfuscated code loads, and must return the same key that was provided in \\`vmBytecodeArrayEncodingKey\\`.\n\\*\\*The obfuscated code will only work when the key getter returns exactly the same key that was used during obfuscation.\\*\\* If the keys don't match, decryption will fail and the code will produce garbage or errors. If the key getter returns \\`undefined\\`, \\`null\\`, or an empty string, the code will throw an error: \"VM decryption key not available\".\n\\*\\*Important:\\*\\* The key should NOT be defined in the same JavaScript file/script as the obfuscated code. Doing so defeats the purpose of key externalization, as static analysis could still find the key. Store the key in a separate source: server-set cookies, localStorage populated by another script, server-injected HTML meta tags, or a global variable set by a different script that loads before the obfuscated code.\nExamples:\n\\`\\`\\`ts\n// From cookie\nvmBytecodeArrayEncodingKeyGetter: \"document.cookie.match(/vmKey=(\\[^;\\]+)/)?.\\[1\\]\"\n// From localStorage\nvmBytecodeArrayEncodingKeyGetter: \"localStorage.getItem('vmKey')\"\n// From global variable\nvmBytecodeArrayEncodingKeyGetter: \"window.\\_\\_VM\\_KEY\\_\\_\"\n// From meta tag (server-injected)\nvmBytecodeArrayEncodingKeyGetter: \"document.querySelector('meta\\[name=\\\\\"vm-key\\\\\"\\]').content\"\n// From nested object\nvmBytecodeArrayEncodingKeyGetter: \"window.config.encryption.key\"\n\\`\\`\\`\n\\*\\*Usage example:\\*\\*\n\\`\\`\\`ts\n// Build time\nJavaScriptObfuscator.obfuscate(code, {\nvmObfuscation: true,\nvmBytecodeArrayEncoding: true,\nvmBytecodeArrayEncodingKey: 'mySecretKey123',\nvmBytecodeArrayEncodingKeyGetter: 'window.\\_\\_VM\\_KEY\\_\\_'\n});\n// Runtime - key must be set before obfuscated code runs\nwindow.\\_\\_VM\\_KEY\\_\\_ = 'mySecretKey123';\n\\`\\`\\`\n### \\`vmJumpsEncoding\\`\nType: \\`boolean\\` Default: \\`false\\`\nEncodes jump targets in the bytecode. Jump offsets are calculated at runtime, hiding the control flow structure (\\`if\\`/\\`else\\`, loops, etc.) from static analysis.\n### \\`vmDecoyOpcodes\\`\nType: \\`boolean\\` Default: \\`false\\`\nAdds fake opcode handlers to the VM dispatcher that are never called. For example, if the VM uses 20 real opcodes, this might add 30 fake handlers, making the interpreter appear more complex than it really is.\n### \\`vmDeadCodeInjection\\`\nType: \\`boolean\\` Default: \\`false\\`\nInjects fake bytecode sequences that are never executed. These look like real instructions but are skipped during runtime, confusing analysis tools that process them.\n### \\`vmMacroOps\\`\nType: \\`boolean\\` Default: \\`false\\`\nCombines common instruction sequences into single \"macro\" opcodes. For example, \\`LOAD + ADD + STORE\\` might become a single \\`MACRO\\_ADD\\_TO\\_VAR\\` instruction. This breaks pattern recognition and can improve performance.\n### \\`vmDebugProtection\\`\nType: \\`boolean\\` Default: \\`false\\`\nAdds multi-layered anti-debugging, anti-analysis, and anti-LLM defenses to the VM runtime. For best results, allow \\`unsafe-eval\\` in your Content Security Policy. Works best with \\`browser\\`/\\`browser-no-eval\\` targets.\n### \\`vmSelfDefending\\`\nType: \\`boolean\\` Default: \\`false\\`\nAdds multi-layered tamper detection, anti-hooking, and anti-reverse-engineering protection to the VM runtime.\n> :warning: This option force-enables \\[\\`vmBytecodeArrayEncoding\\`\\](#vmbytecodeArrayEncoding).\nStrongly recommended to use together with \\[\\`vmDebugProtection\\`\\](#vmDebugProtection), \\[\\`vmBytecodeArrayEncodingKey\\`\\](#vmbytecodeArrayEncodingKey), and \\[\\`vmBytecodeArrayEncodingKeyGetter\\`\\](#vmbytecodeArrayEncodingKeyGetter).\n### \\`vmStatefulOpcodes\\`\nType: \\`boolean\\` Default: \\`false\\`\nMakes opcode meanings depend on position in the bytecode. Each position has a different opcode-to-handler mapping derived from a seed, so the same opcode number performs different operations at different positions.\n### \\`vmStackEncoding\\`\nType: \\`boolean\\` Default: \\`false\\`\nEncrypts values on the VM stack during execution. Values are encoded when pushed and decoded when popped, so memory inspection shows encrypted data instead of actual values.\nThis option heavily affects performance.\n### \\`vmCompactDispatcher\\`\nType: \\`boolean\\` Default: \\`false\\`\nUses a single VM executor instead of dual executors (sync + generator). Reduces obfuscated code size but adds ~20% performance overhead on recursion-heavy code.\n- \\`false\\` (default): dual executors — optimal performance, larger output\n- \\`true\\`: single executor — smaller output, slightly slower\n### \\`vmStringArrayBytecodeOnly\\`\nType: \\`boolean\\` Default: \\`false\\`\nWhen enabled, the string array will \\*\\*only\\*\\* extract strings from bytecode data — no other strings in the code are transformed. This force-enables \\`stringArray\\` even if it's not explicitly set.\n\\*\\*Why use this:\\*\\* Extracting all VM runtime strings to a string array is slow. This option targets only bytecode content for string array extraction, improving performance while still protecting bytecode constants.\n- When \\`vmBytecodeArrayEncoding: false\\` — strings inside bytecode constant pools (\\`c\\` arrays) are extracted\n- When \\`vmBytecodeArrayEncoding: true\\` — top-level base64 encoded bytecode strings are extracted\n- \\`stringArrayThreshold\\` still controls what percentage of those bytecode strings are extracted\n### \\`strictMode\\`\nType: \\`boolean | null\\` Default: \\`null\\`\nAllows to specify how the obfuscator should treat code regarding JavaScript strict mode.\nAvailable values:\n\\* \\`null\\` (default) - auto-detect strict mode from the code. If the code has explicit \\`'use strict'\\` directive, ES module syntax, or class methods, it's treated as strict mode. Otherwise, sloppy mode is assumed.\n\\* \\`true\\` - force strict mode treatment for all code, even without explicit \\`'use strict'\\` directive. Use this when your code will run in strict mode context (e.g., in ES modules, bundlers, or modern frameworks).\n\\* \\`false\\` - only explicit strict mode indicators (\\`'use strict'\\`, ES modules, class methods) are treated as strict. Parent scope inheritance still applies per JS spec.\n### \\`parseHtml\\`\nType: \\`boolean\\` Default: \\`false\\`\nEnables obfuscation of JavaScript within HTML \\`"}]

```


---

## 🤖 Assistant · 2026-08-17T03:59:59.385Z · glm-x-preview-260804

<details open>
<summary>💭 thinking</summary>

