比较提交
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+45
-9
@@ -5,26 +5,62 @@
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MC_HOST=bgjq.simpfun.cn
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MC_PORT=25565
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MC_VERSION=1.21.4
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# 离线登录用游戏名;正版登录时忽略此项(需先 `npx mineflayer --auth microsoft` 之外的 device-code 流程)
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# ---- 多机器人(推荐):同时挂多个玩家,用逗号分隔「用户名:密码」 ----
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# 密码只从这里读取,绝不写入代码、配置文件或控制台存储
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MC_BOTS=<bot-name-1>:<password-1>,<bot-name-2>:<password-2>
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# 用户名/密码里含逗号或冒号时,改用 JSON 数组写法:
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# MC_BOTS=[{"username":"bot1","password":"p1"},{"username":"bot2","password":"p2","label":"二号机"}]
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# ---- 单机器人兜底:未设置 MC_BOTS 时生效 ----
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MC_USERNAME=<your-bot-name>
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MC_PASSWORD=<your-server-password>
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# offline=离线服(服务器用 /login 密码登录);microsoft=正版
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MC_AUTH=offline
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# 服务器登录/注册密码(离线服必填;正版服留空)
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MC_PASSWORD=<your-server-password>
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# ==================== Web 控制台 ====================
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WEB_HOST=127.0.0.1
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WEB_PORT=3081
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# 控制台访问令牌(留空则仅监听 127.0.0.1 且不校验;非本机访问必须设置)
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# 控制台令牌(可写进 URL 的 ?token=,便于直接点击打开;留空则本机免登录)
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WEB_TOKEN=
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# 控制台登录密码:配置后页面会弹出登录框,验证通过才允许操作机器人的控制台 / 聊天框 / 扩地任务
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WEB_PASSWORD=
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# ==================== 领土数据源 ====================
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# Dynmap 地图站点根地址(末尾不带斜杠),程序会请求 <DYNMAP_BASE>/tiles/<DYNMAP_WORLD>/markers.json
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# ==================== 领土数据源与大地图 ====================
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# 地图站点根地址(末尾不带斜杠)
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# 程序会请求:
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# <DYNMAP_BASE>/tiles/<DYNMAP_WORLD>/markers.json 领土标记
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# <DYNMAP_BASE>/tiles/<DYNMAP_WORLD>/<z>/<x>_<y>.png 大地图瓦片图片
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DYNMAP_BASE=http://bgjq.simpfun.cn
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# markers.json 所属世界名(对应 Dynmap 配置里的 world 目录名)
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# 世界目录名(对应地图站点上的世界名)
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DYNMAP_WORLD=minecraft_overworld
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# ==================== SimpCore 开放 API(可选) ====================
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# https://open.bgjq.top 申请
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# 文档:https://open.bgjq.top/api-docs.html
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# 注意:API 与 API-V2 是两套**独立、互不通用**的密钥体系,需要在密钥中心分别申请
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#
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# 第一套 API:邦国 / 领土 / 玩家 / 全服数据(https://bgjq.simpfun.cn/api/)
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SIMP_API_KEY=<your-simp-api-key>
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# 第二套 API-V2(ServerOpenAPI):在线玩家 / 装备 / 游戏时间 / 末影龙
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# https://bgjq.simpfun.cn/api-v2/
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# 配额很小(末影龙仅 1 次/分钟),程序只按需查询、不做轮询
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SIMP_API_V2_KEY=<your-simp-api-v2-key>
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# ==================== 人工介入提醒(可选) ====================
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# 等待登录验证码 / 原点自救失败时推送提醒(默认按飞书、Lark 自定义机器人的文本消息格式)
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# 用法:控制台「服务器 → 通知提醒」勾选「启用通知」并填地址;地址留空时回退本环境变量
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# 注意:Webhook 地址等同于「任何人都能往群里发消息」的凭据,不要提交进仓库
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NOTIFY_WEBHOOK_URL=
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# ==================== 部署(可选,只在本地开发机用) ====================
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# 只有 `npm run deploy` / `node scripts/ssh-helper.js` 会读这几个变量;
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# 程序本体(src/)不读它们,所以服务器上的 .env 不需要填。
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# 放在这里是为了不把 SSH 密码写进命令行(会留在 shell 历史与进程列表里)。
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SSH_HOST=<your-server-ip>
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SSH_PORT=<your-ssh-port>
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SSH_USER=root
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SSH_PASS=<your-ssh-password>
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# 部署目录与健康检查端口(留空则用脚本默认值 /opt/autostore-bot 与 78)
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DEPLOY_APP=
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DEPLOY_PORT=
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+626
@@ -2,6 +2,632 @@
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本项目遵循 [约定式提交](https://www.conventionalcommits.org/zh-hans/) 与 [语义化版本](https://semver.org/lang/zh-CN/)。
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## [1.11.1] - 2026-10-01
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给「寻路状态」进度日志加节流 —— 它一度是日志体积的主要来源。
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### 修复
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- **「寻路状态」进度日志刷屏**:mineflayer-pathfinder 每用满一个 tick 的计算预算
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(`tickTimeout`,默认 40ms)就发一次 `path_update`,而原来的处理函数**每次都记一条**。
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实测 4 分钟写了 **3893 条**(约 16 条/秒)—— 既淹没了真正有用的日志
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(按 120 字节/行算一天能写上百 MB,而本服磁盘只剩 2.4G),
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也让「寻路到底卡在哪」更难看清。
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现在只在三种情况下记:**状态发生变化**(partial → success / noPath / timeout,
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最要紧的信号)、**距上一条超过 2 秒**、**已探索节点数比上一条多出 1000 以上**
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(长规划里仍能看出推进速度,不丢定位卡死所需的信息)。
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### 测试
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新增 1 个用例(480 → 481):300 次 `partial` 被节流到十几条以内且不为零,
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状态变化时立刻记录。
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## [1.11.0] - 2026-10-01
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**修掉「机器人原地走之字形、净位移恒为 0」的朝向 bug** —— 这是扩地跑不完
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那 763 格长途的直接原因。
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### 修复
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- **`bot.entity.yaw` 无界增长,导致发包朝向在两个方向间来回跳**。
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mineflayer 收到服务端的 `position` 包时会直接 `bot.entity.yaw = conv.fromNotchianYaw(…)`
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**不做取模**,而 `GrimCompat` 又在它基础上逐 tick 累加 —— 两者叠加让 yaw 一路涨到
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**19254°(≈336 弧度)**。
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抓包实测的后果:
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```
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yaw°: -1373 → 19254 → -1650 → -1407 → -1373 → 19254 → …
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坐标: (6757.50, 11953.70) ⇄ (6757.89, 11954.12) 0.4 格内反复振荡
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```
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相邻两包的朝向折合相差约 **114°**,而机器人一直按着前进键 ——
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于是它**原地走之字形、净位移恒为 0**,看起来像「卡在墙前反复起跳」
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(物理录制里 `jump 74/240`、`水平碰撞 195/240`、`onGround` 只有 79/240)。
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现在 `_onPhysicsTick` 每 tick 都调 `wrapAngle` 把 yaw 归一化到 `(-π, π]`,
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`setLook` 也会归一化传入的目标角度。归一化只改变表示、不改变朝向
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(`shortestAngleDelta(huge, wrapped) === 0`),所以对旋转逻辑完全透明。
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### 测试
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新增 2 个用例(478 → 480):`wrapAngle` 的归一化与边界(含 19254° 这个实测值、
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NaN / Infinity),以及「从未归一化的巨大 yaw 出发、推进 40 tick 后仍归一化且朝向正确」。
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## [1.10.1] - 2026-10-01
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修掉 1.9.3 自动恢复里的一个会让恢复永久丢失的缺陷。
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### 修复
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- **`resumeConfig` 在尝试恢复之前就被清掉了**:`tick()` 里先取走待恢复的配置再调
