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https://github.com/CloakHQ/CloakBrowser.git
synced 2026-06-23 11:41:46 +02:00
feat: add human-like behavioral layer (humanize option)
Bezier mouse curves, per-character typing with mistype simulation, smooth micro-step scrolling, idle micro-movements between actions. Supports both sync and async Playwright APIs. Patches page, frame, context, browser, and Locator class methods. Two presets: 'default' (normal speed) and 'careful' (slower, deliberate). Configurable via HumanConfig dataclass / interface with full override support. Bug fixes (from PR review): - fill()/clear(): platform-aware select-all (Meta+a on macOS, Control+a elsewhere) - sync Locator check()/uncheck(): wrap mouse_move in RawMouse-compatible object - resolve_config(): raise error on unknown preset name - Lazy-load human.config via __getattr__ in __init__.py - humanPreset typed as 'default' | 'careful' literal union - browser.newPage() patches implicit context Tests: Python 36/36, JS Vitest 34/34, visual Python 17/17, JS 13/13
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/**
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* cloakbrowser-human — Human-like mouse movement and clicking.
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*/
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import { HumanConfig, rand, randRange, randIntRange, sleep } from './config.js';
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// ---------------------------------------------------------------------------
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// Raw interface — original Playwright methods, bypassing the wrapper
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// ---------------------------------------------------------------------------
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export interface RawMouse {
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move: (x: number, y: number) => Promise<void>;
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down: (options?: any) => Promise<void>;
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up: (options?: any) => Promise<void>;
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wheel: (deltaX: number, deltaY: number) => Promise<void>;
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}
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export interface RawKeyboard {
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down: (key: string) => Promise<void>;
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up: (key: string) => Promise<void>;
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type: (text: string) => Promise<void>;
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insertText: (text: string) => Promise<void>;
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}
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// ---------------------------------------------------------------------------
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// Easing
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// ---------------------------------------------------------------------------
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function easeInOut(t: number): number {
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return t < 0.5
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? 4 * t * t * t
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: 1 - Math.pow(-2 * t + 2, 3) / 2;
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}
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// ---------------------------------------------------------------------------
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// Bezier
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// ---------------------------------------------------------------------------
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interface Point {
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x: number;
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y: number;
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}
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function bezier(p0: Point, p1: Point, p2: Point, p3: Point, t: number): Point {
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const u = 1 - t;
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const uu = u * u;
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const uuu = uu * u;
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const tt = t * t;
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const ttt = tt * t;
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return {
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x: uuu * p0.x + 3 * uu * t * p1.x + 3 * u * tt * p2.x + ttt * p3.x,
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y: uuu * p0.y + 3 * uu * t * p1.y + 3 * u * tt * p2.y + ttt * p3.y,
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};
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}
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function randomControlPoints(start: Point, end: Point): [Point, Point] {
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const dx = end.x - start.x;
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const dy = end.y - start.y;
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const dist = Math.hypot(dx, dy);
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const px = -dy / (dist || 1);
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const py = dx / (dist || 1);
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const bias1 = rand(-0.3, 0.3) * dist;
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const bias2 = rand(-0.3, 0.3) * dist;
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return [
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{ x: start.x + dx * 0.25 + px * bias1, y: start.y + dy * 0.25 + py * bias1 },
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{ x: start.x + dx * 0.75 + px * bias2, y: start.y + dy * 0.75 + py * bias2 },
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];
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}
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// ---------------------------------------------------------------------------
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// Human mouse movement
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// ---------------------------------------------------------------------------
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export async function humanMove(
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raw: RawMouse,
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startX: number,
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startY: number,
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endX: number,
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endY: number,
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cfg: HumanConfig,
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): Promise<void> {
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const dist = Math.hypot(endX - startX, endY - startY);
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if (dist < 1) return;
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const steps = Math.max(
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cfg.mouse_min_steps,
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Math.min(cfg.mouse_max_steps, Math.round(dist / cfg.mouse_steps_divisor)),
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);
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const start: Point = { x: startX, y: startY };
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const end: Point = { x: endX, y: endY };
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const [cp1, cp2] = randomControlPoints(start, end);
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let burstCounter = 0;
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const burstSize = randIntRange(cfg.mouse_burst_size);
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for (let i = 0; i <= steps; i++) {
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const progress = i / steps;
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const easedT = easeInOut(progress);
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const pt = bezier(start, cp1, cp2, end, easedT);
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const wobbleAmp = Math.sin(Math.PI * progress) * cfg.mouse_wobble_max;
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const wx = pt.x + (Math.random() - 0.5) * 2 * wobbleAmp;
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const wy = pt.y + (Math.random() - 0.5) * 2 * wobbleAmp;
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await raw.move(Math.round(wx), Math.round(wy));
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burstCounter++;
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if (burstCounter >= burstSize && i < steps) {
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await sleep(randRange(cfg.mouse_burst_pause));
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burstCounter = 0;
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}
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}
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if (Math.random() < cfg.mouse_overshoot_chance) {
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const overshootDist = randRange(cfg.mouse_overshoot_px);
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const angle = Math.atan2(endY - startY, endX - startX);
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const ovX = Math.round(endX + Math.cos(angle) * overshootDist);
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const ovY = Math.round(endY + Math.sin(angle) * overshootDist);
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await raw.move(ovX, ovY);
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await sleep(rand(30, 70));
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const corrX = Math.round(endX + (Math.random() - 0.5) * 4);
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const corrY = Math.round(endY + (Math.random() - 0.5) * 4);
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await raw.move(corrX, corrY);
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}
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}
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// ---------------------------------------------------------------------------
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// Human click
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// ---------------------------------------------------------------------------
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export function clickTarget(
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box: { x: number; y: number; width: number; height: number },
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isInput: boolean,
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cfg: HumanConfig,
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): Point {
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if (isInput) {
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const xFrac = randRange(cfg.click_input_x_range);
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const yFrac = rand(0.30, 0.70);
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return {
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x: Math.round(box.x + box.width * xFrac),
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y: Math.round(box.y + box.height * yFrac),
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};
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}
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const xFrac = rand(0.35, 0.65);
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const yFrac = rand(0.35, 0.65);
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return {
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x: Math.round(box.x + box.width * xFrac),
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y: Math.round(box.y + box.height * yFrac),
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};
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}
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export async function humanClick(
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raw: RawMouse,
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isInput: boolean,
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cfg: HumanConfig,
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): Promise<void> {
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const aimDelay = isInput
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? randRange(cfg.click_aim_delay_input)
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: randRange(cfg.click_aim_delay_button);
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await sleep(aimDelay);
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const holdTime = isInput
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? randRange(cfg.click_hold_input)
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: randRange(cfg.click_hold_button);
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await raw.down();
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await sleep(holdTime);
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await raw.up();
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}
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// ---------------------------------------------------------------------------
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// Human idle / drift
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// ---------------------------------------------------------------------------
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export async function humanIdle(
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raw: RawMouse,
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seconds: number,
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cx: number,
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cy: number,
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cfg: HumanConfig,
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): Promise<void> {
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const endTime = Date.now() + seconds * 1000;
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let x = cx;
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let y = cy;
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while (Date.now() < endTime) {
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const dx = (Math.random() - 0.5) * 2 * cfg.idle_drift_px;
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const dy = (Math.random() - 0.5) * 2 * cfg.idle_drift_px;
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x += dx;
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y += dy;
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await raw.move(Math.round(x), Math.round(y));
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await sleep(randRange(cfg.idle_pause_range));
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}
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}
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