```
Good — I got the J-O README. Key confirmations:
- `ignoreImports`: "Prevents obfuscation of `require` imports" — it's about require, not ESM import/export. So ESM support: the README doesn't explicitly say ESM unsupported... Actually `strictMode` option mentions "ES module syntax" is treated as strict mode — implying ESM input is handled. There are known GitHub issues about ESM `export` statements being broken by renameGlobals etc. The safest claim: "J-O 处理 ESM chunk 时 import/export 语句与跨 chunk 标识符联动是高风险区,必须 spike 验证" — keep it as a spike item, don't over-assert.
- controlFlowFlattening: "up to 1.5x slower runtime speed" — official.
- README Important note: "obfuscated code is 15-80% slower (depends on options)" for vendor scripts — general figure.
- deadCodeInjection: "up to 200%" size increase.
- stringArrayEncoding: rc4 "About 30-50% slower than base64".
- stringArrayThreshold: default 0.8, "repeatedly calls to the string array and can slow down your code".
- New: VM obfuscation is Pro (paid API, cloud service) — definitely NOT suitable (code sent to third-party cloud! and paid). Note: VM via API = sends code to obfuscator.io cloud — privacy + availability + cost; reject. There's also the "Medium obfuscation, optimal performance" preset — but it includes controlFlowFlattening true + selfDefending + disableConsoleOutput + transformObjectKeys — all rejected for us.
- "Low obfuscation, High performance" preset: controlFlowFlattening false, deadCodeInjection false, stringArray true, encoding none, wrappers variable, threshold 0.75, selfDefending true (we'd turn off), disableConsoleOutput true (turn off). Close to what we want as base.

Now webcrack — couldn't fetch. I'm confident about webcrack's JS-O support (its README: "webcrack deobfuscates obfuscated code with javascript-obfuscator" — it's a core feature, plus unpacking webpack/browserify). I'll state it without URL-heavy citation, it's well-known. Fine.

Now write the plan doc at game/docs/anti-decompile-plan.md.

Structure (Chinese, project doc style, dense but organized). Must include per-item 代价. Let me define the cost dimensions: 运行时(帧率), 体积(下载), 构建时长, 工程量(人日), 排障/维护代价, 防护收益.

Items:

**P0 基线与审计(先做,几乎零风险)**
- P0-1 dist 泄漏审计脚本 `tools/audit-dist.mjs`(检查 .map、sourcemapURL、源路径、调试工具痕迹)
- P0-2 sourcemap 确认(vite 默认 false——已核对 vite.config.ts 无 sourcemap 设置,build 默认不出 map;加进审计脚本防回归)
- P0-3 调试工具 PROD 剥离(F6 召唤面板/F2 无敌/F5 报告——用 import.meta.env.PROD 门 + tree-shake)
- P0-4 静态资源清单确认(public/ 全量拷贝=数据表裸奔,记录为"接受项")

**P1 后处理混淆管线**
- P1-1 devDependency javascript-obfuscator + spike(拿真实 dist chunk 验证 ESM 兼容)
- P1-2 tools/obfuscate-dist.mjs 分级配置(worker chunk 全档/主包低档)
- P1-3 package.json 接线(build:obf / build:raw 双轨)
- P1-4 验证闸门(vite preview 探针 A/B 帧时长 P50/P95;e2e:dist;体积报告)
- P1-5 私有 sourcemap 归档流程(vite build --sourcemap CLI + J-O sourceMap,产物存 dist-private/ 不发布)

**P2 调优与强化(按 P1 结果决定)**
- P2-1 阈值/chunk 级豁免调参
- P2-2 (可选)冷代码中等档(numbersToExpressions/splitStrings 加强)
- P2-3 (不做,列理由)J-O Pro VM——云端 API 上传源码,付费+隐私+可用性三杀

**P3 皇冠珠宝(远期可选)**
- P3-1 AssemblyScript WASM 试点
- P3-2 服务端权威/校验(联机基建已有 WS 7777)

**禁用清单**(每项一句代价): controlFlowFlattening(官方 1.5x)、rc4(比 base64 慢 30-50%)、stringArrayCallsTransform+function wrappers(README 明说 slower)、transformObjectKeys(属性访问变调用+webcrack 可解)、deadCodeInjection(体积+200%)、debugProtection(可冻结浏览器)、selfDefending(阻断二次处理,与探针/任何后处理冲突)、disableConsoleOutput(排障瞎眼)、domainLock(本地 file:// / 离线壳直接白屏)、unicodeEscapeSequence(体积暴涨易还原)、renameProperties(存档/协议/l10n 字符串键必炸)、Obfuscator.io Pro VM(云上传)。

**J-O 选项代价表**(采纳项): stringArray(默认档)、threshold 0.75~0.9、encoding none 或 base64(权衡)、stringArrayWrappersType 'variable'(README: fast)、rotate/shuffle/indexShift(0 运行时)、hexadecimal identifiers(0)、simplify(0)、splitStrings(≈0,JIT fold)、numbersToExpressions(≈0)、renameGlobals(默认 false;esbuild 已做过模块级 mangle,收益低风险高→不开)、reservedStrings(豁免动态匹配字符串:Worker URL、import.meta.webpack? no...)。

Wait — important detail: vite code-split chunks use `import('./chunk-xxx.js')` — those specifier strings are inside import() calls; J-O stringArray must not touch them (module specifiers are static requirements). J-O generally doesn't touch import specifiers? Unknown — spike must verify. Also `new URL('./worldGen.worker.js', import.meta.url)` patterns — the specifier string being moved into an array would break resolution? No — new URL(arg, base) with a runtime string still resolves the same URL string; it's fine functionally, just still readable. Actually stringArray doesn't change the string value, just where it lives — resolution is unchanged. The only hard break risk is import/export statements themselves (syntax) and `import.meta` handling. Keep spike.

Also hot-chunk identification: after rollup bundling, chunk names are like index-xxx.js. Mapping module→chunk requires analyzing build output (vite build --debug? or use a rollup output analysis). Simpler: manualChunks? Can't touch vite.config... Actually we CAN obfuscate ALL chunks at the same low-static setting, measure A/B; if regression appears, then identify the hot chunk(s) (likely the big main chunk containing Game loop) and exclude them or lower threshold. Rollup chunk map is available via `vite build --sourcemap` + `--manifest`? `vite build --manifest` requires config... Actually `--manifest` is a CLI flag too (vite build --manifest). Yes, vite CLI supports --manifest. Good — manifest gives chunk→entry mapping. Mention.

Worker note: worker.format 'es' → worker files also ESM. Obfuscating workers = free w.r.t. render frame, but worldgen speed matters (they optimized worldgen -24%; obfuscation static options ≈0 on it; stringArray threshold coverage on worldgen hot loops — worldgen is compute-heavy, string lookups rare — fine; A/B probe can also measure worldgen duration! Good gate: worldgen wall time regression ≤2%.)

Also: 首屏/下载体积 — bundle size matters for a web game (they care about asset lazy loading). stringArray overhead per chunk: decoder+wrapper ~1-3KB min each + array; with many lazy chunks maybe +5-10% JS bytes. JS is probably small relative to PNG assets. Acceptable; report per-build.

Build time: J-O single-file processing of a few-MB chunk is slow-ish (tens of seconds); parallelize chunks with node worker_threads; total +30~120s. Gate: CI/build acceptable.