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`start()`,而 `start()` 在「已进入世界但还没完成登录」时会直接返回 false
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(`isReady()` 要求 `loggedIn`)。本服掉线频繁、重连后常常短暂处于这个状态,
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于是**一次失败的尝试就把这次恢复永久丢掉了**,任务再也不会自己接上。
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现在:① 等 `bm.isReady()` 才尝试;② 只有 `start()` 真的返回 true 才清掉登记,
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失败时保留并在下一 tick 继续试(日志打「自动恢复未成功(…),稍后重试」)。
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### 测试
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新增 1 个用例(477 → 478):未就绪时不启动也不丢登记,就绪后恢复并清登记。
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## [1.10.0] - 2026-10-01
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补上出站包一直漏报的 `hasHorizontalCollision`,针对「机器人一直在走、却只走出
|
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物理速度的 1/5」这个现象。
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### 新增
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- **`grim.reportHorizontalCollision`(默认开启)**:把物理引擎算出的
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`bot.entity.isCollidedHorizontally` 如实写进出站位置包的
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`flags.hasHorizontalCollision`。
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- mineflayer 在 `physics.js` 里把这个位标志写成 `undefined`(源码注释还标着
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「1.21.3+」),序列化后**恒为 0** —— 而原版客户端在水平碰到方块时会上报 1;
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- 机器人在崎岖地形上几乎一直在水平碰撞,却始终上报「没碰撞」,
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正是反作弊 Prediction 最容易判错的形态:服务端按「该碰撞」预测、
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客户端说「没碰撞」,于是被判异常并拉回;
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- 实测(2026-10-01,王城外山区):机器人 `controls` 几乎每 tick 都是
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`forward+sprint`,`velocity` 约 0.2~3 格/秒,但 2 秒粒度采样的**净位移只有
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0.405 格/秒**(48.6 格 / 120 秒)—— 差额正是被服务端拉回的部分。
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- 物理引擎早已算出真实值(`moveEntity` 里赋值),只是从没被发出去。
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- 控制台「Grim 合规」配置面板新增对应开关;`packetStats.horizontalCollisionFixed`
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暴露补写次数。
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### 测试
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新增 4 个用例(473 → 477):按真实值补写、已一致时不重复计数、开关可关闭、
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物理引擎没给出状态时不瞎猜。
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## [1.9.3] - 2026-10-01
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**掉线重连后自动恢复扩地任务** —— 这是让扩地能真正连续跑起来的最后一环。
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### 新增
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||||
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- **`autoResumeAfterReconnect`(默认开启)**:本服会周期性把机器人踢下线
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(实测约 1~6 分钟一次,踢出原因是 `An internal error occurred in your connection`),
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每次都会走到「世界已退出,任务停止」。原来的行为是就此停住 ——
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机器人虽然能被**原点自救**送回真实世界(实测 4/4 成功),却再也不会继续扩地,
|
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于是永远停在原地。
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现在世界退出时会把本次任务的配置记下来,重新进入世界后自动 `start()` 接上。
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手动停止 / 到开垦时段外 / 耐久保护停机**不会**被自动恢复(只有因世界退出而停的那次会登记)。
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- 状态文案改为「世界已退出,等待重连后自动恢复」,日志会打出
|
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「已重新进入世界,自动恢复扩地任务」。
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|
||||
### 测试
|
||||
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新增 3 个用例(470 → 473):世界退出后暂停并在重连时恢复、开关可关闭、
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手动停止不会被重连重新拉起。
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## [1.9.2] - 2026-10-01
|
||||
|
||||
修正物理录制器里一个会误导排查的分类错误。
|
||||
|
||||
### 修复
|
||||
|
||||
- **`frozenTicks` 把「被服务端推回」误判成「输入没进物理」**:原来只看
|
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「有输入 + tick 级无位移 + 物理没报告碰撞」。但服务端推回发生在 tick 之间,
|
||||
tick 级位移同样是 0 —— 实测大厅里就是这个形态(`collidedHorizontally = false`、
|
||||
`frozenTicks = 194`,而物理其实每 tick 都在动)。
|
||||
现在再按**水平速度是否非零**细分:
|
||||
- `pushedBackTicks`:速度非零 → 物理确实动了,位移被服务端位置包抹掉;
|
||||
- `frozenTicks`:速度也是 0 → 这才是「输入根本没进物理」。
|
||||
|
||||
### 测试
|
||||
|
||||
新增 1 个用例(469 → 470)覆盖「被推回」形态。
|
||||
|
||||
## [1.9.1] - 2026-10-01
|
||||
|
||||
**修复「寻路器完全规划不出路径」** —— 这是自动扩地跑不起来的直接原因。
|
||||
|
||||
### 修复
|
||||
|
||||
- **高度偏好(`altitudePreference`)默认关闭**:它的启发值实现与
|
||||
mineflayer-pathfinder 的内部约定冲突。该库每次 `compute()` 返回 `partial` 时,
|
||||
用 **`h` 最小**的节点当作 partial 路径的终点
|
||||
(`astar.js`: `if (neighborNode.h < this.bestNode.h) this.bestNode = neighborNode`),
|
||||
而 `AltitudeGoal` 把 `h` 减去了 `权重 × y`,于是「又高又偏」的节点胜出,
|
||||
partial 路径被引向高处而不是目标附近 —— 表现为 A* 一直在算、永不收敛,
|
||||
**机器人一次移动指令都发不出来**。
|
||||
- 实测(王城平台上,其余配置完全相同):开启 `inputTicks = 0`、任务永远停在
|
||||
「寻路超时,重新寻路」;关闭 `inputTicks = 237`、立刻开始移动。
|
||||
- `searchRadius` 从 -1 改到 128 对此**没有影响**,所以不是搜索空间无界导致的。
|
||||
- 想重新启用,应把偏置改成**低处加移动代价**(改 `getNeighbors` 的 `cost`),
|
||||
保持启发值只反映到目标的真实距离。`AltitudeGoal` 的注释里记了完整推导。
|
||||
|
||||
### 测试
|
||||
|
||||
新增 1 个回归用例(468 → 469):断言高度偏好默认关闭,并用启发值差值
|
||||
把「为什么它必然出问题」固化下来。
|
||||
|
||||
## [1.9.0] - 2026-09-29
|
||||
|
||||
补上诊断「走不动」的最后一块拼图:抓包只能看到「客户端发了什么」,
|
||||
看不到物理引擎内部读到了什么输入、算出了什么、有没有真的移动。
|
||||
新增**物理 tick 录制器**,与抓包配合就能把三种完全不同的原因一刀切开。
|
||||
|
||||
### 新增
|
||||
|
||||
- **物理 tick 录制**(`src/core/physicsRecorder.js` + 控制台接口):
|
||||
- `POST /api/bots/:id/physics/start`(可带 `seconds`)、`/physics/stop`、
|
||||
`GET /api/bots/:id/physics`(支持 `?limit=`);
|
||||
- 逐 tick 记录:位置增量、速度、`onGround`、**`isCollidedHorizontally`**、
|
||||
控制键快照、脚下 / 脚部 / 头部方块名、`physicsEnabled`;
|
||||
- 汇总给出三个判定用的计数:`inputTicks`(有移动输入的 tick 数)、
|
||||
`inputMovedTicks`(其中真的产生了水平位移的)、
|
||||
`blockedTicks`(有输入、没位移、物理报告碰撞 → **被方块挡住**)、
|
||||
`frozenTicks`(有输入、没位移、物理没报告碰撞 → **输入根本没进物理**);
|
||||
- 录制开始时先取一次当前位置作基线,避免第一个 tick 因「没有上一 tick 可比」
|
||||
被误判成「有输入但没动」;
|
||||
- 滚动缓冲只保留最近 240 个 tick(约 12 秒),只放内存、不写盘。
|
||||
|
||||
### 变更
|
||||
|
||||
- `FakeBot` 补上与 mineflayer 一致的 `controlState`(带 getter 的实时控制键代理)——
|
||||
那正是 mineflayer 传给物理引擎的那个对象。
|
||||
|
||||
### 测试
|
||||
|
||||
新增 17 个用例(451 → 468):物理录制器的逐 tick 记录、三种故障判定
|
||||
(被挡住 / 输入没生效 / 正常移动)、滚动缓冲、方块读不到时的容错,
|
||||
以及控制台物理录制接口的 HTTP 用例。
|
||||
|
||||
## [1.8.0] - 2026-09-29
|
||||
|
||||
把「走不动」的排查手段补成可复用的诊断能力:能按需录下机器人**真正发出的协议包内容**,
|
||||
与「能走」时的序列逐包对照(TODO.md 问题 1 · 假设 5)。
|
||||
|
||||
### 新增
|
||||
|
||||
- **出站包抓取**(`src/core/packetCapture.js` + 控制台接口):
|
||||
- `POST /api/bots/:id/capture/start`(可带 `seconds` 到点自动停止)、
|
||||
`POST /api/bots/:id/capture/stop`、`GET /api/bots/:id/capture`(支持 `?types=` 与 `?limit=`);
|
||||
- **只在录制期间挂钩 `client.write`**,其余时间零开销 —— 这个钩子每个出站包都要过一遍;
|
||||
- 录到的内容做降深 + 截断的 JSON 化处理,向量对象只留坐标(`move_minecart` 这类包
|
||||
能带上万个浮点数,不处理会把缓冲区撑爆);
|
||||
- 只放内存、有上限(默认 4000 包),不写盘。
|
||||
|
||||
### 修复
|
||||
|
||||
- **`scripts/check-protocol.js` 其实一直跑不通**:`minecraft-data` 的
|
||||
`types.packet[1][1].type[1].fields[包名]` 给出的是**类型名字符串**(如 `packet_position_look`),
|
||||
必须再去 `types[名字]` 取 `['container', [字段...]]` 才能展开字段;原实现直接对它 `.map()`,
|
||||
必然抛 `def.map is not a function`。顺带修掉读 `node_modules` 时少了一层 `..` 的路径。
|
||||
- 修完即可确认:1.21.4 上 `position` / `position_look` / `look` 的地面标志是
|
||||
`flags: MovementFlags`(`u8` 位标志 `[onGround, hasHorizontalCollision]`),
|
||||
没有独立的 `onGround` 字段;`_fixOutboundOnGround` 改的正是正确的 `flags.onGround`。
|
||||
- **两条租约用例的时序余量过窄,会偶发失败**:`ttlMs: 40` 配两次 `setTimeout(25)`,
|
||||
只剩 15ms 调度余量,全量并行跑测试时会被压垮。改为 `ttlMs: 400` 配 280ms 睡眠,
|
||||
两侧各留 120ms 余量;断言内容不变(仍是「总耗时 > 原始 TTL、距续租 < TTL」)。
|
||||
|
||||
### 测试
|
||||
|
||||
新增 15 个用例(436 → 451):抓包器的录制 / 摘钩子 / 上限丢弃 / 按包名过滤 /
|
||||
序列化边界,其中包含一条回归用例 —— `position_look` 的参数本身就是
|
||||
`{x, y, z, yaw, pitch, onGround, flags}`,**不能**被「有 x/y/z 就当向量」的规则吞掉;
|
||||
另有控制台抓包接口的 HTTP 用例。
|
||||
|
||||
## [1.7.0] - 2026-09-29
|
||||
|
||||
按 `TODO.md` 的优先级把待办全部落地:先是「走不动」的攻关与备选方案,
|
||||
然后是自救 / 回城 / 大地图 / 控制台 / 多机器人 / 定时消息 / 登录提醒。
|
||||
|
||||
### 新增
|
||||
|
||||
- **地面状态修正(TODO 问题 1 · 假设 2 的方案 A / B)**:
|
||||
- 方案 A(`grim.syncGroundToPhysics`):每个物理 tick 在「物理引擎算完、位置包发出之前」
|
||||
用世界数据复核脚下是否有实体方块,是则强制把 `bot.entity.onGround` 同步为 true,
|
||||
让移动回到地面分支(此前一直被服务端位置包置为 false,物理引擎长期按空中处理);
|
||||
- 方案 B(`grim.trustSetbackOnGround` + `grim.setbackSyncEpsilon`):服务端下发的目标位置
|
||||
与本地几乎一致(例行同步)时只采纳坐标、保留我们自己的 `onGround`,不采纳它的 false;
|
||||
- 两者都与 `grim.enabled` 无关;控制台「Grim 合规」卡片显示
|
||||
`物理对齐 / 保住 / 最近同步差` 三个计数,便于判断修正是否真的生效。
|
||||
- **备选移动执行器 `manualMover.js`**(`pathing.executor: 'manual'`):
|
||||
只借用 mineflayer-pathfinder 的 A* **算路径**,执行改为自己按键 ——
|
||||
朝路径点转向、朝向对上才按前进、遇一格坎跳一下、长时间无位移重新规划。
|
||||
控制键时序与「移动测试」的手动按键完全一致,便于逐 tick 对照排查。
|
||||
- **出站包类型分布**(`packetStats.outboundTypes`):用于与旧模组抓包逐项对照(假设 4)。
|
||||
- **原点自救升级**(TODO 问题 2):分两轮(左右 → 前后 + 跳),每轮结束后等传送落地再判定
|
||||
「位置是否恢复」;统计 `attempts / successes / lastResult`(暴露在 `/api/status` 与控制台),
|
||||
两轮都失败时升级为明确提示(点明可能是登录服,需要人工发验证码)。
|
||||
- **回城改进**(TODO 问题 3):
|
||||
- 回城前用 `pathing.diagnostics().neighborCount` 评估「原地是否真的更差」:
|
||||
还能走就放弃回城、改为跳过目标(回城只会白白丢掉玩家摆好的位置);
|
||||
- 回城完成后记录前后坐标与直线距离,日志与控制台展示「回城把机器人从 A 挪到了 B」,
|
||||
位置几乎没变时明确提示回城没有帮助。
|
||||
- **大地图后台预热 + 视野裁剪**(TODO 4.1):机器人移动超过阈值(或距上次超过 10 分钟)时,
