Files
CloakBrowser/cloakbrowser/human/mouse_async.py
T
lilos 7bf8836683 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
2026-03-08 12:49:42 +03:00

88 lines
3.2 KiB
Python

"""cloakbrowser-human — Async human-like mouse movement and clicking.
Mirrors mouse.py but uses ``await`` for all Playwright calls and
``async_sleep_ms`` instead of ``sleep_ms``.
"""
from __future__ import annotations
import math
import random
from typing import Any, Protocol
from .config import HumanConfig, rand, rand_range, rand_int_range, async_sleep_ms
from .mouse import Point, _ease_in_out, _bezier, _random_control_points, click_target # noqa: reuse pure math
class AsyncRawMouse(Protocol):
async def move(self, x: float, y: float) -> None: ...
async def down(self) -> None: ...
async def up(self) -> None: ...
async def wheel(self, delta_x: float, delta_y: float) -> None: ...
async def async_human_move(
raw: AsyncRawMouse,
start_x: float, start_y: float,
end_x: float, end_y: float,
cfg: HumanConfig,
) -> None:
dist = math.hypot(end_x - start_x, end_y - start_y)
if dist < 1:
return
steps = max(cfg.mouse_min_steps, min(cfg.mouse_max_steps, round(dist / cfg.mouse_steps_divisor)))
start = Point(start_x, start_y)
end = Point(end_x, end_y)
cp1, cp2 = _random_control_points(start, end)
burst_counter = 0
burst_size = rand_int_range(cfg.mouse_burst_size)
for i in range(steps + 1):
progress = i / steps
eased_t = _ease_in_out(progress)
pt = _bezier(start, cp1, cp2, end, eased_t)
wobble_amp = math.sin(math.pi * progress) * cfg.mouse_wobble_max
wx = pt.x + (random.random() - 0.5) * 2 * wobble_amp
wy = pt.y + (random.random() - 0.5) * 2 * wobble_amp
await raw.move(round(wx), round(wy))
burst_counter += 1
if burst_counter >= burst_size and i < steps:
await async_sleep_ms(rand_range(cfg.mouse_burst_pause))
burst_counter = 0
if random.random() < cfg.mouse_overshoot_chance:
overshoot_dist = rand_range(cfg.mouse_overshoot_px)
angle = math.atan2(end_y - start_y, end_x - start_x)
await raw.move(round(end_x + math.cos(angle) * overshoot_dist),
round(end_y + math.sin(angle) * overshoot_dist))
await async_sleep_ms(rand(30, 70))
await raw.move(round(end_x + (random.random() - 0.5) * 4),
round(end_y + (random.random() - 0.5) * 4))
async def async_human_click(raw: AsyncRawMouse, is_input: bool, cfg: HumanConfig) -> None:
aim_delay = rand_range(cfg.click_aim_delay_input) if is_input else rand_range(cfg.click_aim_delay_button)
await async_sleep_ms(aim_delay)
hold_time = rand_range(cfg.click_hold_input) if is_input else rand_range(cfg.click_hold_button)
await raw.down()
await async_sleep_ms(hold_time)
await raw.up()
async def async_human_idle(raw: AsyncRawMouse, seconds: float, cx: float, cy: float, cfg: HumanConfig) -> None:
import time as _time
end_time = _time.monotonic() + seconds
x, y = cx, cy
while _time.monotonic() < end_time:
dx = (random.random() - 0.5) * 2 * cfg.idle_drift_px
dy = (random.random() - 0.5) * 2 * cfg.idle_drift_px
x += dx
y += dy
await raw.move(round(x), round(y))
await async_sleep_ms(rand_range(cfg.idle_pause_range))