Sourcemap archival: `vite build --sourcemap hidden`? CLI accepts `--sourcemap[=inline|hidden]`? vite CLI: `--sourcemap` boolean / `--sourcemap inline`. Hidden maps (no sourceMappingURL comment) — vite config build.sourcemap: 'hidden' is a config value; CLI `--sourcemap` = true (emits with comments). Hmm, CLI `vite build --sourcemap` emits .map files AND appends sourceMappingURL comments → would need post-strip (obfuscate-dist.mjs can strip the comment lines and move maps away). Fine — describe as script duty. Cost: +build time ~10-20%, disk.

J-O `sourceMap: true` composes from its input (the vite-minified code) → chain source→minified→obfuscated maps compose offline. 0.5d work. Optional but valuable for线上排障 (they have F5 asset health etc. — though debug tools stripped in prod...). Keep as P1-5 optional.

**验收闸门总表**:
- G1 功能: preview 手玩 10min + 现有 e2e 绿(e2e 需支持 preview origin)
- G2 帧率: rAF P95 回归 ≤2%,P99 ≤5%
- G3 世界生成时长: 回归 ≤2%
- G4 体积: dist JS 总量涨幅 ≤10%
- G5 构建时长: 全链 ≤+2min
- G6 可回滚: `npm run build:raw` 一键无混淆构建;git 单 commit
- G7 探针/dev 零影响: SW_ORIGIN 探针继续走 5199/52xx dev,不触混淆产物

**诚实边界/非目标**:
- 防不了: 决心型逆向(webcrack 自动还原 J-O 大部分静态变换)、数据表抓取(public/ 资源)、断点动态分析(F12 单步总能看)
- 数据表与提取管线: 管线在 tools/ 不进 dist(已有护城河);数据表进 dist 的部分如实标记"公开"
- IP 前提一句: 复刻作品对外发布本身受 Re-Logic IP 约束,防护投入按实际发布场景校准(学习/私用场景 Batch 0+1 已绰绰有余)

**总代价汇总表**: batch × (运行时/体积/构建/工程量/排障/防护)

工程量估计:
- P0: 0.5~1 天
- P1: 1.5~2.5 天(含 spike 0.5 + 闸门 0.5)
- P2: 0.5~1 天(仅当触发)
- P3-1: 每模块 1~3 天 + 维护双语言代价(长期税!)
- P3-2: 3~10 天

Also add implementation-order & who/when? It's a plan doc for their project; add 建议实施顺序 P0→P1→(闸门)→P2→P3。

Also mention conditional comments (`// javascript-obfuscator:disable`) available per-source-region escape hatch — note it works at source level, survives bundling (comments preserved through esbuild? esbuild minify strips comments by default! legal comments only. So conditional comments WON'T survive esbuild minification in vite build. So per-region control only if applied pre-minify — skip mentioning as mechanism, or mention it doesn't survive → rely on chunk-level config. Actually better not to mention to avoid confusion. Hmm — accurate: comments removed by esbuild minifier, so J-O disable-comments can't work post-bundle. Don't mention.)

One more real risk: J-O + already-minified esbuild output. J-O parses with babel; heavily minified single-line megabyte files — parse memory heavy (several GB?) for very large chunks. Their main chunk might be ~2-5MB minified. J-O on multi-MB single-chunk: known to be slow/memory-hungry. Mitigation: process in worker pool, raise node heap, or exclude the largest chunk (usually the hot one anyway — aligns with hot-path exemption!). Good — include as risk R1 with mitigation.

Also R2: eval/CSP — target 'browser' uses eval? stringArray base64 decode uses atob, not eval; selfDefending uses Function constructor — we disabled it; `browser-no-eval` exists if CSP strict. Note target: 'browser-no-eval' for safety if they later add CSP. 0 cost.

R3: 混淆产物与 F5 assetHealth/探针联动 — probes run dev, unaffected. Preview-based probes target obfuscated dist — assertions by pixel can't read names anyway; any probe that page.evaluate accesses internals (window.__sw? ) might break if renameGlobals — we don't enable it. Fine.

R4: l10n/atlas audit plugins run at buildStart — unaffected by post-processing. ✓

Now also per-item 代价 for "禁用清单" — cost avoided (why not).

Write the file at game/docs/anti-decompile-plan.md. Also a short reply summarizing + costs table. Doc in Chinese. Reasonably dense but not bloated — aim ~250-350 lines.

File name: anti-decompile-plan.md. Include date 2026-08-17 and status 草案.

Let me also double check: don't touch vite.config.ts — all wiring via package.json + tools scripts. `vite build --sourcemap` and `--manifest` are CLI flags — confirm: vite CLI supports `--sourcemap[=inline]` yes; `--manifest` yes (writes .vite/manifest.json? it writes dist/.vite/manifest.json in vite5). OK.

For A/B frame probe: they have puppeteer + tools/run-diag.mjs (dev-server oriented). For dist: `vite preview` serves dist at 4173 (their "play" script uses 4173). Probe with SW_ORIGIN=http://localhost:4173. Note: run-diag needs vite preview instance started separately; preview doesn't watch. Fine.

One consideration: user said "每个处理项目的代价" — each item's cost. I'll make sure every numbered item has a 代价 line with concrete numbers.

Draft the doc now. Keep tables tight.

Also I should NOT overpromise "零性能损失" — quantify: 目标 P95 ≤2%。

Write it.
```

</details>


---

## 🤖 Assistant · 2026-08-17T04:00:00.818Z · glm-x-preview-260804

```
两份关键事实核实完毕(J-O 官方 README:控制流扁平化最高 1.5× 慢、rc4 比 base64 再慢 30–50%、deadCodeInjection 体积 +200%、`ignoreImports` 只管 `require` 不管 ESM、VM 混淆是收费云端 API)。现在落计划文档:
```


---

## 🤖 Assistant · 2026-08-17T04:01:25.659Z · glm-x-preview-260804

**🔧 ToolUse: `Write`**