|
||||
用低并发把周边高层级瓦片补下来(已缓存只做一次 `statSync`,批量爬取在途时让路);
|
||||
领土多边形按包围盒裁剪,全世界视角不再全量绘制。
|
||||
- **控制台**(TODO 4.2):日志按帧批量写入(一次布局、一次滚动),
|
||||
并用 `content-visibility` 让浏览器跳过视口外行的渲染;配置面板新增搜索框
|
||||
(按名称 / 字段名 / 说明过滤,隐藏不删除,保存不受影响)。
|
||||
- **目标区块租约表**(TODO 4.3,`src/core/targetLease.js`):
|
||||
多机器人抢同一区块时谁先抢到谁去,其余机器人跳过;持有者持续续租,
|
||||
掉线 / 卡死后租约到期自动失效;候选区块全被预定时等 15 秒再规划,而不是提前判「没有可用区块」。
|
||||
- **定时消息支持 cron 与发送结果确认**(TODO 4.4):
|
||||
5 段 cron 表达式(支持步长 / 区间 / 列表 / 星期范围,非法表达式会说明原因并按间隔发送);
|
||||
可填「期望回复」(正则)确认发送是否真的生效,超时未回复记 `⚠ 未确认` 并写警告。
|
||||
- **人工介入提醒(Webhook)**(TODO 4.5,`src/core/notifier.js`):
|
||||
等待验证码(120 秒时限)与原点自救失败时推送到飞书 / Lark 自定义机器人;
|
||||
支持 `NOTIFY_WEBHOOK_URL` 兜底、按问题去重(默认 60 秒)、快照只暴露域名不泄露完整地址。
|
||||
|
||||
### 变更
|
||||
|
||||
- `ExpansionController` 挑选目标、跳过目标、停止任务、完成任务时统一维护租约;
|
||||
- `WebConsole` 增加低频(1 分钟)大地图预热检查,停止时一并清理定时器;
|
||||
- 定时消息列表与配置面板同步支持 cron / 期望回复字段。
|
||||
|
||||
### 测试
|
||||
|
||||
新增 68 个用例(368 → 436),覆盖地面状态修正、手动执行器、原点自救判定、
|
||||
回城评估与前后坐标、目标租约、cron 解析与确认、通知器、大地图预热。
|
||||
|
||||
## [1.6.0] - 2026-09-29
|
||||
|
||||
围绕「机器人为什么走不动」做了一轮系统排查,并给破坏性操作加上护栏。
|
||||
|
||||
### 新增
|
||||
|
||||
- **回城护栏**:`/u return` 是破坏性操作 —— 它把机器人拉回安全点,
|
||||
会**清掉玩家在游戏客户端里手动摆好的位置**。项目里曾因此反复把机器人
|
||||
从玩家摆好的位置拉走,排查了很久才定位。现在:
|
||||
- `returnOnTimeout` **默认关闭**,不再自动回城
|
||||
- 即便打开,`returnGraceSeconds`(默认 300 秒)内也不执行,
|
||||
避免把刚摆好的位置清掉
|
||||
- `returnCommand` 可配置(默认 `u return`),适配不同服务器
|
||||
- 每次回城都明确记日志,说明「会丢失当前位置与玩家手动摆好的位置」
|
||||
- 因未启用而跳过时也会记一条说明,避免用户以为「怎么不回城了」
|
||||
- **区分「被传送到原点」的两种原因**(以前在日志里长得一样,常被误判成机器人坏了):
|
||||
- **服务器要求输入验证码** → 被切到登录服,必须人工发验证码,给出明确提示
|
||||
- **服务器没要求验证码** → 死亡后被卡住,**自动左右移动触发服务器重新传送**(`_escapeFromOrigin()`)
|
||||
- ⚠️ 这两种情况**脚下都是基岩**,所以不能用「脚下是不是基岩」区分;
|
||||
唯一可靠信号是服务器有没有发验证码提示。自救在两种情况下都无害,
|
||||
因此即使判断错了也不会让情况变糟
|
||||
- **移动执行诊断 `moveDiag`**:暴露当前按下的控制键、速度、寻路器内部状态
|
||||
(`isMoving` / `isMining` / `goal` / 剩余路径点数)。这是排查「走不动」的关键手段 ——
|
||||
能一刀切开「寻路器没执行」与「执行了但服务端不认」。
|
||||
- **寻路诊断 `pathingDiag`**:起点可走邻居数、寻路器能否通过 `world.getBlock` 读到方块、
|
||||
四向可见距离。
|
||||
|
||||
### 变更
|
||||
|
||||
- `_isStandingOnGround()` 增加「服务端是否正把我们按在原地」的判断
|
||||
(`_serverPinsUs()`):短时间内反复收到几乎相同位置的位置包时,
|
||||
说明在服务端眼里机器人是站着的,此时以服务端为准更安全
|
||||
|
||||
### 排查结论(已排除的方向,详见 `TODO.md`)
|
||||
|
||||
- ❌ **`GrimCompat` 的朝向限速不是原因**:A/B 实测关闭合规层后回弹频率没有变化
|
||||
(6.0 vs 5.5 次/秒,位移都是 0)
|
||||
- ❌ **疾跑不是原因**:关闭后仍是 4.8 次/秒
|
||||
- ❌ **世界数据不是原因**:实测脚下 `stone`,`blockBelow` 正确
|
||||
- 🎯 **关键线索**:寻路时 `forward`/`sprint` 确实按下、`isMoving=true`,
|
||||
但**水平速度恒为 0**(`velocity.y = -0.078` 恰是自由落体第一 tick 的值),
|
||||
说明速度每 tick 被清零;同时 `bot.entity.onGround` 被服务端位置包反复置为 false,
|
||||
物理引擎一直按「空中」处理。下一步应从「让 `entity.onGround` 与出站包一致」入手。
|
||||
|
||||
## [1.5.1] - 2026-09-28
|
||||
|
||||
接入 API-V2 密钥后按实测响应修正字段名(之前是按文档猜的,跑起来全不对)。
|
||||
|
||||
### 修复
|
||||
|
||||
- **API-V2 `/players` 返回的是对象不是数组**:`{"online":8,"max":5000,"players":[...]}`,
|
||||
原解析按裸数组处理会拿到空列表;且里面**没有坐标与延迟**,只有所在世界
|
||||
- **API-V2 `/dragon` 的字段是 `dragonAlive`**,不是 `alive`;也没有 health / phase
|
||||
- **API-V2 `/time` 直接给算好的时刻**:`{world, tick, phase, time12, time24}`,
|
||||
原实现还在用 `world_time` / `day_time` / `is_day` 自己换算,全部取不到
|
||||
- **API-V2 `/players/{name}/equipment` 的物品结构**:
|
||||
`{type, key, amount, damage, maxDurability, unbreakable}`,装备在 `equipment` 子对象里。
|
||||
`damage` 是**已损耗值**,原来会把「损耗 157」当成「剩余 157」显示;
|
||||
现在换算成 `remainingDurability` 并在界面显示「剩余 / 上限」+ 百分比
|
||||
- **限流提示**:V2 触发 429 时服务端带 `retryAfterSeconds`,现在直接告诉用户还要等多少秒
|
||||
(末影龙接口只有 1 次/分钟,实测超限时提示「还需等待 16 秒」)
|
||||
|
||||
### 新增
|
||||
|
||||
- `SimpApiV2Client` 支持注入 `fetchImpl`,便于测试替换网络层
|
||||
|
||||
## [1.5.0] - 2026-09-28
|
||||
|
||||
### 新增
|
||||
|
||||
- **SimpCore 开放 API 数据浏览**:以前只用了「邦国领土」这一类接口,控制台也只能看到一行
|
||||
「已启用 / 未启用」。现在把官方文档里的公开接口都接进来,并做成「查看 API 数据」弹层:
|
||||
- **概览**:两套密钥的配置状态、请求数、缓存命中、最近 HTTP 状态与错误、健康检查按钮
|
||||
- **邦国**:27 个邦国的君主 / 成员数 / 区块数 / 领土面积 / 特产 / 王城区块;
|
||||
点开看成员(职位、职业)、已激活科技、捐献收支、领土统计(忠诚度、最早/最近占领)
|
||||
- **玩家**:1600+ 名玩家可搜索(邦国 / 职位 / 职业 / 称号),点开看详情与所属邦国
|
||||
- **全服**:生效加成 / 外交关系 / 封禁记录 / 上下线日志 / 公告历史
|
||||
- **实时 V2**:在线玩家、游戏时间、末影龙、指定玩家的装备与手持物品
|
||||
- **`SimpApiClient` 补齐到官方文档的全量接口**(原来只有 7 个,现在 16 个):
|
||||
`/info/players`、`/info/unions/{key}/members`、`/tech`、`/contributions`、
|
||||
`/info/buffs`、`/info/diplomacy`、`/info/bans`、`/info/logs`、`/info/announcements`
|
||||
- **`SimpApiV2Client`**(新):`/players`、`/players/{name}/equipment`、`/time`、`/dragon`。
|
||||
文档明确 **API 与 API-V2 是两套独立、互不通用的密钥体系**,因此单独一个实例与配置;
|
||||
V2 配额很小(末影龙仅 1 次/分钟),一律按需查询、不做轮询
|
||||
|
||||
### 变更
|
||||
|
||||
- 快捷发送去掉 `/spawn` 与 `/list`,只留 `/u return` `/u claimmode` `/u restore confirm`
|
||||
|
||||
### 修复(解析字段名以实测响应为准)
|
||||
|
||||
- 捐献记录:响应里**只有 `player_uuid` 没有玩家名**,现在先用邦国成员表、查不到再退到全服
|
||||
玩家表补全;时间字段是 `contributed_at` 不是 `created_at`;补充 `reason`(用途)列
|
||||
- 公告:`message` 是 **Minecraft 聊天组件的 JSON 字符串**,新增 `componentToText()` 压平成纯文本
|
||||
- 封禁:实际字段是 `banned_player_name` / `banned_by_player_name` / `banned_at` / `unbanned`
|
||||
- 日志:实际字段是 `username` / `action` / `timestamp`
|
||||
- 玩家表:上下线时间是 `last_join_time` / `last_quit_time`
|
||||
- 王城坐标:服务端可能返回 `null`,原来会被 `Number(null)` 算成 0,
|
||||
伪装成「王城在世界原点 (0,0)」;现在显式判空返回 null
|
||||
|
||||
## [1.4.1] - 2026-09-27
|
||||
|
||||
### 变更
|
||||
|
||||
- **控制台输入框不再区分聊天与指令**:两者本来就是同一个入口 ——
|
||||
以 `/` 开头按游戏指令发送,否则按公屏消息发送。因此删掉了「公屏聊天 / 游戏指令」下拉框
|
||||
和重复的「快捷公屏消息」输入框,只保留**一个输入框 + 快捷发送 + 移动测试**。
|
||||
接口返回新增 `kind` 字段说明实际走的是哪条路,Toast 也会区分「消息已发送 / 指令已发送」
|
||||
- 快捷发送按钮补上 `/u restore confirm`(配合定时消息常用)
|
||||
|
||||
## [1.4.0] - 2026-09-27
|
||||
|
||||
大地图改为跟随机器人、支持可调图幅;新增定时重复发送消息;控制台界面重做并适配移动端。
|
||||
|
||||
### 新增
|
||||
|
||||
- **定时重复发送消息 / 指令**(`src/bot/scheduledMessenger.js`)
|
||||
- 每个机器人可配置多条定时任务,按固定间隔重复发送同一条内容,
|
||||
例如每 300 秒发一次 `/u restore confirm` 维持疆土民心
|
||||
- 以 `/` 开头的内容自动按游戏指令发送,否则按公屏消息发送
|
||||
- 只在「已连接 + 已通过登录验证」时才发;未就绪的周期直接顺延、**不补发**,
|
||||
避免重连后一次性连发多条
|
||||
- 与指令节流队列共用,不会绕过 `server.commandCooldownMs` 刷屏
|
||||
- 控制台新增「定时消息」卡片:新增 / 删除 / 启用停用,并显示距下次发送的剩余秒数
|
||||
- 接口:`GET|POST /api/bots/:id/schedules`
|
||||
- **大地图跟随机器人 + 可调图幅**
|
||||
- 爬取与显示区域改为**以机器人当前位置为中心**(`bigMap.followBot`,默认开启),
|
||||
不再傻傻地爬世界原点周边
|
||||
- 界面新增「图幅」下拉框(±512 / ±1024 / ±2048 / ±4096 / ±8192 / 全世界),
|
||||
切换后即时重新对焦并拉取对应范围
|
||||
- 新增「爬取周边」按钮:只爬当前图幅内的瓦片。
|
||||
层级 0 每张瓦片覆盖 4096 格,所以 ±4096 只需 **9 张**,而全世界要 100 张
|
||||
- `POST /api/bigmap/crawl` 支持 `centerX` / `centerZ` / `rangeBlocks`;
|
||||
`GET /api/bigmap` 支持 `rangeBlocks` 与 `bot` 查询参数
|
||||
- 启动预爬取会先等机器人进入世界,以它的位置为中心;等不到才退回世界原点
|
||||
- **领土地图以机器人所在邦国为中心**
|
||||
- 之前初始视图用的是控制器的 `playerChunk`,而任务启动前它是 (0,0),
|
||||
导致地图永远停在世界原点附近 —— 完全不是用户关心的位置
|
||||
- 现在按「机器人所在区块 → 包含它的邦国 → 该邦国王城 / 外接矩形」定位
|
||||
- **控制台界面重做 + 移动端适配**
|
||||
- 重新设计的深色主题:统一圆角、阴影、焦点态与悬停态,卡片式分层
|
||||
- 响应式三档:≥1200px 三栏;≤1200px 两栏(配置栏落到下方并自动分列);≤820px 单栏
|
||||
- 移动端:底部导航(状态 / 地图 / 日志 / 配置)一键定位、触控目标放大到 ≥36px、
|
||||
地图与日志高度按视口自适应、避让底部安全区、Toast 全宽
|
||||
- 横屏手机压矮地图高度;尊重系统「减少动效」偏好
|
||||
- 「添加玩家」折叠进 details,减少左栏长度
|
||||
- 顶栏在窄屏下自动换行,按钮等分排布
|
||||
|
||||
### 变更
|
||||
|
||||
- 大地图默认图幅从「全世界 ±20480」改为「±4096 格」,默认预爬取瓦片数从 100 张降到 9 张
|
||||
- 「回到机器人」保留并修正:没有坐标时给出明确提示,而不是静默无反应
|
||||
|
||||
### 修复
|
||||
|
||||
- `POST /api/bigmap/crawl` 的响应把中心与图幅字段传错(实际爬取是对的,但返回值显示成世界原点)
|
||||
- 定时任务保存后接口返回的是原始列表而非归一化结果,导致前端拿不到「剩余秒数」
|
||||
|
||||
## [1.3.0] - 2026-09-27
|
||||
|
||||
按线上实测结果修复「机器人走不动」,并移植旧版机器人已验证的关键补包。
|
||||
|
||||
### 修复
|
||||
|
||||
- **控制台登录按钮点不动(致命)**:`bindEvents()` 只在 `startApp()` 里执行,而 `startApp()`
|
||||
只在登录成功后才跑 —— 未登录时登录按钮根本没绑上事件,形成死锁。
|
||||
现在登录相关按钮在 `main()` 里无条件绑定
|
||||
- **机器人走不动(致命,根因已定位并修复)**:mineflayer **不发 `player_input` 包**。
|
||||
1.21.2+ 服务端的移动预测依赖它,原版客户端每 tick 都发,而 mineflayer 只在
|
||||
骑乘 / 跳下 / 潜行时发,地面移动的 forward / jump / sprint 完全不发。
|
||||
带反作弊的服务器因此判定「没有任何输入却发生了位移」,**每 tick 把玩家拉回原位置**。
|
||||
实测:修复前入站强制位置同步约 **17 次/秒**、按方向键 2 秒位移 0.00 格;
|
||||
修复后入站降到 **0 次**、位移 0.53~1.40 格。
|
||||
同时补发原版每 tick 末尾的 **`tick_end`** 包(反作弊用它判定 tick 边界,mineflayer 完全不发)
|
||||
- **寻路插件从未加载**:项目从没调用 `bot.loadPlugin(pathfinder)`,`bot.pathfinder` 恒为
|
||||
`undefined`、`isReady()` 恒为 false,扩地任务连启动都启动不了
|
||||
- **寻路事件监听重复注册**:`configure()` 每次配置变更都会重跑并再挂一遍监听,
|
||||
导致同一事件被处理多次(日志里同一秒出现多条相同事件)
|
||||
- **资源包未自动接受**:服务器要求资源包时不接会卡在加载界面进不了世界
|
||||
|
||||
### 新增
|
||||
|
||||
- **长距离分段寻路**:mineflayer-pathfinder 只能规划**已加载区块**范围(实测约 8 区块 ≈ 130 格),
|
||||
而扩地目标常在几十个区块之外,A* 会瞬间返回 noPath。现在会把旅程拆段:
|
||||
走到已加载范围边缘附近 → 新区块加载 → 再规划下一段。
|
||||
段长用 `bot.blockAt` 对未加载区块返回 null 的特性**二分探测**得到,不依赖世界内部结构
|
||||
- **寻路预算可配置**:`pathing.thinkTimeoutMs` / `tickTimeoutMs` / `searchRadius`
|
||||
(`searchRadius` 为负表示不限制剪枝)
|
||||
- **位置同步诊断**:位置包收发计数、`player_input` / `tick_end` 计数、`onGround`、
|
||||
游戏模式、维度、脚下方块、六向「脚部 / 头部 / 地面」与可通行判定
|
||||
- **手动移动测试**:控制台按钮绕开寻路器直接按方向键并回报真实位移
|
||||
- 配置界面新增协议补包与寻路预算相关字段
|
||||
|
||||
### 已知限制(重要)
|
||||
|
||||
- **当前所在位置无法寻路**:实测机器人站在 (6759, 72, 11926) 时,A* **恒定只展开 47 个节点**
|
||||
就返回 noPath。已逐项排除:挖方块 / 放方块 / 跑酷 / 搭塔 / 开门 / 最大下落(试到 64 格)/
|
||||
高度偏好 / 水域代价 / 搜索半径(试到不限制)/ 时间预算 / 依赖版本
|
||||
(与能正常移动的旧机器人完全一致:mineflayer 4.39.0 + pathfinder 2.4.5 + prismarine-world 3.7.0)。
|
||||
旧机器人日志证明寻路本身可用(2 次 `goal_reached`、2 秒走过 8.7 格),
|
||||
但它当时在 **y=-59**,而本机器人被 `/spawn` 放到了 **y=72**,怀疑是新位置的地形让移动生成器
|
||||
找不到任何可行走分支。**下一步需要把机器人挪到开阔地再试**
|
||||
|
||||
## [1.2.0] - 2026-09-27
|
||||
|
||||
首次真正连上线上服务器(Debian 12 + pm2 + 端口 78)后,暴露并修掉了一批
|
||||
**只有实机运行才会发现**的缺陷。这些问题的共同点是:单元测试全绿,但机器人根本干不了活。
|
||||
|
||||
### 修复
|
||||
|
||||
- **寻路插件从未加载(致命)**:项目从没调用过 `bot.loadPlugin(pathfinder)`,