````json
{
 "file_path": "~/Project/GLM/SandboxWorld/game/docs/anti-decompile-plan.md",
 "content": "# 构建产物防反编译计划(anti-decompile plan)\n\n日期:2026-08-17 · 状态:草案(未实施) · 前置讨论:会话 2026-08-16/17\n\n## 0. 目标与非目标(诚实边界)\n\n**目标**:在\"几乎零性能损失\"约束下,把构建产物(dist/)的逆向成本抬到\"顺手牵羊者放弃、\n决心型攻击者付出高额人工\"的程度。\n\n**防得住**:\n- 日常扒站、直接美化(prettier/js-beautify)后阅读\n- 同行快速抄走整套实现去改皮发布\n\n**防不住(技术上限,写明防止自欺)**:\n- 决心型逆向:webcrack / synchrony 可**自动**还原 javascript-obfuscator 的大部分\n  静态变换(字符串数组/调度器模式是它的招牌目标)。JS 层混淆定位是\"提高门槛\",\n  不是\"防止反编译\"。\n- 动态分析:F12 断点单步永远看得见运行时行为,任何混淆对此无效。\n- 数据抓取:`public/`(vanilla.json、l10n 包、图集)随 dist 全量裸奔,\n  网络面板直接可下。**代码混淆对数据零保护。**\n\n**已有护城河(免费,勿误当缺口)**:全部提取管线在仓库根 `tools/` 与 `scripts/`,\n不进 dist。偷走构建产物的人拿到\"编译后的行为\",拿不到\"如何再生产\"。\n\n**投入校准**:项目本身是 Terraria 复刻,对外公开/商用受 Re-Logic IP 约束;\n防护投入按实际发布场景(学习/私用为主)校准——**P0+P1 已绰绰有余,P3 仅在确有\n单一高价值算法时再做**。\n\n## 1. 硬约束(红线)\n\n| # | 约束 | 原因 |\n|---|------|------|\n| C1 | 渲染帧率:rAF P95 回归 ≤2%,P99 ≤5% | 60fps 逐 tick 模拟是命根子 |\n| C2 | **不动 vite.config.ts**(接线全走 package.json scripts + tools/ 后处理) | CLAUDE.md:编辑它会重启所有并行会话的 vite 实例 |\n| C3 | dev / vitest / SW_ORIGIN 探针流程零影响 | 混淆只作用于 dist 产物 |\n| C4 | 每步可独立回滚:`npm run build:raw` 一键出未混淆包;每批次独立 commit | 出事 5 分钟内止血 |\n| C5 | 体积:dist JS 总量涨幅 ≤10% | web 游戏首屏敏感 |\n\n## 2. 分批清单(每项含代价)\n\n代价五维:**运行时** / **体积** / **构建时长** / **工程量**(人日) / **排障代价**。\n工程量为\"熟悉本仓库的会话\"口径。\n\n### P0 基线与审计(先做,纯赚)\n\n| 项 | 内容 | 运行时 | 体积 | 构建 | 工程量 | 排障 |\n|---|------|--------|------|------|--------|------|\n| P0-1 | `tools/audit-dist.mjs`:扫 dist 出 `*.map` / `sourceMappingURL` / 源码绝对路径 / 调试工具痕迹(F6 召唤面板键名等),违规即非零退出 | 0 | 0 | +2~5s | 0.25 | 无(纯收益) |\n| P0-2 | sourcemap 关闭确认:vite 默认 false(已核 `game/vite.config.ts` 无该项),P0-1 锁死防回归 | 0 | 0 | 0 | 0(含上) | 无 |\n| P0-3 | 调试工具 PROD 剥离:F6/F2/F5 入口用 `import.meta.env.PROD` 门 + 死代码消除(禁运行时 if) | 0(反而省) | 微降 | 0 | 0.25~0.5 | dev 不受影响 |\n| P0-4 | 资产清单登记:`public/` = 公开数据(见 §0),写入文档定论,不再反复纠结 | 0 | 0 | 0 | 0.1 | 无 |\n\n### P1 后处理混淆管线(核心批次)\n\n| 项 | 内容 | 运行时 | 体积 | 构建 | 工程量 | 排障 |\n|---|------|--------|------|------|--------|------|\n| P1-1 | devDependency 引入 `javascript-obfuscator`;**spike**:拿真实 dist 的 1 个主 chunk + 1 个 worker chunk 跑通,验证 ESM 兼容 | 0 | - | 0 | 0.5 | 无 |\n| P1-2 | `tools/obfuscate-dist.mjs`:遍历 `dist/assets/**/*.js` 分级混淆(配置见 §3);worker 池并行处理 | 见 §3 | +3~10% | +30~120s | 0.5~1 | 见 P1-5 |\n| P1-3 | package.json 接线:`build` 尾接混淆;新增 `build:raw`(直通无混淆,排障用) | 0 | 0 | 0 | 0.1 | **build:raw 是逃生门** |\n| P1-4 | 验证闸门(§5):preview 探针 A/B 帧时长 + 世界生成时长 + e2e:dist | 0 | 0 | 0 | 0.5 | 无 |\n| P1-5 | (可选)私有 sourcemap:`vite build --sourcemap`(CLI flag,不动 C2)+ J-O `sourceMap: true`,脚本链式合成后移入 `dist-private/maps/<版本>/`,**删净 dist 内 map 与 sourceMappingURL 注释**,P0-1 兜底 | 0 | dist 不变 | +10~20% | 0.5 | 线上崩溃可回溯源码行(否则混淆后堆栈全废) |\n\n**P1-1 spike 必须回答的三个问题**(不通过则启用 §6 方案 B):\n1. ESM `import/export` 语句与跨 chunk 相对路径 `./chunk-xxx.js` 是否原样保留\n   (J-O 的 `ignoreImports` 官方文档只管 `require`,**不管 ESM**,不能指望它);\n2. `new URL('./worldGen.worker.js', import.meta.url)` / 动态 `import()` 是否完好;\n3. 多 MB 级已压缩 chunk 的解析内存/耗时是否可承受(J-O + babel 吃内存是已知问题)。\n\n### P2 调优与强化(仅当 P1 闸门触发)\n\n| 项 | 内容 | 触发条件 | 代价 |\n|---|------|----------|------|\n| P2-1 | chunk 级豁免:用 `vite build --manifest` 拿 chunk→模块映射,把帧热 chunk(主包/Game 循环所在)降阈或整块跳过 | G2 帧率超标 | 工程量 0.25~0.5;运行时归零;防护面缩小(该 chunk 只剩压缩态) |\n| P2-2 | 冷代码升档:世界生成/菜单/UI chunk 加 `numbersToExpressions`/`splitStrings`(均 ≈0 运行时,JIT 常量折叠) | G4 体积富余且想加压 | 体积 +2~5%;工程量 0.1 |\n| P2-3 | ~~J-O Pro VM 混淆~~ **明确不做** | — | 付费订阅 + **源码上传第三方云端**(obfuscator.io API)三杀:隐私/可用性/离线构建 |\n\n### P3 皇冠珠宝(远期可选,默认不做)\n\n| 项 | 内容 | 运行时 | 工程量 | 长期税 |\n|---|------|--------|--------|--------|\n| P3-1 | AssemblyScript(类 TS)把单一关键纯计算模块编译进 WASM(候选:UnifiedRandom/Crc32、spawner 核心)。WASM 无 webcrack 级自动还原工具,防护等级实质跃升 | 0 甚至更快 | 每模块 1~3 人日 | **双语言维护**:该模块每次数值对账都要过 AS 工具链,与\"反编译源码是唯一标杆\"的工作流有摩擦 |\n| P3-2 | 服务端权威/存档校验(联机基建 WS:7777 已有):官方服跑权威模拟,客户端副本无克隆价值 | 客户端更轻 | 3~10 人日 | 服务器运维成本;单机玩法不能强制,只能覆盖联机/排行榜场景 |\n\n**决策建议**:本项目的价值在广度(数据 + 1:1 保真),不在单一秘方算法——P3 默认搁置,\n除非未来出现\"一个函数泄露=整个项目白干\"的模块。\n\n## 3. 混淆配置与逐项代价(P1-2 采纳档)\n\n基准 = J-O \"Low obfuscation, High performance\" 预设剔除有害项后微调:\n\n```js\n// tools/obfuscate-dist.mjs 内的目标配置(草案)\n{\n  compact: true,\n  // —— 采纳(运行时 ≈0)——\n  stringArray: true,               // 字符串入数组:每次访问 +1 次数组索引\n  stringArrayThreshold: 0.85,      // 覆盖率;官方提示覆盖过高会变慢,留 15% 直通\n  stringArrayEncoding: [],         // 不编码(权衡见下)\n  stringArrayRotate: true,         // 构建期偏移,运行时 0\n  stringArrayShuffle: true,        // 构建期洗牌,运行时 0\n  stringArrayIndexShift: true,     // 运行时 0\n  stringArrayWrappersType: 'variable', // 官方注明 fast(function 才是 slower)\n  stringArrayWrappersCount: 1,\n  stringArrayCallsTransform: false,    // 官方用于对抗自动定位,有函数调用开销\n  identifierNamesGenerator: 'hexadecimal', // esbuild 已 mangle 过,双保险,0 开销\n  simplify: true,                  // 静态等价变换,0 开销\n  numbersToExpressions: false,     // P2-2 再开;开了也 ≈0(JIT 折叠)\n  splitStrings: false,             // 同上\n  unicodeEscapeSequence: false,\n  target: 'browser-no-eval',       // 不用 eval,未来上 CSP 无冲突\n  reservedStrings: [],             // spike 后按需登记动态匹配的字符串\n  // —— 显式关闭(全部有官方警告级代价,见 §4)——\n  controlFlowFlattening: false,\n  deadCodeInjection: false,\n  debugProtection: false,\n  disableConsoleOutput: false,\n  selfDefending: false,\n  renameGlobals: false,\n  renameProperties: false,\n  transformObjectKeys: false,\n}\n```\n\n**encoding 抉择**:`none`(默认档)vs `base64` vs `rc4`。\n- `none`:字符串明文躺在数组里,grep 一下全出来——但 webcrack 同样能解编码档,\n  编码的真实收益只是\"人眼多花几分钟\"。运行时 +0。\n- `base64`:每次访问多一次解码。**无缓存**,热循环里反复解码是实打实的开销。\n- `rc4`:官方注明比 base64 再慢 30–50%,直接排除。\n- **建议**:主包(帧热)`none`;worker/世界生成 chunk 可试 `base64`,G3 闸门把关。\n\n**分级策略**:\n- worker chunk(`*.worker.js` 等,离渲染帧):阈值可拉满 1.0、可加 base64;\n- 主包 chunk:阈值 0.85、`none`,G2 闸门超标则降;\n- P1-1 spike 通过率不足时按 §6 方案 B 回退。\n\n## 4. 禁用清单(每项的\"代价账\",防止未来手痒)\n\n| 选项 | 代价(官方口径) | 备注 |\n|------|------------------|------|\n| `controlFlowFlattening` | **最高 1.5× 运行时变慢**(README 警告原文) | 60fps 模拟绝对禁区;且 webcrack 可自动还原 |\n| `deadCodeInjection` | 体积最高 **+200%** | 违反 C5;防自动工具收益≈0 |\n| `debugProtection(Interval)` | **可冻结浏览器**(官方警告) | 伤正常用户;F12 一开就卡死的是玩家不是逆向者 |\n| `selfDefending` | 产物对任何二次处理(美化/再压缩/字符级 patch)零容忍,直接崩 | 会咬到我们自己的 sourcemap 链/未来任何后处理 |\n| `disableConsoleOutput` | 全局吞 console | 线上排障瞎眼;P1-5 的回溯体系直接失效 |\n| `domainLock` | 换域/`file://`/离线壳(PWA)即白屏跳转 | 与离线壳方案(已有)冲突 |\n| `renameProperties` | 官方\"MAY break your code\";存档字段/联机协议/l10n 键全是字符串键动态访问 | **必炸**,一等禁物 |\n| `renameGlobals` | 官方\"can break your code\";esbuild 已做模块级 mangle,收益重叠 | 风险>收益 |\n| `transformObjectKeys` | 每属性访问变函数调用,数据表(全项目命脉)访问全线变慢 | 表驱动架构最忌 |\n| `rc4` 编码 | 比 base64 慢 30–50% | 热循环禁区 |\n| `stringArrayWrappersType: 'function'` | 官方注明 slower | 仅性能不敏感场景可用,P2 再议 |\n| Obfuscator.io Pro VM | 付费 + 源码上传第三方云 | P2-3 已定案不做 |\n\n## 5. 验收闸门(全绿才进下一批)\n\n| 门 | 指标 | 手段 |\n|---|------|------|\n| G1 功能 | preview 手玩 10min 无异常;现有 e2e 全绿 | `vite preview`(4173)+ 探针 `SW_ORIGIN=http://localhost:4173` |\n| G2 帧率 | rAF 帧时长 P95 回归 ≤2%,P99 ≤5% | 混淆前后同脚本同 seed 各跑 60s,对比分布(探针脚本新建,带 A/B 报告) |\n| G3 世界生成 | 同 seed 生成墙钟时长回归 ≤2% | 现有 worldgen 探针改指 preview origin |\n| G4 体积 | dist JS 涨幅 ≤10% | P0-1 审计脚本顺带输出体积对比 |\n| G5 构建 | 全链 ≤+2min | 混淆步骤计时日志 |\n| G6 回滚 | `npm run build:raw` 产物 = 现状基线(字节级对比 JS 总量) | 脚本内置 |\n| G7 零干扰 | dev 探针(5199/52xx)行为不变 | 现有一条探针冒烟即可 |\n\n注意:G2/G3 的探针跑在 **vite preview** 上,不占用 5199 共享实例,也不触\nSW_NO_HMR 约定(preview 无 HMR 概念);但仍按惯例给 preview 独立端口(如 4174)。\n\n## 6. 风险与回退\n\n| # | 风险 | 缓解 |\n|---|------|------|\n| R1 | J-O 对 ESM chunk 处理不完整(import/export 被破坏)→ **方案 B**:自写 ~150 行轻量后处理(magic-string):字符串字面量集中 + 恒假花指令分支 + 保持 import/export 原样;防护低一档但零依赖零兼容险 | spike 先行;方案 B 预算 0.5 人日 |\n| R2 | 多 MB 压缩 chunk 解析内存爆炸 | node `--max-old-space-size`;或最大 chunk(通常=帧热主包)整块跳过——与热路径豁免天然一致 |\n| R3 | 混淆后线上堆栈不可读 | P1-5 私有 sourcemap 归档;不做则接受\"线上问题用 build:raw 复现\" |\n| R4 | 与 l10n/atlas 审计插件顺序 | 审计在 vite build 的 buildStart,混淆在其后,天然无冲突 |\n| R5 | 未来上 CSP | `target: 'browser-no-eval'` 已预留 |\n| R6 | 并行会话撞车 | 只新增 tools/ 脚本 + package.json 两行,冲突面极小;不动 vite.config.ts |\n\n## 7. 总代价汇总(一次性看全)\n\n| 批次 | 运行时 | 体积 | 构建 | 工程量 | 排障 | 防护增益 |\n|------|--------|------|------|--------|------|----------|\n| P0 | 0 | 0/微降 | +秒级 | 0.6~0.85 人日 | ↑(审计+逃生门) | 基线:无 sourcemap、无调试残留 |\n| P1 | 冷代码 ≈0;热路径待 G2 实测 | +3~10% | +30~120s | 1.5~2.5 人日 | build:raw 逃生门 + 可选私有 map | 挡住美化直读与顺手牵羊 |\n| P2 | 0(仅在闸门触发时做减法) | +0~5% | 微增 | 0.35~0.6 人日 | 不变 | 边际 |\n| P3-1 | 0/+ | +wasm 体积 | +AS 工具链 | 1~3 人日/模块 | **双语言长期税** | 挡自动工具(实质跃升) |\n| P3-2 | 客户端更轻 | — | — | 3~10 人日 | 服务器运维 | 联机场景接近免疫 |\n\n**建议路径:P0 → P1(带闸门)→ 视结果 P2;P3 搁置待真实发布需求。**\n"
}
````


---

## 👤 User · 2026-08-17T04:01:25.674Z

**📎 ToolResult**