|
||||
导致 `bot.pathfinder` 恒为 `undefined`、`isReady()` 恒为 false,
|
||||
扩地任务连启动都启动不了,而界面上只显示一句含糊的「机器人尚未就绪」。
|
||||
现在在 `createBot` 之后立刻加载,失败时明确报错
|
||||
- **登录门禁死锁**:`/login`、`/register`、简幻通的 `/auth` 本身就是登录流程的一部分,
|
||||
原先的门禁把它们一并拦下,形成「要先登录才能发登录指令」,账号永远卡在未验证状态。
|
||||
新增 `server.preLoginCommands` 白名单(默认 `login,l,register,reg,auth`)
|
||||
- **验证码发不出去**:部分服务器要求把验证码**直接当聊天内容**发出去(不是指令),
|
||||
而 `sendChat` 同样被登录门禁挡住。现在服务器明确要求验证时会自动放行聊天,
|
||||
另有 `server.allowChatBeforeLogin` 给无提示的服务器兜底
|
||||
- **配置了登录指令却没密码时永久卡死**:`.env` 里没有密码时程序无法发送任何登录指令,
|
||||
却把 `loggedIn` 永久置为 false,控制台连手动指令都发不出去。
|
||||
现在走与「服务器不回提示」一致的兜底逻辑(超时后按无需登录放行),并在日志里说明
|
||||
- **离线时指令被静默丢弃却回报「已发送」**:`bot.chat()` 在未连接时无处可发。
|
||||
现在 `canSendCommand()` 要求已连接并进入世界,失败信息区分
|
||||
「未连接」「登录被服务器拒绝」「未通过登录验证」三种情况
|
||||
- **「被服务器传送」日志洪水**:账号未完成服务器验证时服务端每 tick 强推一次位置,
|
||||
实测 3 分钟刷出 748 行日志,几十分钟就会冲光日志环形缓冲并把 WebSocket 打满。
|
||||
现在首次立即记录、其余按 30 秒窗口聚合,断开连接时刷出未汇总计数
|
||||
- **外站账号绑定流程无法识别**:原先只认 `/login` 与 `/register`,
|
||||
遇到要求 `/auth <UID> <验证码>` 或扫码绑定的服务器时,表现只是静默的死循环。
|
||||
现在命中相关提示会输出可操作的中文告警(每个连接只提示一次),
|
||||
并新增 `server.authCommand` 模板供有固定验证码的服务器自动过验证
|
||||
- **重连无退避**:连续被踢时每 10 秒硬撞服务器。现在按指数退避
|
||||
(`server.reconnectMaxDelayMs`,默认上限 120 秒),成功进入世界后计数清零
|
||||
- **控制台瓦片 URL 与后端路由不一致**:前端请求 `/api/bigmap/tile/:z/:x_y.png`,
|
||||
后端路由为 `/api/bigmap/tile/:z/:x/:y.png`
|
||||
|
||||
### 新增
|
||||
|
||||
- **控制台添加 / 移除玩家**:不必改 `.env` 重启,直接在界面上填玩家名 + 密码即可挂新账号。
|
||||
密码只写入服务器本地凭据文件 `data/bots.credentials.json`(权限强制 0600),
|
||||
不进仓库、不出现在任何接口响应里;`.env` 与凭据文件同名时以 `.env` 为准。
|
||||
`.env` 里配置的账号不允许从控制台移除(否则重启后会「复活」)
|
||||
- **手动移动测试**:控制台可按前 / 后 / 左 / 右 / 跳 2 秒并显示真实位移,
|
||||
用于区分「寻路器算不出路径」与「客户端根本走不动」这两种完全不同的故障
|
||||
(绕开寻路器直接走控制键)
|
||||
- **位置同步诊断**:`snapshot` 暴露位置包收发计数、onGround、游戏模式、维度、
|
||||
脚下方块与六向实心情况,`/api/bots/:id/status` 可直接看到
|
||||
- **按世界数据修正出站 onGround**(`grim.reportOnGroundFromWorld`,默认开启):
|
||||
mineflayer 收到服务端 `position` 包时会把 `entity.onGround` 置为 false,
|
||||
在频繁下发位置包的服务器上会导致客户端持续上报「站在地上却在空中」。
|
||||
现在发包前用脚下方块复核,只有确实不一致时才改写
|
||||
- `scripts/check-protocol.js`:核对 mineflayer 写出的包名 / 字段名与目标版本协议是否一致
|
||||
|
||||
### 已知限制(重要)
|
||||
|
||||
- **本服上 mineflayer 客户端无法移动**:实测(`DiLiDaLaDaLa`,已绑定简幻通、登录正常)
|
||||
按方向键 2 秒位移 0.00~0.02 格;服务端每 tick 回弹一次(入站 ~17/s、出站 ~19/s)。
|
||||
已系统性排除:区块数据缺失、onGround 不一致、Grim 合规层、游戏模式(survival)、
|
||||
物理引擎未启用、寻路插件缺失、`teleport_confirm` 协议字段不匹配。
|
||||
连接、登录、收发指令、收发聊天、公屏日志、大地图爬取均正常,**唯独移动被服务端拒绝**。
|
||||
彻底定位需要把客户端的移动包与原生客户端逐字节对比,属于独立的排查工作
|
||||
- 同机上原有的 `minecraft-bot`(端口 91)与该机器人不能同时使用同一账号,会互相踢下线
|
||||
|
||||
## [1.1.0] - 2026-09-27
|
||||
|
||||
新增多机器人挂机、开拓日志、游戏公屏完整日志与大地图。
|
||||
|
||||
### 新增
|
||||
|
||||
- **多机器人同时挂机**(`src/bot/botPool.js`、`src/config/botsConfig.js`)
|
||||
- `.env` 里用 `MC_BOTS` 一次配置多个账号(支持 JSON 数组与 `用户名:密码` 逗号分隔两种写法),
|
||||
未配置时回退到 `MC_USERNAME` / `MC_PASSWORD` 单机器人模式
|
||||
- 每个机器人独立连接、独立登录、独立跑扩地状态机;共享同一份领土数据服务与运行日志
|
||||
- **密码只从 `.env` 读取**:`data/bots.json` 只存启用状态、备注名、是否自动开始与各自的配置覆盖
|
||||
- 每个机器人可有自己的扩地配置覆盖(策略、目标邦国、目标数量等),未覆盖字段回退全局默认
|
||||
- 控制台新增机器人列表(连接状态 / 坐标 / 任务 / 已开拓数)、机器人切换、全部开始 / 全部停止
|
||||
- **开拓日志**(`src/core/expansionLog.js`)
|
||||
- 逐条记录**开拓玩家、邦国、区块、方块坐标、时间、判定来源**,追加写入 `data/expansion-log.jsonl`
|
||||
- 支持按机器人 / 邦国 / 时间筛选、按机器人统计与今日计数、导出带 BOM 的 CSV
|
||||
- 文件超过 16MB 自动轮转为 `.1`;进程被杀留下的半行在重启时被安全跳过
|
||||
- 控制台新增「开拓日志」表格页签,支持筛选、清屏、导出
|
||||
- **游戏公屏完整日志 + 聊天框**(`src/core/chatLog.js`)
|
||||
- 每个机器人收到的**全部**公屏 / 系统 / 动作栏消息按机器人分文件落盘(`data/chat/<机器人>.jsonl`)
|
||||
- 本机器人发出的聊天与指令同样留档,可对照「指令发出后服务器回了什么」
|
||||
- 控制台新增「公屏聊天」页签(可按机器人或全部机器人查看、关键字筛选、导出)与公屏消息发送框
|
||||
- **登录验证门禁**
|
||||
- 游戏侧:未完成服务器登录验证时拒绝发送指令 / 聊天,且 `isReady()` 不放行扩地任务;
|
||||
新增登录结果确认兜底(`server.loginConfirmTimeoutMs`),避免服务器不回提示导致机器人永远卡在未登录
|
||||
- 控制台侧:新增 `WEB_PASSWORD` 与 `/api/login`、`/api/session`,页面弹出登录框,
|
||||
验证通过后才允许操作各机器人的控制台、聊天框与扩地任务
|
||||
- **大地图**(`src/core/bigMapService.js`)
|
||||
- 爬取服务器地图站点(squaremap)的瓦片图片与领土标记,拼在一张图上查看**所有机器人的坐标**
|
||||
- 坐标系已对源站实测标定:瓦片 512×512,层级 0 每张覆盖 4096 方块,层级 3 为 1 方块 1 像素
|
||||
(用 27 个王城坐标交叉验证:正确公式下王城所在瓦片平均海洋占比 28.7%,
|
||||
错误假设为 41.6% / 47.3% / 76.0%)
|
||||
- 瓦片磁盘缓存 `data/mapcache/`,默认启动时预爬取层级 0(全世界 10×10=100 张),
|
||||
更高层级按需穿透拉取并永久缓存;`/api/bigmap/tile/:z/:x/:y` 代理避免跨域
|
||||
- 领土以 markers.json 的原始多边形绘制(预编译为 `Path2D`),叠加本次会话新占领区块、
|
||||
王城与全部机器人坐标;支持滚轮缩放、拖拽平移、全世界 / 回到机器人一键定位
|
||||
- **测试从 154 个增加到 242 个**:新增开拓日志、公屏日志、大地图坐标系与缓存、
|
||||
机器人池与配置隔离、凭据解析、机器人登录门禁、多机器人 Web 接口与登录鉴权等用例
|
||||
|
||||
### 变更
|
||||
|
||||
- `TerritoryModel` 新增 `flyingChunksOf()` / `ownChunksOf()`,邦国归属改为**按名称显式传入**,
|
||||
不再依赖全局 `selfStateName`(多机器人会互相覆盖);同时保留 markers.json 的原始多边形
|
||||
- `ExpansionPlanner` 的己方邦国解析顺序改为「配置里的 `stateName` → 模型全局 `selfStateName`」
|
||||
- 运行日志统一加机器人名前缀(`[游戏名] …`),多机器人共用一份日志也能分清来源
|
||||
- Web 接口改为以 `/api/bots/:id/...` 为主,原有单机器人接口(`/api/task/*`、`/api/command`、
|
||||
`/api/bot/reconnect`)保留为默认机器人的等价别名
|
||||
- `/api/map` 支持 `?bot=<id>` 按机器人视角返回其邦国、目标与玩家区块
|
||||
|
||||
### 修复
|
||||
|
||||
- 修正控制台地图瓦片 URL 与后端路由不一致的问题(前端请求 `/api/bigmap/tile/:z/:x_y.png`,
|
||||
后端路由为 `/api/bigmap/tile/:z/:x/:y.png`)
|
||||
- **「被服务器传送」日志洪水**:账号未完成服务器验证时,服务端会每 tick 强推一次位置,
|
||||
实测 3 分钟刷出 748 行日志,几十分钟就会把 2000 条的日志环形缓冲冲光、并把 WebSocket 打满。
|
||||
现改为首次立即记录、其余按 30 秒窗口聚合成一条(`被服务器传送另有 N 次`),
|
||||
并在连接断开时把未汇总的计数刷出去
|
||||
- **外站账号绑定流程无法识别**:本项目原先只认 `/login` 与 `/register`,
|
||||
遇到「简幻通」这类要求 `/auth <UID> <验证码>` 或扫码绑定的服务器时,
|
||||
表现只是「连上 → 被传送 → 120 秒后被踢 → 重连」的静默死循环,失败原因对用户完全不可见。
|
||||
现新增 `NEED_AUTH_PATTERN` 识别,命中后输出可操作的中文告警(每个连接只提示一次),
|
||||
并新增 `server.authCommand` 模板供配置固定验证码的服务器自动过验证
|
||||
- **重连无退避**:连续被踢时每 10 秒硬撞一次服务器。现按指数退避拉长间隔
|
||||
(`server.reconnectMaxDelayMs`,默认上限 120 秒),成功进入世界后计数清零
|
||||
- **登录门禁死锁**:有些服务器的登录流程本身就是指令(`/login`、`/register`,
|
||||
简幻通体系还要先 `/auth`),原先的门禁把这些指令也一并拦下,导致
|
||||
「要先登录才能发登录指令」,账号永远卡在未验证状态。
|
||||
现新增 `server.preLoginCommands`(默认 `login,l,register,reg,auth`)白名单,
|
||||
这些前缀在未验证时也放行;其余指令仍要求已完成验证
|
||||
- **离线时指令被静默丢弃却回报「已发送」**:`bot.chat()` 在未连接时无处可发,
|
||||
原先调用方只会收到「已发送」。现在 `canSendCommand()` 要求已连接并进入世界,
|
||||
且失败信息会区分「未连接」「登录被拒」「未通过验证」三种情况并给出对应处理建议
|
||||
|
||||
### 已知限制
|
||||
|
||||
- **多个机器人共享一份领土模型**:`markers.json` 是全服数据,没必要每个机器人各拉一遍;
|
||||
因此「会话新占领」区块是全局共享的,控制台地图的己方邦国显示的是最近启动的那个机器人的邦国
|
||||
- **大地图层级 3 不预爬取**:全图 80×80=6400 张瓦片约 200MB,改为按需拉取 + 永久缓存
|
||||
- **扫码类账号绑定无法自动化**:`/auth <UID> <验证码>` 的验证码是动态的、扫码更是需要人工,
|
||||
程序只能明确报错提示;绑定是一次性的,绑定成功后同一账号即可自动登录
|
||||
|
||||
## [1.0.0] - 2026-02-14
|
||||
|
||||
由 Fabric 客户端模组 AutoStore v1.3.1 重构为 Node.js + mineflayer 机器人,UI 改为网页控制台,
|
||||
|
||||
@@ -4,10 +4,11 @@ Minecraft 自动扩地机器人 —— 由原 Fabric 客户端模组 [AutoStore]
|
||||
**Node.js + mineflayer 实现,UI 从游戏内 GUI 改为网页控制台,并针对装有 Grim 反作弊的服务器做合规适配。**
|
||||
|
||||
不需要开游戏客户端,一条命令启动,浏览器打开控制台即可开始自动扩地。
|
||||
支持**同时挂多个玩家(机器人)**、**开拓日志**、**游戏公屏完整日志**与**爬取服务器地图的大地图**。
|
||||
|
||||
```
|
||||
npm install
|
||||
cp .env.example .env # 填入服务器地址与账号密码
|
||||
cp .env.example .env # 填入服务器地址与账号密码(支持多个账号)
|
||||
npm start # 打开 http://127.0.0.1:3081
|
||||
```
|
||||
|
||||
@@ -35,6 +36,379 @@ npm start # 打开 http://127.0.0.1:3081
|
||||
| 日志导出 | ✅ | 网页按钮导出到 `data/` |
|
||||
| SimpCore 开放 API 第四数据源 | ✅ | 低频轮询 + 手动全服拉取 |
|
||||
| Grim 反作弊适配 | ✅ 新增 | 见下方专章 |
|
||||
| **多机器人同时挂机** | ✅ 新增 | 一个进程挂多个账号,各自独立连接 / 登录 / 扩地,配置可独立覆盖;**目标区块带租约**,不会撞在同一块上 |
|
||||
| **开拓日志** | ✅ 新增 | 逐条记录开拓玩家、邦国、区块、方块坐标、时间、判定来源,落盘可导出 CSV |
|
||||
| **游戏公屏完整日志 + 聊天框** | ✅ 新增 | 全部公屏 / 系统消息按机器人分文件留档,控制台可直接发公屏消息 |
|
||||
| **大地图** | ✅ 新增 | 爬取服务器地图站点瓦片与领土标记,一张图上看全部机器人坐标;高层级瓦片后台预热 |
|
||||
| **登录验证门禁** | ✅ 新增 | 游戏内登录 + 控制台登录双重校验,通过后才允许操作机器人与发送消息 |
|
||||
| **定时消息(间隔 / cron)** | ✅ 新增 | 固定间隔或 cron 表达式定时发送,可选「期望回复」确认发送是否真的生效 |
|
||||
| **人工介入提醒(Webhook)** | ✅ 新增 | 等待验证码 / 原点自救失败时推送到飞书等自定义机器人,不必一直盯控制台 |
|
||||
| **出站包抓取(诊断)** | ✅ 新增 | 按需录下机器人真正发出的协议包(含内容),用于与「能走」时的序列逐包对照,定位反作弊拒绝移动的原因 |
|
||||
| **物理 tick 录制(诊断)** | ✅ 新增 | 逐 tick 记录物理引擎读到的输入、算出的速度、有无位移与碰撞,把「输入没进物理 / 被方块挡住 / 服务端回弹」三种原因切开 |
|
||||
|
||||
---
|
||||
|
||||
## 多机器人同时挂机
|
||||
|
||||
### 配置
|
||||
|
||||
在 `.env` 里一次配好所有账号(**密码只从这里读,绝不落代码与配置文件**):
|
||||
|
||||
```bash
|
||||
# 写法一:用户名:密码,逗号分隔
|
||||
MC_BOTS=开拓一号:password1,开拓二号:password2
|
||||
|
||||
# 写法二:JSON 数组(用户名/密码含逗号冒号时用这个)
|
||||
MC_BOTS=[{"username":"bot1","password":"p1"},{"username":"bot2","password":"p2","label":"二号机"}]
|
||||
|
||||
# 不设置 MC_BOTS 时回退到单机器人
|
||||
MC_USERNAME=AutoStoreBot
|
||||
MC_PASSWORD=xxxxxx
|
||||
```
|
||||
|
||||
启动后控制台左栏会列出全部机器人(连接状态 / 坐标 / 任务状态 / 已开拓数),
|
||||
顶栏下拉框切换当前操作的机器人。
|
||||
|
||||
### 每个机器人独立的配置
|
||||
|
||||
控制台右侧配置表单勾选「**仅对当前机器人生效**」后保存,即为该机器人写入专属配置覆盖
|
||||
(存 `data/bots.json`,**不含密码**);不勾选则写入全局默认配置。未覆盖的字段一律回退到全局默认。
|
||||
|
||||
典型用法:给每个账号指定不同的 `目标邦国` 与 `扩地策略`,让它们分工扩张不同方向。
|
||||
|
||||
### 设计取舍
|
||||
|
||||
- **共享一份领土模型**:`markers.json` 是全服数据(约 160KB / 11.5 万区块),
|
||||
没必要每个机器人各拉一遍,因此数据服务是单例、共享给全部控制器。
|
||||
- **目标区块带租约**(`src/core/targetLease.js`):领土模型是全局共享的,但「谁要去占哪一块」
|
||||
原先只存在各自的队列里,彼此看不见 —— 多机器人很容易撞在同一批候选区块上。
|
||||
现在抢到的机器人独占该区块(其余机器人跳过),持有者持续续租,
|
||||
掉线 / 卡死后租约到期自动失效,不会永久锁死区块;
|
||||
候选区块全被预定时会等 15 秒再规划,而不是提前判「没有可用区块」。
|
||||
- **邦国归属按机器人解析**:`ExpansionController` 在 `start()` 时把识别到的邦国固化到
|
||||
`controller.stateName` 并写回本次任务配置,规划器不再读全局 `selfStateName`
|
||||
(否则会被最后启动的机器人覆盖,导致 A 机器人按 B 的邦国规划)。
|
||||
- **「会话新占领」区块是全局共享的**:控制台地图的「己方领土」显示的是最近启动的那个机器人的邦国。
|
||||
|
||||
---
|
||||
|
||||
## 开拓日志
|
||||
|
||||
`src/core/expansionLog.js` 逐条记录每一次成功开拓:
|
||||
|
||||
| 字段 | 说明 |
|
||||
| --- | --- |
|
||||
| `t` | 时间戳(毫秒),界面按 `YYYY-MM-DD HH:mm:ss` 展示 |
|
||||
| `bot` / `botId` | 开拓玩家(机器人游戏名 / id) |
|
||||
| `state` | 开拓归属的邦国 |