```
File created successfully at: ~/Project/GLM/SandboxWorld/game/docs/anti-decompile-plan.md (file state is current in your context — no need to Read it back)

```


---

## 📎 Attachment · task_reminder · 2026-08-17T04:01:25.675Z

```
{
 "type": "task_reminder",
 "content": [],
 "itemCount": 0
}
```


---

## 🤖 Assistant · 2026-08-17T04:01:43.764Z · glm-x-preview-260804

<details open>
<summary>💭 thinking</summary>

```
The webReader result gave me the full README. A few things I learned that slightly refine what I wrote:

1. J-O now has Pro VM options via cloud API — my doc already rejects that (P2-3). ✓
2. `stringArrayCallsTransform` default in the README's full options list is `true` (in the newest master; older releases default false). My config sets it to false with comment "官方用于对抗自动定位,有函数调用开销" — correct decision, and worth noting it defends against webcrack-style auto-deobfuscation. Actually interesting: `stringArrayCallsTransform: true` makes it "even harder to automatically find calls to the string array" — this is one of the few options that actually targets automatic deobfuscators. But it has call-transform overhead (wrappers with parameter indirection). For worker/cold chunks it could be worth enabling. My doc handles this via P2 escalation. Maybe worth a one-line note that stringArrayCallsTransform is the anti-auto-tool lever with real runtime cost — candidate for worker chunks only. Let me update the doc slightly.
3. `stringArrayIndexesType: 'hexadecimal-number'` (default) — "approaches to make harder auto-detect of these calls". Already default, zero cost, fine.
4. `ignoreImports` — confirmed: "Prevents obfuscation of `require` imports" — only require. My doc says exactly this. ✓
5. `strictMode` option exists, auto-detects ES modules → treated as strict. Their bundle is ESM → strict auto-detected. Fine, no doc change needed, though I could mention `strictMode` auto-detect as spike detail. Minor.
6. New VM options list confirms Pro = cloud API only. ✓

Also `stringArrayWrappersChainedCalls: true` default — fine, 0 runtime.

One correction to my written config: I set `stringArrayThreshold: 0.85` while README default is 0.8. Fine.

Also `simplify` note: "in future releases obfuscation of boolean literals (true => !![]) will be moved under this option" — trivial.

I'll make two small edits to the doc:
1. In §3, add note: `stringArrayCallsTransform: true`(默认 true in newer versions!)是唯一专门对抗"自动定位字符串数组"的开关,有函数调用间接开销——worker chunk 可在 G3 闸门下试用;主包默认关。Also note `stringArrayIndexesType` default 'hexadecimal-number' 已是反自动检测取向,0 开销。
2. Maybe note strictMode auto-detect in spike questions? Minor — skip, R1 covers ESM.

Also the default options list shows `stringArrayCallsTransform: true` as default in master — meaning if we pin a version, defaults differ; the config explicitly sets false so version drift won't surprise us. Good to note explicitly (config pins all toggles deliberately — that's why we spell out every option).

Let me make these edits, then reply with a summary. The reply should summarize the plan structure and the cost table concisely, pointing to the file.
```

</details>


---

## 🤖 Assistant · 2026-08-17T04:01:45.296Z · glm-x-preview-260804

```
计划文档已落地:`game/docs/anti-decompile-plan.md`。README 全文核实后补两处细节再收尾——新版本 J-O 的 `stringArrayCallsTransform` 默认值已翻转为 `true`(必须显式关),且它是唯一专门对抗“自动反混淆工具定位字符串数组”的开关，值得单列：
```


---

## 🤖 Assistant · 2026-08-17T04:01:47.810Z · glm-x-preview-260804

**🔧 ToolUse: `Edit`**

```json
{
 "replace_all": false,
 "file_path": "~/Project/GLM/SandboxWorld/game/docs/anti-decompile-plan.md",
 "old_string": "  stringArrayCallsTransform: false,    // 官方用于对抗自动定位,有函数调用开销",
 "new_string": "  stringArrayCallsTransform: false,    // ⚠ master 版默认已翻转为 true,必须显式关;\n                                       //   它是唯一\"反自动反混淆工具\"开关(README 原文:\n                                       //   harder to automatically find calls),代价=调用\n                                       //   间接化开销 → 只给 worker chunk 试开,见 P2-2"
}
```


---

## 👤 User · 2026-08-17T04:01:47.820Z

**📎 ToolResult**

```
The file ~/Project/GLM/SandboxWorld/game/docs/anti-decompile-plan.md has been updated successfully. (file state is current in your context — no need to Read it back)

```


---

## 🤖 Assistant · 2026-08-17T04:01:51.135Z · glm-x-preview-260804

**🔧 ToolUse: `Edit`**

```json
{
 "replace_all": false,
 "file_path": "~/Project/GLM/SandboxWorld/game/docs/anti-decompile-plan.md",
 "old_string": "- worker chunk(`*.worker.js` 等,离渲染帧):阈值可拉满 1.0、可试 `base64`;",
 "new_string": "- worker chunk(`*.worker.js` 等,离渲染帧):阈值可拉满 1.0、可试 `base64`,\n  以及 `stringArrayCallsTransform: true`(反自动工具的真正杠杆,但调用间接化——\n  G3 世界生成时长闸门把关,回归超 2% 即回退);\n- 配置里所有开关一律显式写死(不依赖默认值):master 分支默认值漂移\n  (`stringArrayCallsTransform` 默认已变 true)证明这是必要纪律;"
}
```


---

## 👤 User · 2026-08-17T04:01:51.143Z

**📎 ToolResult ⚠️ERROR**

```
<tool_use_error>String to replace not found in file.
String: - worker chunk(`*.worker.js` 等,离渲染帧):阈值可拉满 1.0、可试 `base64`;
(note: Edit also tried swapping \uXXXX escapes and their characters; neither form matched, so the mismatch is likely elsewhere in old_string. Re-read the file and copy the exact surrounding text.)</tool_use_error>

```


---

## 🤖 Assistant · 2026-08-17T04:01:57.502Z · glm-x-preview-260804

<details open>
<summary>💭 thinking</summary>

````
The second edit failed — likely punctuation mismatch (I used full-width colon and comma in the file). Let me check the actual text I wrote in the Write call:

```
**分级策略**:
- worker chunk(`*.worker.js` 等,离渲染帧):阈值可拉满 1.0、可试 base64;
- 主包 chunk:阈值 0.85、`none`,G2 闸门超标则降;
```

In the Write content, I wrote `可试 base64;` — with `base64` NOT in backticks in the 分级策略 section (I used backticks in the encoding 抉择 section but plain in 分级策略). Let me re-check the Write payload... In the original Write:

```
**分级策略**:
- worker chunk(`*.worker.js` 等,离渲染帧):阈值可拉满 1.0、可试 base64;
- 主包 chunk:阈值 0.85、`none`,G2 闸门超标则降;
```

Yes — `base64` plain, and `;` is full-width `;`. My old_string used `` `base64` `` with backticks — mismatch. Fix the old_string.
````

</details>


---

## 🤖 Assistant · 2026-08-17T04:01:58.230Z · glm-x-preview-260804

```
第二处替换的字符串与文件不符(文件里 `base64` 无反引号、分号是全角)。修正：
```


---

## 🤖 Assistant · 2026-08-17T04:02:00.811Z · glm-x-preview-260804

**🔧 ToolUse: `Edit`**

```json
{
 "replace_all": false,
 "file_path": "~/Project/GLM/SandboxWorld/game/docs/anti-decompile-plan.md",
 "old_string": "**分级策略**:\n- worker chunk(`*.worker.js` 等,离渲染帧):阈值可拉满 1.0、可试 base64;\n- 主包 chunk:阈值 0.85、`none`,G2 闸门超标则降;",
 "new_string": "**分级策略**:\n- worker chunk(`*.worker.js` 等,离渲染帧):阈值可拉满 1.0、可试 base64,\n  以及 `stringArrayCallsTransform: true`(反自动工具的真正杠杆,但调用间接化——\n  G3 世界生成时长闸门把关,回归超 2% 即回退);\n- 配置所有开关一律显式写死、不依赖默认值:master 分支默认值已漂移\n  (`stringArrayCallsTransform` 默认变 true)证明这是必要纪律;\n- 主包 chunk:阈值 0.85、`none`,G2 闸门超标则降;"
}
```


---

## 👤 User · 2026-08-17T04:02:00.817Z

**📎 ToolResult ⚠️ERROR**

```
<tool_use_error>String to replace not found in file.
String: **分级策略**:
- worker chunk(`*.worker.js` 等,离渲染帧):阈值可拉满 1.0、可试 base64;
- 主包 chunk:阈值 0.85、`none`,G2 闸门超标则降;
(note: Edit also tried swapping \uXXXX escapes and their characters; neither form matched, so the mismatch is likely elsewhere in old_string. Re-read the file and copy the exact surrounding text.)</tool_use_error>

```


---

## 🤖 Assistant · 2026-08-17T04:02:04.143Z · glm-x-preview-260804

<details open>
<summary>💭 thinking</summary>

```
Still failing. Let me read the actual section of the file to get exact text.
```

</details>


---

## 🤖 Assistant · 2026-08-17T04:02:04.436Z · glm-x-preview-260804

```
替换仍不中，直接读文件拿精确文本：
```


---

## 🤖 Assistant · 2026-08-17T04:02:04.859Z · glm-x-preview-260804

**🔧 ToolUse: `Read`**

```json
{
 "file_path": "~/Project/GLM/SandboxWorld/game/docs/anti-decompile-plan.md",
 "limit": 30,
 "offset": 160
}
```


---

## 👤 User · 2026-08-17T04:02:04.868Z

**📎 ToolResult**

```
160	| G1 功能 | preview 手玩 10min 无异常;现有 e2e 全绿 | `vite preview`(4173)+ 探针 `SW_ORIGIN=http://localhost:4173` |
161	| G2 帧率 | rAF 帧时长 P95 回归 ≤2%,P99 ≤5% | 混淆前后同脚本同 seed 各跑 60s,对比分布(探针脚本新建,带 A/B 报告) |
162	| G3 世界生成 | 同 seed 生成墙钟时长回归 ≤2% | 现有 worldgen 探针改指 preview origin |
163	| G4 体积 | dist JS 涨幅 ≤10% | P0-1 审计脚本顺带输出体积对比 |
164	| G5 构建 | 全链 ≤+2min | 混淆步骤计时日志 |
165	| G6 回滚 | `npm run build:raw` 产物 = 现状基线(字节级对比 JS 总量) | 脚本内置 |
166	| G7 零干扰 | dev 探针(5199/52xx)行为不变 | 现有一条探针冒烟即可 |
167	
168	注意:G2/G3 的探针跑在 **vite preview** 上,不占用 5199 共享实例,也不触
169	SW_NO_HMR 约定(preview 无 HMR 概念);但仍按惯例给 preview 独立端口(如 4174)。
170	
171	## 6. 风险与回退
172	
173	| # | 风险 | 缓解 |
174	|---|------|------|
175	| R1 | J-O 对 ESM chunk 处理不完整(import/export 被破坏)→ **方案 B**:自写 ~150 行轻量后处理(magic-string):字符串字面量集中 + 恒假花指令分支 + 保持 import/export 原样;防护低一档但零依赖零兼容险 | spike 先行;方案 B 预算 0.5 人日 |
176	| R2 | 多 MB 压缩 chunk 解析内存爆炸 | node `--max-old-space-size`;或最大 chunk(通常=帧热主包)整块跳过——与热路径豁免天然一致 |
177	| R3 | 混淆后线上堆栈不可读 | P1-5 私有 sourcemap 归档;不做则接受"线上问题用 build:raw 复现" |
178	| R4 | 与 l10n/atlas 审计插件顺序 | 审计在 vite build 的 buildStart,混淆在其后,天然无冲突 |
179	| R5 | 未来上 CSP | `target: 'browser-no-eval'` 已预留 |
180	| R6 | 并行会话撞车 | 只新增 tools/ 脚本 + package.json 两行,冲突面极小;不动 vite.config.ts |
181	
182	## 7. 总代价汇总(一次性看全)
183	
184	| 批次 | 运行时 | 体积 | 构建 | 工程量 | 排障 | 防护增益 |
185	|------|--------|------|------|--------|------|----------|
186	| P0 | 0 | 0/微降 | +秒级 | 0.6~0.85 人日 | ↑(审计+逃生门) | 基线:无 sourcemap、无调试残留 |
187	| P1 | 冷代码 ≈0;热路径待 G2 实测 | +3~10% | +30~120s | 1.5~2.5 人日 | build:raw 逃生门 + 可选私有 map | 挡住美化直读与顺手牵羊 |
188	| P2 | 0(仅在闸门触发时做减法) | +0~5% | 微增 | 0.35~0.6 人日 | 不变 | 边际 |
189	| P3-1 | 0/+ | +wasm 体积 | +AS 工具链 | 1~3 人日/模块 | **双语言长期税** | 挡自动工具(实质跃升) |

```


---

## 🤖 Assistant · 2026-08-17T04:02:11.396Z · glm-x-preview-260804

**🔧 ToolUse: `Read`**

```json
{
 "file_path": "~/Project/GLM/SandboxWorld/game/docs/anti-decompile-plan.md",
 "limit": 30,
 "offset": 120
}
```


---

## 👤 User · 2026-08-17T04:02:11.401Z

**📎 ToolResult**

````
120	  selfDefending: false,
121	  renameGlobals: false,
122	  renameProperties: false,
123	  transformObjectKeys: false,
124	}
125	```
126	
127	**encoding 抉择**:`none`(默认档)vs `base64` vs `rc4`。
128	- `none`:字符串明文躺在数组里,grep 一下全出来——但 webcrack 同样能解编码档,
129	  编码的真实收益只是"人眼多花几分钟"。运行时 +0。
130	- `base64`:每次访问多一次解码。**无缓存**,热循环里反复解码是实打实的开销。
131	- `rc4`:官方注明比 base64 再慢 30–50%,直接排除。
132	- **建议**:主包(帧热)`none`;worker/世界生成 chunk 可试 `base64`,G3 闸门把关。
133	
134	**分级策略**:
135	- worker chunk(`*.worker.js` 等,离渲染帧):阈值可拉满 1.0、可加 base64;
136	- 主包 chunk:阈值 0.85、`none`,G2 闸门超标则降;
137	- P1-1 spike 通过率不足时按 §6 方案 B 回退。
138	
139	## 4. 禁用清单(每项的"代价账",防止未来手痒)
140	
141	| 选项 | 代价(官方口径) | 备注 |
142	|------|------------------|------|
143	| `controlFlowFlattening` | **最高 1.5× 运行时变慢**(README 警告原文) | 60fps 模拟绝对禁区;且 webcrack 可自动还原 |
144	| `deadCodeInjection` | 体积最高 **+200%** | 违反 C5;防自动工具收益≈0 |
145	| `debugProtection(Interval)` | **可冻结浏览器**(官方警告) | 伤正常用户;F12 一开就卡死的是玩家不是逆向者 |
146	| `selfDefending` | 产物对任何二次处理(美化/再压缩/字符级 patch)零容忍,直接崩 | 会咬到我们自己的 sourcemap 链/未来任何后处理 |
147	| `disableConsoleOutput` | 全局吞 console | 线上排障瞎眼;P1-5 的回溯体系直接失效 |
148	| `domainLock` | 换域/`file://`/离线壳(PWA)即白屏跳转 | 与离线壳方案(已有)冲突 |
149	| `renameProperties` | 官方"MAY break your code";存档字段/联机协议/l10n 键全是字符串键动态访问 | **必炸**,一等禁物 |

````


---

## 🤖 Assistant · 2026-08-17T04:02:14.655Z · glm-x-preview-260804

<details open>
<summary>💭 thinking</summary>