|
||||
| `cx` / `cz` | 区块坐标 |
|
||||
| `bx` / `bz` | 方块坐标(服务器回报的精确位置,通用成功文案时为空) |
|
||||
| `source` | 判定来源:`chat`(带坐标的聊天消息)/ `chat-generic`(无坐标的通用文案) |
|
||||
| `sessionCount` | 该机器人本轮任务的第几个 |
|
||||
|
||||
- 落盘:`data/expansion-log.jsonl`(追加写入,超过 16MB 轮转为 `.1`)
|
||||
- 内存:保留最近 5000 条供实时查看,磁盘上的历史不受此限制
|
||||
- 控制台「开拓日志」页签支持按机器人筛选、清屏、导出带 BOM 的 CSV(Excel 打开中文不乱码)
|
||||
|
||||
---
|
||||
|
||||
## 游戏公屏完整日志与聊天框
|
||||
|
||||
`src/core/chatLog.js` 把每个机器人收到的**全部**消息留档,不只留开垦相关的:
|
||||
|
||||
- 公屏聊天(其他玩家发言,含发言人)、系统公告、动作栏消息
|
||||
- 本机器人发出的聊天与指令(便于对照「指令发出后服务器回了什么」)
|
||||
- 落盘:`data/chat/<机器人名>.jsonl`(每机器人一份,超过 16MB 轮转)
|
||||
- 控制台「公屏聊天」页签可按当前机器人或全部机器人查看、按关键字过滤、导出为纯文本
|
||||
|
||||
控制台右下角的「控制台 / 聊天框」可以选择**公屏聊天**或**游戏指令**模式发送内容。
|
||||
|
||||
---
|
||||
|
||||
## 大地图
|
||||
|
||||
`src/core/bigMapService.js` 爬取服务器地图站点(本项目部署的是
|
||||
[squaremap](https://github.com/jpenilla/squaremap))的瓦片图片与领土标记,
|
||||
把所有机器人画在同一张图上。
|
||||
|
||||
### 坐标系(已对源站实测标定)
|
||||
|
||||
squaremap 前端用 `L.CRS.Simple` + `tileSize: 512`,瓦片路径为
|
||||
`tiles/<world>/<z>/<x>_<y>.png`,并且:
|
||||
|
||||
- 瓦片图片固定 **512×512** 像素;
|
||||
- 最大原生层级 `zoom.max`(本站为 3)下 **1 方块 = 1 像素**;
|
||||
- 因此层级 `z` 每张瓦片覆盖 `512 × 2^(maxZoom − z)` 个方块,
|
||||
瓦片 `(x, y)` 覆盖方块区间 `[x·B, (x+1)·B) × [y·B, (y+1)·B)`。
|
||||
|
||||
实测标定:本站层级 0 每张瓦片覆盖 4096 方块,全世界(±20480)为 **10×10 = 100 张**。
|
||||
用 27 个王城坐标交叉验证——按上式换算,王城所在瓦片的平均海洋像素占比为 **28.7%**,
|
||||
而错误假设(256 / 1024 方块每瓦片、整体偏移半张瓦片)分别为 76.0% / 47.3% / 41.6%,
|
||||
即只有正确公式能让王城稳定落在陆地上。
|
||||
|
||||
### 以机器人为中心 + 可调图幅
|
||||
|
||||
大地图的用途是看**自己机器人周边**,所以默认以机器人当前位置为中心(`bigMap.followBot`)。
|
||||
界面上的「图幅」下拉框决定半径:
|
||||
|
||||
| 图幅 | 层级 0 需要的瓦片数 |
|
||||
| --- | --- |
|
||||
| ±512 格 | 1 |
|
||||
| ±1024 格 | 1~4 |
|
||||
| ±4096 格(默认) | 9 |
|
||||
| ±8192 格 | 25 |
|
||||
| 全世界(±20480) | 100 |
|
||||
|
||||
层级 0 每张瓦片覆盖 4096 格,所以「只看周边」比「拉全世界」省一到两个数量级。
|
||||
点「爬取周边」只会爬当前图幅内的瓦片;「回到机器人」把视图拉回机器人所在位置。
|
||||
|
||||
### 缓存与爬取
|
||||
|
||||
| 层级 | 每瓦片方块数 | 全世界瓦片数 | 策略 |
|
||||
| --- | --- | --- | --- |
|
||||
| 0 | 4096 | 10×10 = 100 | 启动时自动预爬取(以机器人位置为中心,只爬当前图幅内) |
|
||||
| 1 | 2048 | 20×20 = 400 | 按需拉取 + **后台预热** + 永久缓存 |
|
||||
| 2 | 1024 | 40×40 = 1600 | 按需拉取 + **后台预热** + 永久缓存 |
|
||||
| 3 | 512 | 80×80 = 6400 | 按需拉取 + **后台预热** + 永久缓存 |
|
||||
|
||||
- **后台预热**:机器人移动到新区域(默认超过 512 格)时,用低并发(批量爬取并发的一半)
|
||||
顺带把周边高层级瓦片拉下来,避免首次缩放时干等;距上次预热超过 10 分钟也会补一次。
|
||||
已缓存的瓦片只会做一次 `statSync`,不会重复下载;正在批量爬取时预热自动让路
|
||||
- 磁盘缓存:`data/mapcache/<world>/<z>/<x>_<y>.png`,命中即不再回源
|
||||
- 瓦片由后端代理(`/api/bigmap/tile/:z/:x/:y`),避免浏览器直连地图站点的跨域问题
|
||||
- 领土多边形按**视野裁剪**绘制(预编译路径时顺带记包围盒,视野外的直接跳过),
|
||||
全世界视角 + 全部邦国也不会掉帧
|
||||
- 领土以 `markers.json` 的**原始多边形**绘制(预编译成 `Path2D`,按 even-odd 填充保留国中孔洞),
|
||||
叠加本次会话新占领区块、王城与**全部机器人坐标(含名字标签)**
|
||||
- 操作:滚轮缩放、拖拽平移、图幅切换、「爬取周边」/「回到机器人」一键定位
|
||||
|
||||
---
|
||||
|
||||
## SimpCore 开放 API
|
||||
|
||||
`src/core/simpApiClient.js` 对接 [SimpCore 开放 API](https://open.bgjq.top/api-docs.html)
|
||||
(邦国崛起服务器的只读查询服务)。它既是占领判定的第四数据源,也把服务端的公开信息
|
||||
完整暴露到控制台。
|
||||
|
||||
### 文档里的接口基本都接了
|
||||
|
||||
| 分类 | 接口 |
|
||||
| --- | --- |
|
||||
| 健康 | `GET /health`(免鉴权) |
|
||||
| 玩家 | `/info/players`、`/info/players/{key}`、`/info/players/{key}/union` |
|
||||
| 邦国 | `/info/unions`、`/info/unions/{key}`、`/members`、`/territory`、`/tech`、`/contributions` |
|
||||
| 全服 | `/info/territory`、`/info/buffs`、`/info/diplomacy`、`/info/bans`、`/info/logs`、`/info/announcements` |
|
||||
|
||||
在左栏「领土数据源」点 **查看 API 数据** 打开浏览弹层,分五个页签:概览 / 邦国 / 玩家 / 全服 / 实时 V2。
|
||||
限流按「Key × 接口」每分钟计算,所以**全部按需点击加载 + 会话内缓存 + 服务端 5 分钟缓存**,绝不做轮询。
|
||||
|
||||
### API 与 API-V2 是两套独立的密钥
|
||||
|
||||
文档明确说明两者**互不通用的**:
|
||||
|
||||
- **API**:`https://bgjq.simpfun.cn/api/` —— 邦国、领土、玩家、全服数据,配置 `apiKey`(或环境变量 `SIMP_API_KEY`)
|
||||
- **API-V2**:`https://bgjq.simpfun.cn/api-v2/` —— 服务器实时状态(在线玩家 / 装备 / 游戏时间 / 末影龙),
|
||||
需要在密钥中心**另外申请**,配置 `apiV2Key`(或环境变量 `SIMP_API_V2_KEY`)
|
||||
|
||||
V2 的接口级配额很小(末影龙只有 **1 次/分钟**),因此 V2 一律按需查询、不做自动轮询。
|
||||
|
||||
### 几个响应字段的坑(已按实测处理)
|
||||
|
||||
| 接口 | 坑 | 处理 |
|
||||
| --- | --- | --- |
|
||||
| 捐献 | 只有 `player_uuid`,**没有玩家名** | 先用邦国成员表补全,查不到再退到全服玩家表 |
|
||||
| 捐献 | `amount` 可为负 | 负数是邦国支出(如「恢复民心」消耗金锭/钻石),UI 注明 |
|
||||
| 公告 | `message` 是**聊天组件 JSON 字符串** | `componentToText()` 压平成纯文本 |
|
||||
| 王城 | 服务端可能返回 `null` | 显式判空,避免 `Number(null)` 算成 0 伪装成 (0,0) |
|
||||
| 封禁 / 日志 | 字段名是 `banned_player_name` / `timestamp` 等 | 按实测字段解析 |
|
||||
| V2 `/players` | 返回**对象** `{online, max, players[]}` 而不是数组,且没有坐标 | 按对象解析 |
|
||||
| V2 `/dragon` | 字段是 `dragonAlive`,没有 health / phase | 按实测字段解析 |
|
||||
| V2 `/time` | 服务端已算好 `time24` / `time12` / `phase` | 直接用,不再自己用 tick 换算 |
|
||||
| V2 `/equipment` | 物品的 `damage` 是**已损耗值** | 换算成 `remainingDurability` 再显示 |
|
||||
| V2 限流 | 429 带 `retryAfterSeconds` | 提示里直接写出还要等多少秒 |
|
||||
|
||||
---
|
||||
|
||||
## 登录验证门禁
|
||||
|
||||
「登录验证后才允许操作」在两侧都做了强制:
|
||||
|
||||
**游戏侧**(`src/bot/botManager.js`)
|
||||
|
||||
- `canOperate()` = 已连接 + 已进入世界 + 已完成登录验证
|
||||
- 未通过时 `sendCommand` / `sendChat` 直接拒绝并记警告,`isReady()` 也不放行扩地任务
|
||||
- 登录 / 注册流程自身用 `{ internal: true }` 绕过门禁
|
||||
- **登录确认兜底**:部分离线服登录成功后不回明确提示,`server.loginConfirmTimeoutMs`
|
||||
(默认 10 秒)内既没收到成功也没收到失败提示时按「已登录」放行,避免机器人永远卡死;
|
||||
收到「密码错误 / 登录失败」则标记 `loginFailed` 且不放行。设为 `0` 可禁用兜底
|
||||
- **免登录指令白名单**:有些服务器的登录流程本身就是指令(`/login`、`/register`,
|
||||
简幻通体系还要先 `/auth`),若把门禁一刀切会形成「要先登录才能发登录指令」的死锁。
|
||||
`server.preLoginCommands`(默认 `login,l,register,reg,auth`)里列出的前缀在未验证时也放行
|
||||
- **外站账号绑定(如简幻通)**:服务器要求 `/auth <UID> <验证码>` 或扫码绑定时,
|
||||
密码无法自动完成,程序会输出明确的中文告警(每个连接只提示一次)而不是静默死循环。
|
||||
若该服务器提供固定验证码,可在配置的「账号绑定 / 二次验证模板」(`server.authCommand`)里填写
|
||||
- **失败信息可操作**:发送失败会区分「未连接」「登录被服务器拒绝」「未通过登录验证」三种情况,
|
||||
而不是笼统报一句「发送失败」
|
||||
- **人工介入提醒(Webhook)**:验证码只有 120 秒时限,错过就得等下次重登。
|
||||
在控制台「服务器 → 通知提醒」勾选「启用通知」并填 Webhook 地址(地址也可走环境变量
|
||||
`NOTIFY_WEBHOOK_URL`)后,服务器要求验证码时会推送一条提醒到飞书 / Lark 自定义机器人;
|
||||
原文里带上服务器提示与处理步骤。同一问题默认 60 秒内只推一次,避免重连循环里反复轰炸;
|
||||
接口里只暴露 Webhook 域名,不会把带凭证的完整地址打进响应
|
||||
|
||||
**控制台侧**(`src/web/server.js`)
|
||||
|
||||
- 配置 `WEB_PASSWORD`(或 `WEB_TOKEN`)后,页面弹出登录框,`POST /api/login` 校验通过才解锁
|
||||
- 所有 `/api` 与 WebSocket 握手都要求凭证(`X-Auth-Token` 头 / `?token=` / Cookie)
|
||||
- `/api/session` 与 `/api/login` 本身免鉴权,否则用户无法登录
|
||||
- 控制台顶栏显示登录状态,可随时退出登录
|
||||
|
||||
---
|
||||
|
||||
## 部署到服务器
|
||||
|
||||
本项目已在 Debian 12 上以 pm2 常驻运行验证过,关键点:
|
||||
|
||||
### 0. 一键更新(已装好之后日常用这个)
|
||||
|
||||
```powershell
|
||||
# 推荐:把 SSH 凭据写进 .env(已被 .gitignore 忽略),然后直接跑
|
||||
npm run deploy
|
||||
```
|
||||
|
||||
```bash
|
||||
# 也可以临时用环境变量覆盖(.env 里的值仍作为兜底)
|
||||
# Windows PowerShell
|
||||
$env:SSH_HOST='<服务器 IP>'; $env:SSH_PORT='<端口>'
|
||||
$env:SSH_USER='root'; $env:SSH_PASS='<服务器密码>'
|
||||
npm run deploy
|
||||
|
||||
# Linux / macOS
|
||||
SSH_HOST=... SSH_PORT=... SSH_USER=... SSH_PASS='<密码>' npm run deploy
|
||||
```
|
||||
|
||||
> 推荐写进 `.env` 而不是命令行:命令行传密码会留在 shell 历史与进程列表里。
|
||||
> 需要哪些变量见 `.env.example` 的「部署」一节(`SSH_HOST` / `SSH_PORT` / `SSH_USER` / `SSH_PASS`,
|
||||
> 可选 `DEPLOY_APP` / `DEPLOY_PORT`)。**这些只在本机用,服务器上的 `.env` 不需要填。**
|
||||
|
||||
`scripts/deploy.js` 会依次做:打包 → 上传 → 远程执行 `update.sh` →
|
||||
轮询确认控制台返回 200,任一步失败都会明确报错。
|
||||
需要单条远程命令时用 `node scripts/ssh-helper.js exec "<命令>"`。
|
||||
|
||||
两个脚本用 `ssh2` 实现(Windows 自带 OpenSSH 但没有 sshpass,
|
||||
无法非交互传密码);`ssh2` 是 devDependencies,未安装时脚本会提示而不是裸崩。
|
||||
|
||||
打包和更新都会**排除并保留**服务器上的 `.env`、`data/`、`node_modules/`、`runtime/`,
|
||||
不会用你本机的空配置覆盖线上真实数据。
|
||||
|
||||
更多运维命令(回滚、日志路径、服务器上各文件的作用)见 `TODO.md` 的「部署方法」一节。
|
||||
|
||||
### 1. Node.js 版本要求 ≥ 22
|
||||
|
||||
`mineflayer 4.39` 的 `engines` 声明为 `>=22`,用 Node 18 会在运行时出问题。
|
||||
若服务器上已有别的服务依赖旧版 Node,**不要升级系统 Node**,装一份项目私有运行时即可:
|
||||
|
||||
```bash
|
||||
mkdir -p /opt/autostore-bot/runtime && cd /opt/autostore-bot/runtime
|
||||
curl -fsSL -o node.tar.xz https://nodejs.org/dist/v24.16.0/node-v24.16.0-linux-x64.tar.xz
|
||||
tar -xJf node.tar.xz && rm node.tar.xz
|
||||
ln -sfn /opt/autostore-bot/runtime/node-v24.16.0-linux-x64 /opt/autostore-bot/runtime/current
|
||||
```
|
||||
|
||||
### 2. 环境变量
|
||||
|
||||
对外提供控制台时,`WEB_HOST` 必须是 `0.0.0.0`,并且**必须**设置 `WEB_PASSWORD`
|
||||
(否则任何人访问该端口都能操作你的游戏账号):
|
||||
|
||||
```bash
|
||||
WEB_HOST=0.0.0.0
|
||||
WEB_PORT=78
|
||||
WEB_PASSWORD=<强密码>
|
||||
```
|
||||
|
||||
### 3. pm2 常驻
|
||||
|
||||
```bash
|
||||
export PATH=/opt/autostore-bot/runtime/current/bin:$PATH
|
||||
npm install --omit=dev
|
||||
pm2 start ecosystem.config.js # interpreter 指向项目私有 Node
|
||||
pm2 save
|
||||
pm2 startup systemd -u root --hp /root # 开机自启
|
||||
```
|
||||
|
||||
`ecosystem.config.js` 里把 `interpreter` 显式指向私有运行时,避免 pm2 用系统 Node 启动。
|
||||
|
||||
### 4. 日志分两个文件
|
||||
|
||||
`data/pm2-out.log` 是 stdout(info 级),`data/pm2-error.log` 是 stderr
|
||||
(**warn 与 error 级都在这里**)。排查问题时两个都要看;
|
||||
控制台页面上的运行日志是内存环形缓冲,包含全部级别,不受这个拆分影响。
|
||||
|
||||
### 5. 排障经验
|
||||
|
||||
| 现象 | 原因 | 处理 |
|
||||
| --- | --- | --- |
|
||||
| 任务点了「开始扩地」却说「机器人尚未就绪」 | 寻路插件没加载,`bot.pathfinder` 恒为 undefined | 已在 `createBot` 后自动 `loadPlugin`;若仍出现看日志里的插件加载错误 |
|
||||
| 日志被「被服务器传送」刷屏 | 账号未完成服务器验证,服务端每 tick 强推位置 | 已按 30 秒窗口聚合;看是否有「账号绑定」告警 |
|
||||
| 连上 120 秒后被踢,反复循环 | 服务器要求外站账号绑定(如简幻通 `/auth`) | 人工完成一次绑定;绑定后同账号即可自动登录 |
|
||||
| `mineflayer` 加载报错 / 语法不支持 | 系统 Node < 22 | 用项目私有运行时启动 |
|
||||
| 能连上、能收指令,但**走不动** | 客户端移动包被服务端拒绝(回弹) | 用控制台的「移动测试」按钮确认位移;详见下方专章 |
|
||||
|
||||
### 6. 「机器人走不动」的排查方法
|
||||
|
||||
控制台右下角有**移动测试**按钮(前 / 后 / 左 / 右 / 跳),它绕开寻路器直接按控制键 2 秒并回报真实位移。
|
||||
这能一眼区分两种完全不同的故障:
|
||||
|
||||
- **位移正常、但任务报「目标不可达」** → 是规划问题(距离太远、被地形挡住、挖/放方块被 Grim 约束禁用)
|
||||
- **位移 ≈ 0** → 客户端移动被服务端拒绝,属于协议 / 反作弊交互问题,改规划参数没有意义
|
||||
|
||||
#### 最关键的一条:mineflayer 不发 `player_input`
|
||||
|
||||
这是本项目在真实服务器上「怎么按方向键都不动」的根因,**已在 `GrimCompat` 里自动补发**:
|
||||
|
||||
1.21.2+ 服务端的移动预测依赖 `player_input` 包,原版客户端每 tick 都发;
|
||||
而 mineflayer 只在骑乘 / 跳下 / 潜行时发,地面移动的 forward / jump / sprint **完全不发**。
|
||||
带反作弊的服务器因此判定「没有任何输入却发生了位移」,**每 tick 把玩家拉回原位置**。
|
||||
|
||||
实测对比(同一账号、同一位置、同一时段):
|
||||
|
||||
| | 入站强制位置同步 | 按方向键 2 秒的位移 |
|
||||
| --- | --- | --- |
|
||||
| 不补 `player_input` | ~17 次/秒 | 0.00 格 |
|
||||
| 补 `player_input` + `tick_end` | **0 次** | 0.53 ~ 1.40 格 |
|
||||
|
||||
同时补发的还有 `tick_end`(原版 1.21.2+ 客户端每 tick 末尾发送,反作弊用它判定 tick 边界)。
|
||||
两者可在配置里关掉(`grim.sendPlayerInput` / `grim.sendTickEnd`),但**线上服务器不要关**。
|
||||
|
||||
#### 长距离寻路会被自动拆段
|
||||
|
||||
mineflayer-pathfinder 只能规划**已加载区块**范围(实测本服约 8 区块 ≈ 130 格),
|
||||
而扩地目标常在几十个区块之外,A* 会瞬间返回 noPath。
|
||||
寻路服务会把旅程拆成若干段:走到已加载范围边缘附近 → 新区块加载 → 再规划下一段。
|
||||
段长由 `bot.blockAt` 对未加载区块返回 null 的特性二分探测得出,不依赖世界内部结构。
|
||||
相关配置:`pathing.maxSegmentBlocks`、`pathing.segmentMarginBlocks`。
|
||||
|
||||
#### 配套的诊断数据
|
||||
|
||||
在 `GET /api/bots/:id/status`:
|
||||
|
||||
| 字段 | 含义 |
|
||||
| --- | --- |
|
||||
| `packetStats.inboundPosition` | 服务端下发的强制位置同步次数(持续很高 = 被回弹) |
|
||||
| `packetStats.outboundPosition` | 客户端上报的位置包次数 |
|
||||
| `packetStats.playerInput` / `tickEnd` | 每 tick 补发的协议包次数(应约等于 20/秒) |
|
||||
| `packetStats.onGroundFixed` | 出站包中 onGround 被世界数据纠正的次数 |
|
||||
| `onGround` | 客户端当前认为自己在不在空中 |
|
||||
| `gameMode` / `dimension` | 游戏模式与维度(adventure / spectator 会限制移动) |
|
||||
| `world.blockBelow` / `world.surroundings.exits` | 脚下方块与各方向「脚部 / 头部 / 地面」方块名 + 可通行判定 |
|
||||
| `grim.protocolPackets` | 协议补包是否生效及发送计数 |
|
||||
|
||||
判读方式:
|
||||
|
||||
- 入站高、出站为 0 → 客户端根本没上报位置
|
||||
- 出入都高但位移为 0 → 客户端在报,服务端不认(回弹)
|
||||
- `onGround` 恒为 false 而 `world.blockBelowSolid` 为 true → 开启 `grim.reportOnGroundFromWorld`
|
||||
- **寻路日志里「已探索节点数」极小(如几十个)就 noPath** → 不是距离问题,是移动生成器
|
||||
从起点就找不到分支:检查 `world.surroundings.exits` 的 `walkable`,或把机器人挪到开阔地
|
||||
|
||||
---
|
||||
|
||||
@@ -95,6 +469,23 @@ Grim 的 Prediction 检查正是逐 tick 复算玩家位置并与上报位置比
|
||||
| `liquidCost` | 200(avoid 模式) | mineflayer 液体物理与原版差异最大,优先绕开水域 |
|
||||
| `allowFreeMotion` | 关闭 | 禁止自由运动 |
|
||||
|
||||
### 6. 地面状态修正与手动执行器(「走不动」的两级应对)
|
||||
|
||||
服务端频繁下发 `position` 包时,mineflayer 会把 `entity.onGround` 置为 false 并清零速度,
|
||||
物理引擎于是长期走「空中」分支 —— 表现就是「按着前进键、水平速度恒为 0」。为此有两级措施:
|
||||
|
||||
| 措施 | 配置 | 说明 |
|
||||
| --- | --- | --- |
|
||||
| 出站包复核 | `grim.reportOnGroundFromWorld` | 发包前用脚下方块复核 `onGround` |
|
||||
| **方案 A**:物理引擎对齐 | `grim.syncGroundToPhysics` | 每个物理 tick 在「物理算完、发包之前」把 `entity.onGround` 与世界数据对齐,让移动回到地面分支 |
|
||||
| **方案 B**:不信例行同步 | `grim.trustSetbackOnGround` + `grim.setbackSyncEpsilon` | 服务端位置与本地几乎一致(例行同步)时只采纳坐标、保留我们自己的 `onGround` |
|
||||
| **备选执行器** | `pathing.executor: 'manual'` | 只用 A* 算路径,执行改为自己按键(转向 → 前进 → 卡坎跳),时序与「移动测试」的手动按键完全一致 |
|
||||
|
||||
方案 A / B 与 `grim.enabled` 无关(实测关闭合规层后回弹依旧)。
|
||||
控制台「Grim 合规」卡片会显示 `物理对齐 / 保住 / 最近同步差` 三个计数,
|
||||
用它们可以判断修正是否真的生效;`/api/status` 的 `packetStats` 里还有出站包类型分布,
|
||||
便于与旧模组抓包逐项对照。
|
||||
|
||||
---
|
||||
|
||||
## 与原模组的行为差异(重要)
|
||||
@@ -161,12 +552,13 @@ npm start
|
||||
| --- | --- |
|
||||
| `MC_HOST` / `MC_PORT` | 服务器地址与端口 |
|
||||
| `MC_VERSION` | 协议版本,默认 `1.21.4` |
|
||||
| `MC_USERNAME` | 机器人游戏名 |
|
||||
| `MC_BOTS` | **多机器人**账号列表:`用户名:密码` 逗号分隔,或 JSON 数组写法 |
|
||||
| `MC_USERNAME` / `MC_PASSWORD` | 单机器人兜底(未设置 `MC_BOTS` 时生效) |
|
||||
| `MC_AUTH` | `offline`(离线服)或 `microsoft`(正版) |
|
||||
| `MC_PASSWORD` | 服务器登录 / 注册密码,供 `{password}` 占位符使用 |
|
||||
| `WEB_HOST` / `WEB_PORT` | 控制台监听地址与端口 |
|
||||
| `WEB_TOKEN` | 控制台访问令牌;非本机访问**必须**设置(页面静态资源不校验,`/api` 与 WebSocket 握手校验) |
|
||||
| `DYNMAP_BASE` / `DYNMAP_WORLD` | 地图数据源根地址与世界目录名 |
|
||||
| `WEB_TOKEN` | 控制台令牌;非本机访问**必须**设置(页面静态资源不校验,`/api` 与 WebSocket 握手校验) |
|
||||
| `WEB_PASSWORD` | 控制台登录密码:配置后页面弹出登录框,验证通过才允许操作机器人的控制台 / 聊天框 |
|
||||
| `DYNMAP_BASE` / `DYNMAP_WORLD` | 地图站点根地址与世界目录名(领土数据 + 大地图瓦片) |
|
||||
| `SIMP_API_KEY` | SimpCore 开放 API Key(可选) |
|
||||
|
||||
---
|
||||
@@ -175,37 +567,110 @@ npm start
|
||||
|
||||
打开控制台后:
|
||||
|
||||
- **左栏**:连接状态、任务状态机、领土数据源、Grim 合规面板
|
||||
- **中栏**:领土地图(Canvas,滚轮缩放 / 拖拽平移 / 图层开关)+ 实时运行日志
|
||||
- **右栏**:分 7 个标签页的配置表单 + 手动指令输入
|
||||
- **顶栏**:机器人下拉选择、连接 / 任务徽标、控制台登录状态、开始扩地 / 停止 / 重连
|
||||
- **左栏**:机器人列表、连接、任务、**定时消息**、领土数据源、Grim 合规
|
||||
- **中栏**:
|
||||
- 地图页签 —— **大地图**(瓦片 + 领土多边形 + 全部机器人坐标)与 **领土地图**(区块级)
|
||||
- 日志页签 —— **运行日志** / **公屏聊天** / **开拓日志**
|
||||
- **右栏**:控制台(统一输入框 + 快捷发送 + 移动测试)+ 8 个标签页的配置表单
|
||||
|
||||
顶栏按钮:开始扩地 / 停止 / 重连。
|
||||
### 控制台输入框:聊天与指令是同一个入口
|
||||
|
||||
地图图层:己方领土(蓝)、本次占领(绿)、飞地疏漏(红)、当前目标(黄)、机器人(白点)、王城(紫)。
|
||||
不需要切换「聊天 / 指令」模式 —— **以 `/` 开头就按游戏指令发送,否则按公屏消息发送**。
|
||||
服务端 `/api/bots/:id/chat` 就是这么分流的,返回里带 `kind` 字段说明实际走的是哪条路。
|
||||
|
||||
### REST / WebSocket 接口
|
||||
另外提供:
|
||||
|
||||
- **快捷发送**:`/u return`、`/u claimmode`、`/u restore confirm`、`/spawn`、`/list` 一键发出
|
||||
- **移动测试**:前 / 后 / 左 / 右 / 跳,绕开寻路器直接按控制键 2 秒并回报真实位移
|
||||
|
||||
### 响应式与移动端
|
||||
|
||||
| 宽度 | 布局 |
|
||||
| --- | --- |
|
||||
| ≥1200px | 三栏(状态 / 地图日志 / 配置) |
|
||||
| ≤1200px | 两栏,配置栏落到下方并自动分列 |
|
||||
| ≤820px | 单栏 + 底部导航(状态 / 地图 / 日志 / 配置一键定位) |
|
||||
|
||||
移动端额外处理:触控目标放大到 ≥36px、地图与日志高度按视口自适应、
|
||||
避让底部安全区(`env(safe-area-inset-bottom)`)、横屏时压矮地图高度、
|
||||
尊重系统「减少动效」偏好。
|
||||
|
||||
### 定时重复发送消息
|
||||
|
||||
挂机时常需要周期性发同一条指令(例如每 300 秒 `/u restore confirm` 维持疆土民心)。
|
||||
左栏「定时消息」卡片里点「+ 新增」,填内容即可;以 `/` 开头按游戏指令发送,否则按公屏消息发送。
|
||||
|
||||
**两种调度方式**:
|
||||
|
||||
- **固定间隔**:每隔 N 秒发一次(下限 5 秒);
|
||||
- **cron 表达式**:5 段「分 时 日 月 周」(本地时间),例如
|
||||
`0 9 * * *` = 每天 09:00、`0/30 * * * *` = 每 30 分钟、`0 12 * * 1-5` = 工作日 12:00。
|
||||
支持 `*`、步长、区间、列表;写错的表达式不会被静默吞掉,列表里会显示原因并按间隔发送。
|
||||
|
||||
**发送结果确认**(可选):填了「期望回复」(正则)后,发出消息会等待服务器的回复:
|
||||
|
||||
- 命中 → 任务状态显示 `✓ 已确认`,日志记一条「已确认生效」;
|
||||
- 超时未回复 → 显示 `⚠ 未确认` 并写警告 —— 否则 `/u restore confirm` 到底成没成,只能靠人翻日志。
|
||||
|
||||
实现上刻意**不用**朴素的 `setInterval`:
|
||||
|
||||
- 只在「已连接 + 已通过登录验证」时才发送;
|
||||
- 未就绪的周期直接顺延,**不补发** —— 否则重连后会把漏掉的几条一次性连发出去;
|
||||
- 与指令节流队列共用,不会绕过 `server.commandCooldownMs` 变成刷屏;
|
||||
- 间隔下限 5 秒、单个机器人最多 20 条,防止误配置把账号玩进黑名单。
|
||||
|
||||
---
|
||||
|
||||
---
|
||||
|
||||
## REST / WebSocket 接口
|
||||
|
||||
| 方法 | 路径 | 说明 |
|
||||
| --- | --- | --- |
|
||||
| GET | `/api/status` | 机器人 / 任务 / 数据源完整状态 |
|
||||
| GET | `/api/config` | 当前配置 |
|
||||
| POST | `/api/config` | 保存并立即应用配置 |
|
||||
| GET | `/api/map?full=1` | 地图数据(`full=1` 附带全部邦国区块) |
|
||||
| GET | `/api/session` | 控制台登录状态(免鉴权,用于决定是否弹登录框) |
|
||||
| POST | `/api/login` | 控制台登录(免鉴权) |
|
||||
| GET | `/api/status` | 机器人池 / 任务 / 数据源 / 日志 / 大地图完整状态 |
|
||||
| GET | `/api/bots` | 全部机器人状态列表 |
|
||||
| GET | `/api/bots/:id/status` | 单个机器人状态 |
|
||||
| GET | `/api/bots/:id/settings` | 单个机器人的设置与生效配置 |
|
||||
| POST | `/api/bots/:id/settings` | 保存备注名 / 启用 / 自动开始 / 配置覆盖 |
|
||||
| GET | `/api/bots/:id/schedules` | 该机器人的定时消息列表(含距下次发送的秒数) |
|
||||
| POST | `/api/bots/:id/schedules` | 整体替换该机器人的定时消息列表 |
|
||||
| POST | `/api/bots/:id/task/start` | 启动该机器人的扩地(body 为配置覆盖) |
|
||||
| POST | `/api/bots/:id/task/stop` | 停止该机器人的扩地 |
|
||||
| POST | `/api/bots/:id/reconnect` | 重连该机器人 |
|
||||
| POST | `/api/bots/:id/move` | 手动移动测试(`direction` / `seconds`),返回真实位移 |
|
||||
| POST | `/api/bots` | 控制台新增玩家(`username` / `password` / `label`) |
|
||||
| DELETE | `/api/bots/:id` | 移除控制台新增的玩家(`.env` 里的会返回 400) |
|
||||
| POST | `/api/bots/:id/chat` | 发送内容:**以 `/` 开头按指令发送,否则按公屏消息发送**(要求已登录验证) |
|
||||
| POST | `/api/bots/:id/command` | 同上,但强制按指令发送(等价于给内容加 `/` 前缀) |
|
||||
| GET | `/api/bots/:id/chat` | 该机器人的公屏日志(`limit` / `since` / `kind` / `keyword`) |
|
||||
| POST | `/api/bots/:id/chat/export` | 导出该机器人的公屏日志到 `data/` |
|
||||
| GET | `/api/expansion-log` | 开拓日志(`limit` / `botId` / `state` / `since`)+ 统计 |
|
||||
| POST | `/api/expansion-log/export` | 导出开拓日志 CSV 到 `data/` |
|
||||
| POST | `/api/expansion-log/clear` | 清空内存中的开拓日志(磁盘保留) |
|
||||
| GET | `/api/bigmap` | 大地图元信息(坐标系、图幅、瓦片范围、缓存进度、机器人坐标、领土标记);支持 `rangeBlocks` / `bot` 参数 |
|
||||
| GET | `/api/bigmap/markers` | 大地图领土标记(多边形 + 王城) |
|
||||
| GET | `/api/bigmap/tile/:z/:x/:y` | 瓦片代理(缓存优先,避免跨域) |
|
||||
| POST | `/api/bigmap/crawl` | 爬取瓦片;默认爬机器人周边,支持 `centerX` / `centerZ` / `rangeBlocks` |
|
||||
| POST | `/api/bigmap/cache/clear` | 清空瓦片缓存 |
|
||||
| GET | `/api/config` | 全局配置 |
|
||||
| POST | `/api/config` | 保存并立即应用全局配置 |
|
||||
| GET | `/api/map?full=1&bot=<id>` | 领土地图数据(`full=1` 附带全部邦国区块,`bot` 指定视角机器人) |
|
||||
| GET | `/api/logs` | 运行日志 |
|
||||
| POST | `/api/logs/export` | 导出日志到 `data/` |
|
||||
| POST | `/api/task/start` | 启动扩地(可带配置覆盖) |
|
||||
| POST | `/api/task/stop` | 停止扩地 |
|
||||
| POST | `/api/logs/export` | 导出运行日志到 `data/` |
|
||||
| POST | `/api/map/refresh` | 手动刷新地图数据 |
|
||||
| POST | `/api/api/fetch-all` | 手动拉取全服领土(重接口) |
|
||||
| POST | `/api/command` | 发送游戏指令 |
|
||||
| POST | `/api/bot/reconnect` | 重连服务器 |
|
||||
| WS | `/ws` | 实时状态推送(1s)与日志流 |
|
||||
| POST | `/api/task/start`、`/api/task/stop`、`/api/command`、`/api/bot/reconnect` | 默认机器人的等价别名(兼容单机器人用法) |
|
||||
| WS | `/ws` | 实时推送:`status`(1s)、`log`、`chat`、`expansion` |
|
||||
|
||||
---
|
||||
|
||||
## 配置项
|
||||
|
||||
配置保存在 `data/autostore.json`,可通过控制台表单修改。完整字段见
|
||||
配置保存在 `data/autostore.json`(全局默认),可通过控制台表单修改;勾选「仅对当前机器人生效」时
|
||||
写入 `data/bots.json` 作为该机器人的配置覆盖。完整字段见
|
||||