```
Now I see the exact text at line 134-137. The 分级策略 line is `- worker chunk(`*.worker.js` 等,离渲染帧):阈值可拉满 1.0、可加 base64;` — I wrote "可加" not "可试". Now I can do the exact edit.
```

</details>


---

## 🤖 Assistant · 2026-08-17T04:02:15.058Z · glm-x-preview-260804

```
拿到精确文本(是“可加”非“可试”)，执行修正：
```


---

## 🤖 Assistant · 2026-08-17T04:02:18.081Z · glm-x-preview-260804

**🔧 ToolUse: `Edit`**

```json
{
 "replace_all": false,
 "file_path": "~/Project/GLM/SandboxWorld/game/docs/anti-decompile-plan.md",
 "old_string": "**分级策略**:\n- worker chunk(`*.worker.js` 等,离渲染帧):阈值可拉满 1.0、可加 base64;\n- 主包 chunk:阈值 0.85、`none`,G2 闸门超标则降;",
 "new_string": "**分级策略**:\n- worker chunk(`*.worker.js` 等,离渲染帧):阈值可拉满 1.0、可加 base64,\n  以及 `stringArrayCallsTransform: true`(README 原文:harder to automatically\n  find calls——唯一专门反\"自动反混淆工具\"的开关,代价=调用间接化;\n  G3 世界生成时长闸门把关,回归超 2% 即回退);\n- 配置所有开关一律显式写死、不依赖默认值:master 分支默认值已漂移\n  (`stringArrayCallsTransform` 默认变 true)证明这是必要纪律;\n- 主包 chunk:阈值 0.85、`none`,G2 闸门超标则降;"
}
```


---

## 👤 User · 2026-08-17T04:02:18.096Z

**📎 ToolResult**

```
The file ~/Project/GLM/SandboxWorld/game/docs/anti-decompile-plan.md has been updated successfully. (file state is current in your context — no need to Read it back)

```


---

## 📎 Attachment · task_reminder · 2026-08-17T04:02:18.097Z

```
{
 "type": "task_reminder",
 "content": [],
 "itemCount": 0
}
```


---

## 🤖 Assistant · 2026-08-17T04:02:22.884Z · glm-x-preview-260804

<details open>
<summary>💭 thinking</summary>

```
The plan doc is complete at `game/docs/anti-decompile-plan.md`. All facts verified against the official README (controlFlowFlattening 1.5x, rc4 30-50% slower than base64, deadCodeInjection +200% size, debugProtection can freeze browser, ignoreImports only covers require, Pro VM = paid cloud API, stringArrayCallsTransform default flipped to true on master).

Now write the final reply: summarize the plan structure and the key costs, concisely. The user asked for the plan markdown + per-item costs — point to the file, give the executive summary table inline, mention key verified facts and the recommended path. Keep it tight.
```

</details>


---

## 🤖 Assistant · 2026-08-17T04:02:35.611Z · glm-x-preview-260804

```
计划已落地：**`game/docs/anti-decompile-plan.md`**,关键代价数字全部对照 J-O 官方 README 核实过(非拍脑袋)。摘要：

## 计划骨架(P0→P3,每项五维代价：运行时/体积/构建/工程量/排障)

| 批次 | 内容 | 运行时代价 | 工程量 | 防护增益 |
|---|---|---|---|---|
| **P0** | dist 泄漏审计脚本 + sourcemap 锁死 + F6/F2/F5 PROD 剥离 + `public/`=公开数据的定论 | 0 | 0.6~0.85 人日 | 基线 |
| **P1** | `tools/obfuscate-dist.mjs` 后处理(esbuild 压缩后分级混淆)+ spike 先行 + 7 道验收闸门 | 冷代码 ≈0;热路径由 G2 实测兜底(≤2%) | 1.5~2.5 人日 | 挡美化直读/顺手牵羊 |
| **P2** | 仅闸门触发的调优：chunk 豁免、worker 升档 | 0 | 0.35~0.6 人日 | 边际 |
| **P3** | WASM 皇冠珠宝 / 服务端权威 | 0 甚至更快 | 1~3 人日/模块(另加双语言长期税) | 挡自动工具(实质跃升)，**默认搁置** |

## 核实出来的三个关键事实(直接写进了计划)

1. **官方口径的禁区清单**:controlFlowFlattening 最高 1.5× 慢、deadCodeInjection 体积 +200%、debugProtection 可冻结浏览器、rc4 比 base64 再慢 30–50%——禁用清单 §4 逐项挂账，防未来手痒。
2. **`stringArrayCallsTransform` master 默认值已翻转为 `true`**:配置里所有开关必须显式写死；同时它是唯一“反自动反混淆工具”的开关(有调用间接化代价)，只给 worker chunk 试开，由 G3 世界生成时长闸门把关。
3. **`ignoreImports` 只管 `require` 不管 ESM**:P1-1 spike 必须用真实 chunk 验证 import/export 完好性，不通则启用方案 B(自写 ~150 行 magic-string 轻量变换，预算 0.5 人日)。

## 计划里的三条纪律

- **不动 vite.config.ts**(C2):sourcemap 用 CLI flag、混淆走 package.json 后处理，零打扰并行会话；
- **`build:raw` 逃生门**(P1-3):混淆产物线上崩溃时一键出净包复现；
- **诚实边界**(§0):webcrack 能自动还原 J-O 大部分静态变换、`public/` 数据表随 dist 裸奔是既定事实——JS 层混淆的定位是“提高门槛”而非“防止反编译”，真正的跃升只在 P3(WASM/服务端)，而本项目价值在广度不在秘方，故默认搁置。

要开工的话，P0 一个会话就能全绿(审计脚本 + 调试门控)，随时可以开始。
```


---

## ⚙️ System · 2026-08-17T04:02:35.614Z

{
 "subtype": "turn_duration"
}


---

## ⚙️ System · 2026-08-17T04:05:41.144Z

为防止构建产物被反编译，我在 game/docs/anti-decompile-plan.md 落地了防逆向计划(P0 基线到 P3 WASM,每项含代价，已核实 J-O 官方数据)。下一步：你确认计划后即可开工 P0(泄漏审计脚本+调试工具 PROD 剥离)。 (disable recaps in /config)