[`src/config/expansionConfig.js`](src/config/expansionConfig.js),分组如下:
|
||||
|
||||
| 分组 | 内容 |
|
||||
@@ -215,8 +680,11 @@ npm start
|
||||
| 寻路 | 疾跑 / 游泳 / 跳跃 / 挖方块 / 放方块、高度偏好、跑酷、搭塔、下落高度、液体代价 |
|
||||
| 生存 | 自动进食、自动攻击、耐久保护、战斗筛选、水域策略、自动用船 |
|
||||
| 数据 | 地图刷新间隔、SimpCore API |
|
||||
| Grim | 合规层全部阈值(见上) |
|
||||
| 服务器 | 开垦模式指令、登录 / 注册模板、指令节流、重连 |
|
||||
| 大地图 | 开关、世界名、预爬取层级、最大层级、**图幅半径、是否跟随机器人**、启动预爬取、下载并发数、**后台预热(开关 / 半径 / 层级 / 移动阈值 / 最小间隔)** |
|
||||
| 协调 | 目标区块租约时长(多机器人避免撞车) |
|
||||
| Grim | 合规层全部阈值 + 协议补包开关 + **地面状态修正(方案 A / B)**(见上) |
|
||||
| 服务器 | 开垦模式指令、登录 / 注册 / 绑定模板、登录确认超时、指令节流、重连 |
|
||||
| 通知 | Webhook 开关与地址(`NOTIFY_WEBHOOK_URL` 兜底)、验证码提醒、自救失败提醒 |
|
||||
|
||||
---
|
||||
|
||||
@@ -230,49 +698,81 @@ npm run dev # 文件变更自动重启
|
||||
|
||||
### 测试覆盖
|
||||
|
||||
154 个测试用例,覆盖:
|
||||
436 个测试用例,覆盖:
|
||||
|
||||
- 区块坐标编解码(含负数与边界)
|
||||
- 领土模型:飞地识别、会话占领、API 数据合并
|
||||
- 规划器:四种策略、S 形顺序、**接壤只算己方领土**(历史 bug 回归)、他国区块切断连通
|
||||
- markers.json 解析:奇偶填充孔洞、王城换算、颜色解析
|
||||
- 领土模型:飞地识别、会话占领、按邦国名取飞地与己方区块、API 数据合并、多边形保留
|
||||
- 规划器:四种策略、S 形顺序、**接壤只算己方领土**(历史 bug 回归)、他国区块切断连通、
|
||||
按 `config.stateName` 解析己方邦国
|
||||
- markers.json 解析:奇偶填充孔洞、王城换算、颜色解析、多边形扁平化
|
||||
- 字幕 / 聊天解析:进度、带坐标成功、通用成功、模糊匹配
|
||||
- Grim 合规层:旋转限速、动作互斥、攻击冷却表、距离 / 视线校验、物理自检
|
||||
- Grim 合规层:旋转限速、动作互斥、攻击冷却表、距离 / 视线校验、物理自检、
|
||||
**地面状态修正(方案 A / B 的正反用例)**、出站包类型分布
|
||||
- 战斗筛选:中立生物豁免、条件敌对、猪灵金甲判定、耐久保护
|
||||
- 寻路服务:Grim 约束是否真正施加到 Movements、高度偏好目标
|
||||
- 控制器状态机:完整扩地流程、超时重试、走两步、回城、耐久保护停止、完成
|
||||
- Web 控制台:地图负载、REST 接口、令牌鉴权
|
||||
- 寻路服务:Grim 约束是否真正施加到 Movements、高度偏好目标、**手动执行器(沿路点行进、跳坎、卡住终止、取消、分段重试)**
|
||||
- 控制器状态机:完整扩地流程、超时重试、走两步、回城、耐久保护停止、完成、
|
||||
多机器人邦国归属隔离、开拓日志写入与去重、**回城前「原地是否更差」评估与前后坐标**、
|
||||
**目标租约的挑选 / 续租 / 归还**
|
||||
- 多机器人:凭据解析(JSON / 逗号分隔 / 兜底)、机器人池组装、配置覆盖与持久化、
|
||||
密码不落配置文件、未登录时拒绝发送、全局配置下发保留各自覆盖、**目标区块租约表**
|
||||
- 机器人登录门禁:就绪判定、登录成功 / 失败 / 已登录提示、注册与登录自动补发、
|
||||
确认兜底超时、公屏消息类型映射、**原点自救(判定成败 / 换方向重试 / 提前结束 / 通知提醒)**
|
||||
- 开拓日志:字段记录、筛选、统计、JSONL 落盘与重启恢复、损坏行容错、环形缓冲、CSV 导出
|
||||
- 公屏日志:按机器人隔离、类型 / 关键字过滤、分文件落盘、文件名安全化、文本导出
|
||||
- 大地图:坐标系换算(含对源站实测标定的王城用例)、**以机器人为中心的图幅换算**、瓦片范围、缓存命中、批量爬取、缓存清理、**后台预热的节流与层级**
|
||||
- 定时消息:内容归一化与间隔钳制、到点发送与按周期重复、未就绪时顺延不补发、多任务独立计时、整体替换重置计时、
|
||||
**cron 解析与下次时刻计算(步长 / 区间 / 星期 / 稀缺表达式 / 非法回退)**、**发送结果确认(命中 / 超时 / 未配置)**
|
||||
- 通知提醒:启用判定、飞书文本格式、去重节流、环境变量兜底、失败不抛异常、不泄露完整地址
|
||||
- Web 控制台:地图负载、单 / 多机器人接口、聊天与开拓日志接口、定时任务接口、
|
||||
图幅与中心计算、瓦片代理、令牌与登录鉴权、WebSocket 握手鉴权
|
||||
|
||||
### 目录结构
|
||||
|
||||
```
|
||||
src/
|
||||
├── index.js 入口:装配模块、启动 Web 控制台、驱动 tick
|
||||
├── index.js 入口:装配模块、启动 Web 控制台、驱动多机器人 tick
|
||||
├── config/
|
||||
│ ├── expansionConfig.js 配置默认值 / 校验 / 归一化
|
||||
│ └── configStore.js 配置 JSON 持久化
|
||||
│ ├── configStore.js 全局配置 JSON 持久化
|
||||
│ ├── botsConfig.js 从 .env 解析多机器人凭据(密码只在这里读)
|
||||
│ └── botStore.js 机器人设置持久化(不含密码)
|
||||
├── core/
|
||||
│ ├── chunkPos.js 区块坐标编解码(整数键,零临时对象)
|
||||
│ ├── territoryModel.js 领土模型:区块集合、飞地、会话占领、API 合并
|
||||
│ ├── territoryDataService.js Dynmap markers.json 拉取与解析
|
||||
│ ├── territoryModel.js 领土模型:区块集合、飞地、会话占领、API 合并、多边形
|
||||
│ ├── territoryDataService.js markers.json 拉取与解析
|
||||
│ ├── simpApiClient.js SimpCore 开放 API 客户端
|
||||
│ ├── expansionPlanner.js 四种扩地策略
|
||||
│ └── subtitleChatMonitor.js 字幕 / 聊天解析与模糊匹配
|
||||
│ ├── subtitleChatMonitor.js 字幕 / 聊天解析与模糊匹配
|
||||
│ ├── expansionLog.js ★ 开拓日志(玩家 / 邦国 / 区块 / 时间 / 来源)
|
||||
│ ├── chatLog.js ★ 游戏公屏完整日志(按机器人分文件)
|
||||
│ ├── bigMapService.js ★ 大地图瓦片爬取与缓存 / 后台预热
|
||||
│ ├── targetLease.js ★ 目标区块租约表(多机器人避免撞车)
|
||||
│ └── notifier.js ★ 人工介入提醒(飞书等 Webhook)
|
||||
├── bot/
|
||||
│ ├── botManager.js 连接、登录、重连、事件归一化
|
||||
│ ├── grimCompat.js ★ Grim 反作弊合规层
|
||||
│ ├── botPool.js ★ 机器人池:同时挂多个玩家
|
||||
│ ├── botManager.js 连接、登录验证、公屏留档、指令 / 聊天发送、地面状态修正
|
||||
│ ├── scheduledMessenger.js ★ 定时发送:固定间隔 / cron + 发送结果确认
|
||||
│ ├── grimCompat.js ★ Grim 反作弊合规层 + 协议补包(player_input / tick_end)
|
||||
│ ├── pathingService.js 寻路服务(替代 Baritone)
|
||||
│ ├── manualMover.js ★ 手动执行器(只借用 A* 规划,自己按键执行)
|
||||
│ ├── autoCombat.js 战斗筛选与耐久检查
|
||||
│ ├── autoEat.js 自动进食
|
||||
│ ├── autoBoat.js 自动用船(默认关闭)
|
||||
│ └── durabilityGuard.js 耐久保护
|
||||
├── controller/
|
||||
│ └── expansionController.js 扩地任务状态机
|
||||
│ └── expansionController.js 扩地任务状态机(按机器人实例化)
|
||||
├── web/
|
||||
│ ├── server.js Express + WebSocket
|
||||
│ ├── server.js Express + WebSocket + 登录鉴权
|
||||
│ └── public/ 控制台前端(原生 HTML/CSS/JS,无构建步骤)
|
||||
└── util/
|
||||
└── logger.js 环形日志缓冲
|
||||
|
||||
data/ (已 gitignore,运行时生成)
|
||||
├── autostore.json 全局配置
|
||||
├── bots.json 机器人设置(启用 / 备注 / 自动开始 / 配置覆盖,不含密码)
|
||||
├── expansion-log.jsonl 开拓日志
|
||||
├── chat/<机器人>.jsonl 游戏公屏日志
|
||||
└── mapcache/<world>/<z>/ 大地图瓦片缓存
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
@@ -0,0 +1,576 @@
|
||||
# TODO:留给后续开发者的待办与已知问题
|
||||
|
||||
> 本文档记录**尚未解决的大工程**、已经排查过的线索、以及推荐的验证方法。
|
||||
> 小事已在代码里做完并提交,这里只写需要集中攻关的部分。
|
||||
>
|
||||
> 最后更新:2026-09-29
|
||||
|
||||
---
|
||||
|
||||
## 0. 先读这里:项目现状与部署
|
||||
|
||||
| 项 | 值 |
|
||||
| --- | --- |
|
||||
| 技术栈 | Node.js ≥ 22 + mineflayer 4.39.0 + mineflayer-pathfinder 2.4.5 |
|
||||
| 测试 | `npm test`(436 个用例全绿) |
|
||||
| 语法与前端 id 自检 | `npm run check` |
|
||||
| 本地启动 | `npm start`(控制台 http://127.0.0.1:3080/) |
|
||||
| 服务器 | `root@103.236.99.177:33851`,部署目录 `/opt/autostore-bot` |
|
||||
| 控制台 | http://103.236.99.177:78/ ,密码在服务器 `.env` 的 `WEB_PASSWORD` |
|
||||
| 进程管理 | pm2 应用 `autostore-bot`(端口 78);旧版 Fabric 机器人为 `minecraft-bot`(端口 91,已停) |
|
||||
| 私有 Node | `/opt/autostore-bot/runtime/current/bin/node`(v24.16.0) |
|
||||
|
||||
**旧版 Fabric 模组源码**(重要参考,实机可用的实现):
|
||||
`C:\Users\luoyi\AppData\Local\Temp\autostore-deploy\oldbot.js`(1356 行)。
|
||||
它在这台服务器上是**真的能走路、能寻路、能扩地**的,所以遇到 mineflayer 行为诡异时,
|
||||
第一件事应该是拿它的实现逐项对照,而不是自己猜。
|
||||
|
||||
> ⚠️ 上面的临时目录会被系统清理。若已丢失,它只作为历史参考 ——
|
||||
> 不影响当前项目运行,但排查移动问题时很有价值,建议接手后先备份一份到仓库外。
|
||||
|
||||
> 📌 **本轮(1.7.0)已把本文档里的待办全部落地为代码** —— 详见 CHANGELOG 的 [1.7.0]。
|
||||
> 下面每节都标注了「已实现 / 待实测」,未实测的部分需要部署到服务器后按验证方法确认。
|
||||
|
||||
---
|
||||
|
||||
## 0.1 🚀 部署方法(完整步骤)
|
||||
|
||||
### 方式一:一键部署(推荐)
|
||||
|
||||
```powershell
|
||||
# 推荐:把 SSH_HOST / SSH_PORT / SSH_USER / SSH_PASS 写进 .env(已被 .gitignore 忽略),
|
||||
# 然后直接跑 —— 命令行传密码会留在 shell 历史与进程列表里
|
||||
npm run deploy
|
||||
```
|
||||
|
||||
```bash
|
||||
# 也可以临时用环境变量覆盖(.env 里的值仍作为兜底)
|
||||
# Windows PowerShell
|
||||
$env:SSH_HOST='103.236.99.177'; $env:SSH_PORT='33851'
|
||||
$env:SSH_USER='root'; $env:SSH_PASS='<服务器密码>'
|
||||
npm run deploy
|
||||
|
||||
# Linux / macOS
|
||||
SSH_HOST=103.236.99.177 SSH_PORT=33851 SSH_USER=root SSH_PASS='<密码>' npm run deploy
|
||||
```
|
||||
|
||||
`scripts/deploy.js` 会依次做:打包 → 上传 → 远程执行 `update.sh` →
|
||||
轮询确认控制台返回 200。任一步失败都会明确报错。
|
||||
|
||||
可选环境变量:`DEPLOY_APP`(默认 `/opt/autostore-bot`)、`DEPLOY_PORT`(默认 `78`)。
|
||||
`SSH_*` 与 `DEPLOY_*` **只在本机生效**,服务器上的 `.env` 不需要填。
|
||||
|
||||
### 方式二:手动部署
|
||||
|
||||
```bash
|
||||
# 1. 打包(务必排除 data / .env / node_modules,否则会覆盖服务器上的真实数据)
|
||||
tar -czf update.tar.gz \
|
||||
--exclude=node_modules --exclude=.git --exclude=data --exclude='*.log' --exclude=.env \
|
||||
-C . .
|
||||
|
||||
# 2. 上传
|
||||
scp -P 33851 update.tar.gz root@103.236.99.177:/opt/autostore-bot/update.tar.gz
|
||||
|
||||
# 3. 远程应用(update.sh 会保留 .env / data / node_modules / runtime)
|
||||
ssh -p 33851 root@103.236.99.177 'bash /opt/autostore-bot/update.sh'
|
||||
```
|
||||
|
||||
### 辅助脚本
|
||||
|
||||
| 脚本 | 用途 |
|
||||
| --- | --- |
|
||||
| `scripts/deploy.js` | 一键部署(推荐) |
|
||||
| `scripts/ssh-helper.js` | 单条远程命令 / 上传:`node scripts/ssh-helper.js exec "<命令>"`、`... put <本地> <远程>` |
|
||||
|
||||
Windows 自带 OpenSSH 但**没有 sshpass / plink**,无法非交互传密码,
|
||||
所以这两个脚本用 `ssh2` 直接实现协议层(`ssh2` 是 devDependencies,
|
||||
未安装时脚本会提示 `npm install --save-dev ssh2` 而不是裸崩)。
|
||||
|
||||
**凭据一律走环境变量,脚本里不写死任何密码。**
|
||||
|
||||
### update.sh 做了什么
|
||||
|
||||
`/opt/autostore-bot/update.sh` 的行为:
|
||||
1. 解压 `update.tar.gz` 到 `/opt/autostore-bot`(**保留** `.env`、`data/`、`node_modules/`、`runtime/`)
|
||||
2. 用私有 Node 重新安装/校验依赖
|
||||
3. `pm2 restart autostore-bot --update-env`
|
||||
4. 打印进程状态与端口监听情况
|
||||
|
||||
### 常用运维命令
|
||||
|
||||
```bash
|
||||
# 进程状态
|
||||
pm2 status
|
||||
pm2 list
|
||||
|
||||
# 重启 / 停止
|
||||
pm2 restart autostore-bot --update-env
|
||||
pm2 stop autostore-bot
|
||||
|
||||
# 日志(实时)
|
||||
tail -f /opt/autostore-bot/data/pm2-out.log # 运行日志
|
||||
tail -f /opt/autostore-bot/data/pm2-error.log # 告警与错误
|
||||
pm2 logs autostore-bot
|
||||
|
||||
# 端口
|
||||
ss -lntp | grep ':78 '
|
||||
|
||||
# 回滚:把上一份备份目录改回来(update.sh 会先备份旧版本目录)
|
||||
ls -1d /opt/autostore-bot/backup-* 2>/dev/null | tail -3
|
||||
```
|
||||
|
||||
### 服务器上的关键文件
|
||||
|
||||
| 路径 | 说明 |
|
||||
| --- | --- |
|
||||
| `/opt/autostore-bot/.env` | **真实凭据**(`MC_USERNAME`、`MC_PASSWORD`、`WEB_PASSWORD`、`SIMP_API_KEY`、`SIMP_API_V2_KEY`、可选 `NOTIFY_WEBHOOK_URL`),权限 0600,**绝不进仓库** |
|
||||
| `/opt/autostore-bot/data/autostore.json` | 运行时配置(控制台保存的),会被 `update.sh` 保留 |
|
||||
| `/opt/autostore-bot/data/bots.json` | 机器人非敏感设置 |
|
||||
| `/opt/autostore-bot/data/bots.credentials.json` | 界面添加的账号密码,权限 0600 |
|
||||
| `/opt/autostore-bot/data/chat/<玩家名>.jsonl` | 公屏完整日志 |
|
||||
| `/opt/autostore-bot/data/expansion-log.jsonl` | 开拓日志 |
|
||||
| `/opt/autostore-bot/data/mapcache/` | 大地图瓦片缓存 |
|
||||
| `/opt/autostore-bot/ecosystem.config.js` | pm2 配置 |
|
||||
| `/opt/autostore-bot/runtime/current` | 私有 Node(服务器自带 Node 太旧时用) |
|
||||
|
||||
### 新增环境变量时
|
||||
|
||||
1. 在 `.env` 里加真实值(**只在服务器上加,不要提交**);
|
||||
2. 在 `.env.example` 里加**占位符**(如 `<your-xxx-key>`),绝不含真实密钥;
|
||||
3. 确认 `.gitignore` 已包含 `.env`(本项目已含,并有 `!.env.example` 例外)。
|
||||
|
||||
---
|
||||
|
||||
## 1. 🟢 「机器人走不动」:**已解决**(根因是自定义高度偏好,见下)
|
||||
|
||||
### 🚧 2026-10-01 当前进展与剩下的拦路虎
|
||||
|
||||
修复高度偏好后,机器人确实能朝目标走了(实测 20 分钟前进 95 格),
|
||||
但要真正开垦出第一块地,还要跨过这几关:
|
||||
|
||||
**① 几何约束:目标天然就在 ~770 格外。**
|
||||
规划器 `generateHolePriority` 是**按到玩家的曼哈顿距离排序**取最近的合法候选
|
||||
(`expansionPlanner.js:109-130`),而机器人出生在**王城**——它在「养老院」这个
|
||||
**33037 区块(约 180×180 区块)** 的大邦国正中间。实测最近的候选在 53 区块
|
||||
(≈768 格)外,且 `targetCount: 1` 只返回一个候选。**所以长途跋涉是邦国几何决定的,绕不开。**
|
||||
|
||||
**② 服务器会踢它,三种原因都实测到过:**
|
||||
- `You were kicked from main: An internal error occurred in your connection.`(最常见,约 1~6 分钟一次)
|
||||
- `You were kicked from main: You are sending too many packets!`
|
||||
- `You were kicked from main: Flying is not enabled on this server`
|
||||
- 未完成验证时还有 `验证超时!您需要在 120 秒内完成身份验证`(120 秒内要人工发码)
|
||||
|
||||
实测出站包速率 **57.9 个/秒**,其中 `pong` 30.6(服务端在疯狂 ping)、
|
||||
协议补包(`player_input` + `tick_end`)合计 23.9、位置包 1.35。
|
||||
**注意:协议补包当初的立论依据(「走不动」的根因)已经被证伪**(真因是高度偏好),
|
||||
它们是否仍然必要、是否就是「发包太多」的原因,**尚未验证**——这是下一步要测的。
|
||||
|
||||
**③ 半路会死**:实测死因是 `fell from a high place` 与 `was slain by Zombie`。
|
||||
摔死那次白走了 100 多格。
|
||||
- 摔死已处理:服务器配置里 `pathing.maxDropDown` 被改成了 **64**(钳制上限),
|
||||
而原版摔落伤害超过 3 格后每格 1 点、**23 格必死**。已改回 4(代码默认本来就是 3)。
|
||||
- 被僵尸杀还没处理:`autoAttack` 是开的,但夜里野外仍会被围死。
|
||||
|
||||
**④ 推进速度只有物理速度的 1/5**:实测机器人几乎每 tick 都按着 `forward+sprint`、
|
||||
`velocity` 约 0.2~3 格/秒,但 2 秒粒度的**净位移只有 0.405 格/秒**
|
||||
(48.6 格 / 120 秒)——差额是被服务端拉回的部分。为此已补上
|
||||
`flags.hasHorizontalCollision`(mineflayer 恒写 `undefined`,见 [1.10.0]),
|
||||
实测该标志确实一直在被漏报(补写计数很快涨到 1 万+),但**提速效果尚未量化验证**。
|
||||
|
||||
**⑤ 会卡在崎岖地形前「原地起跳」** —— ✅ **已定位并修复([1.11.0])**。
|
||||
|
||||
真正的根因不是地形,是**朝向**:`bot.entity.yaw` 无界增长(mineflayer 收到 `position` 包时
|
||||
直接赋值、不取模,GrimCompat 又在它基础上累加),实测涨到 **19254°(≈336 弧度)**。
|
||||
抓包证据:
|
||||
|
||||
```
|
||||
yaw°: -1373 → 19254 → -1650 → -1407 → -1373 → 19254 → … 相邻两包折合差约 114°
|
||||
坐标: (6756.57, 11953.6) ⇄ (6757.45, 11953.8) 0.9 格内「橡皮筋」
|
||||
```
|
||||
|
||||
机器人一直按着前进键,但朝向每隔几个 tick 就被甩到另一个方向,于是**原地走之字形、
|
||||
净位移恒为 0**。物理录制里的 `jump 74/240`、`水平碰撞 195/240`、`onGround 79/240`
|
||||
都是这个 bug 的表象。
|
||||
修复后实测朝向变成**平滑转向**(`0, -9, -17, -26, -34, -43 …`),速度从 0.35 提到 0.56 格/秒。
|
||||
|
||||
**⑥ 剩下的拦路虎:服务端在把它「钉」在固定坐标上。**
|
||||
修复 yaw 之后,手动移动测试报告位移 **2.40~4.81 格**(说明客户端确实走了),
|
||||
但一查状态,位置又回到同一个点(`6756.57` / `6750.3`)。`被服务器传送另有`
|
||||
持续在 **16~194 次/30 秒**。也就是说**客户端走、服务端拉回**,净位移为 0 ——
|
||||
这一层已经不在代码控制范围内,需要确认服务器侧的原因。
|
||||
|
||||
**⑦ 服务端提示过「邦国已激活科技: 疆土开拓者 I 剩余时间: 0时13分3秒」**
|
||||
—— 开拓可能需要该邦国科技处于激活状态,且**有时间限制**。
|
||||
这可能是「到了目标区块也未必能开垦成功」的一个前提条件,尚未验证。
|
||||
|
||||
### ✅ 2026-10-01 突破:修掉高度偏好后扩地真的跑起来了
|
||||
|
||||
**根因**:`AltitudeGoal` 把高度偏置加在**启发值**上
|
||||
(`heuristic = max(0, 基础距离 - 权重 × y)`),而 `mineflayer-pathfinder`
|
||||
每次 `compute()` 返回 `partial` 时用 **`h` 最小**的节点当 partial 路径的终点
|
||||
(`astar.js`: `if (neighborNode.h < this.bestNode.h) this.bestNode = neighborNode`)。
|
||||
于是「又高又偏」的节点 `h` 反而更小,partial 路径被引向高处而不是目标附近 ——
|
||||
**A\* 一直在算、永不收敛,机器人一次移动指令都发不出来。**
|
||||
|
||||
**生产对照实测**(王城平台上,其余配置完全相同):
|
||||
|
||||
| `altitudePreference` | `inputTicks` | 结果 |
|
||||
| --- | --- | --- |
|
||||
| `true`(修复前) | **0** | 永远停在「寻路超时,重新寻路」,一步不动 |
|
||||
| `false`(修复后) | **237** | 每 tick 都在走,`blockedTicks = 0`、`frozenTicks = 0` |
|
||||
|
||||
已把默认值改为 `false`([1.9.1]),并在 `AltitudeGoal` 的注释里写清推导与实测数据。
|
||||
**想重新启用,必须把偏置改成「低处加移动代价」**(改 `getNeighbors` 的 `cost`),
|
||||
不能改启发值。
|
||||
|
||||
**顺带修掉的第二个拦路虎**([1.9.3]):服务器每 1~6 分钟把机器人踢下线一次
|
||||
(`An internal error occurred in your connection`),原来一掉线任务就永久停住。
|
||||
现在 `autoResumeAfterReconnect`(默认开)会在世界退出时记下配置、重连后自动接上;
|
||||
手动停止 / 时段外 / 耐久保护停机不会被误恢复。
|
||||
|
||||
**实测结果**(修复后连续 20 分钟):
|
||||
|
||||
```
|
||||
起点 6753.6, 143, 11953.7 距目标 763 格
|
||||
终点 6768.5, 116, 12045.7 距目标 668 格 ← 前进 95 格,全程未掉线
|
||||
```
|
||||
|
||||
「原点自救」表现完美(4/4 成功):每次被踢到登录服大厅都能自己回到真实世界。
|
||||
|
||||
**仍需观察**:推进速度约 5 格/分钟(正常步行 4.3 格/秒),
|
||||
因为每段路径都会走到「寻路重试耗尽 → 往边上走两步 → 跳过目标 → 重新规划同一目标」
|
||||
的循环里。待优化项:`waitTimeoutSeconds`(60)偏长、以及「跳过目标后立刻重选同一个目标」。
|
||||
|
||||
### 历史记录:三种「走不动」的区分(结论仍然有效)
|
||||
|
||||
### 🔴 2026-10-01 实测:三种「走不动」要分开看(**先读这段**)
|
||||
|
||||
用新增的**物理 tick 录制**(`POST/GET /api/bots/:id/physics`,见 CHANGELOG [1.9.0])
|
||||
逐 tick 抓了「输入 → 输出」,把三种完全不同的现象区分开了:
|
||||
|
||||
| 场景 | 物理有没有动 | 服务端在干什么 | 结论 |
|
||||
| --- | --- | --- | --- |
|
||||
| **登录服大厅** | ✅ 每 tick 走 0.116 格(正常速度) | 每 2 tick 推回一次(`被服务器传送另有` 240~260 次/30 秒) | **真回弹**,但这是未完成验证的惩罚,不是 bug |
|
||||
| **真实世界、建筑内** | ✅ 加速到 0.21 格/tick(≈4.3 格/秒,正常步行) | 入站位置包 **0~1 个**,没插手 | **撞墙**:`collidedHorizontally=true`,`blockedTicks` 42~59/60 |
|
||||
| **真实世界、卡在低处** | ❌ **一次都没动** | — | **寻路器 60 秒规划超时**,`inputTicks=0`,从未产生可执行路径 |
|
||||
|
||||
**关键结论:物理引擎、协议补包、Grim 合规层全都正常**(能加速到正常步行速度),
|
||||
`frozenTicks` 在所有场景都是 0 —— 「输入没进物理」这种情况从未出现。
|
||||
`searchRadius` 从 -1 改成 128 对结果**没有影响**,所以也不是搜索空间无界导致的。
|
||||
|
||||
**当前扩地的真正拦路虎(按优先级):**
|
||||
|
||||
1. **机器人被地形困在王城建筑里**:实测 `exits` 四向只有西面可走,东面头顶是 **torch**(火把)
|
||||
—— 它被 `/u return` 传送进建筑后就出不来了。而此时 `mineflayer-pathfinder`
|
||||
的「徒劳检测」会把每一段路径都清掉(见下),于是永远在「规划 → 卡住 → 清空 → 规划」里循环:
|
||||
`blockedTicks` 230/237、净位移 ~0。
|
||||
2. **装备耐久**:`lastReturn.reason = "装备耐久过低(主手 剩余耐久 15% ≤ 15%)"`
|
||||
→ 一启动扩地就 `/u return` 回城并停机,`inputTicks=0`。**需要人工修装备**。
|
||||
3. **⚠️ `/u return` 会造成摔落伤害**:实测 `health 3.79 → 1.24`、`7.8 → 5.6`,
|
||||
更早一次直接 `fell from a high place` 摔死。回城前应确认落点高度;
|
||||
而且它把机器人送进建筑内部(见第 1 条),等于「回城即被困」。
|
||||
|
||||
### 🎯 死循环的确切机制(2026-10-01,读 mineflayer-pathfinder 源码定位)
|
||||
|
||||
`mineflayer-pathfinder/index.js` 末尾的「徒劳检测」:
|
||||
|
||||
```js
|
||||
// check for futility
|
||||
if (performance.now() - lastNodeTime > 3500) {
|
||||
resetPath('stuck') // 3.5 秒内到不了下一个路径点 → 清空路径
|
||||
}
|
||||
```
|
||||
|
||||
机器人被墙挡住时,3.5 秒必然到不了下一个路径点 → `resetPath('stuck')` → 重新规划 →
|
||||
又卡住 → 又清空。**每 3.5 秒一个循环**,日志表现为 `寻路事件:路径已生成(代价 63.07)`
|
||||
每 3 秒重复一次;`resetPath` 每次都会补一对 `diggingAborted`/`diggingCompleted` 监听器,
|
||||
所以日志里还会出现 `MaxListenersExceededWarning: 11 diggingAborted listeners`
|
||||
—— **这条警告就是「路径被反复清空」的可靠信号**。
|
||||
|
||||
另外两个也会清空路径的触发点(排查时注意):
|
||||
- `blockUpdate`:路径附近的方块一变就 `resetPath('block_updated')`;
|
||||
- `chunkColumnLoad`:新加载的区块与已访问区块相邻就 `resetPath('chunk_loaded')`
|
||||
—— 服务器频繁传送机器人时,这个会被反复触发,A* 的 20 秒 `thinkTimeout`
|
||||
因为每次都新建 AStar 而**永远不会到期**。
|
||||
|
||||
**结论:只要机器人被墙挡住,它就会无限循环「规划 → 卡住 → 清空」,
|
||||
既不会放弃目标也不会自己脱困。** 需要先把它挪到开阔地;长期看应处理
|
||||
`path_reset('stuck')` 的累计次数(连续 N 次就判定「此处出不去」并上报 / 换目标)。
|
||||
|
||||
### ⚠️ 线上实测补充(2026-09-29,**它推翻了下面原有的框架**)
|
||||
|
||||
用新增的**出站包抓取**(`POST/GET /api/bots/:id/capture`,见 CHANGELOG [1.8.0])做了对照,
|
||||
结论是:**「走不动」不是服务端回弹造成的,是客户端物理引擎没有把按键积分成位移。**
|
||||
|
||||
手动按住一个方向键 3 秒的逐包实测(任务未启动、机器人空闲):
|
||||
|
||||
| 项 | 实测 |
|
||||
| --- | --- |
|
||||
| 入站位置包(服务端回弹) | **0 个** —— 服务端全程没插手 |
|
||||
| 出站位置包 | 5 个,全是 1 秒一次的空闲包(**不是**每 tick 一个) |
|
||||
| 客户端自己的坐标 | **完全没变**(`6752.3000, 146, 11922.3000` → 一字不差) |
|
||||
| 朝向 | 完全没变(`-0.20876`) |
|
||||
| `moveDiag.velocity` | 恒为 `(0, -0.078, 0)`,`speed = 0.078` |
|
||||
| `player_input` 位标志 | `backward: true` ✅ —— 控制键确实按下去了 |
|
||||
|
||||
四方向各按 3 秒的位移:`forward 0.02 / back 0.00 / left 1.22 / right 1.40`(正常应约 12 格)。
|
||||
|
||||
**推论:**
|
||||
|
||||
1. `player_input` 如实上报了输入、`bot.getControlState()` 也是 true,
|
||||
但 `prismarine-physics` 的 `applyHeading` 没有产生任何水平速度 ——
|
||||
要么物理引擎拿到的 `control` 快照里 `forward/back` 是 0,
|
||||
要么 `moveEntity` 把位移全吃掉了。**下一步要加 `physicsDiag` 直接看**:
|
||||
`bot.physicsEnabled`、每 tick 的 `physicsTick` 计数、simulate 前后 `onGround`、
|
||||
`world.getBlock(脚下)` 是否命中、以及 PlayerState 里读到的 `control` 快照。
|
||||
2. **「服务端回弹」只在寻路任务运行时出现**(实测任务中入站 6/秒、出站 `position_look` 25/秒),
|
||||
手动移动时入站为 **0** —— 回弹是「任务驱动移动」的伴生现象,**不是走不动的原因**。
|
||||
这也解释了为什么下面两套针对回弹的修正(方案 A/B)开关对位移毫无影响
|
||||
(实测:修正开 0.4~6.4 格 / 修正关 0.4~2.4 格,同量级)。
|
||||
3. 原先记的「手动按键移动完全正常(forward 2 秒 4~8 格)」**已不成立**,
|
||||
该基准需要重建 —— 基于它的推理(「规划问题 vs 协议问题」二分)也就全部偏了。
|
||||
|
||||
**顺带确认(1.21.4 协议):**
|
||||
|
||||
- `flags.hasHorizontalCollision` 恒为 `null`(= 0):mineflayer 在 `physics.js` 里
|
||||
把它写成 `undefined`,而原版客户端会在水平碰撞时置位;实测 62/62 个位置包都是 0。
|
||||
- `teleport_confirm.teleportId` 是大负数(如 `-1884468723`):该服务端用的是随机大整数,
|
||||
不是原版的自增小整数,属于它自己的实现,不是 bug,但排查时别按原版预期去读。
|
||||
- 包类型分布对照(5 秒):空闲 `player_input/tick_end/pong ≈ 100` 且 `position=5`;
|
||||
手动按键与空闲同构(**没有** `position_look`);寻路中才有 `position_look=126`。
|
||||
|
||||
### 现象回顾(历史记录;其中「手动移动正常」已被上面的实测推翻)
|
||||
|
||||
- **手动按键移动完全正常**:通过控制台「移动测试」按 forward 2 秒,实测位移 4~8 格,位置保持。
|
||||
- **寻路器驱动的移动被回弹**:一旦 `bot.pathfinder.setGoal()` 开始执行,
|
||||
服务端以 **5~9 次/秒** 的频率强制同步位置(`forcedMove`),机器人几乎原地不动。
|
||||
- 偶尔能挪动一点,但速度只有 **0.3 格/秒**(正常步行 4.3 格/秒)。
|
||||
|
||||
### 已确认正常的部分(不要再怀疑这些)
|
||||
|
||||
| 项 | 状态 | 证据 |
|
||||
| --- | --- | --- |
|
||||
| `player_input` 补包 | ✅ 每 physicsTick 都发(~20/s),bitflags 正确 | `packetStats.playerInput` 持续增长 |
|
||||
| `tick_end` 补包 | ✅ 每帧发送 | `grim.protocolPackets.tickEndSent` |
|
||||
| `onGround` 标志(出站包) | ✅ 已按世界数据复核 | `packetStats.onGroundFixed` |
|
||||
| 世界数据可读性 | ✅ `world.getBlock` 正常,四向可见 115~125 格 | `pathingDiag.visibleDistance` |
|
||||
| 寻路器本身 | ✅ 在开阔地能找到路径 | 实测「已探索 3633 节点 → success,代价 113.8」 |
|
||||
| 服务端回弹是否持续 | ❌ **只在机器人尝试移动时出现** | 12 秒采样:空闲 +0,寻路中 +105 |
|
||||
| 关闭疾跑 | 试过,**无改善** | `allowSprint=false` 后仍是 4.8 次/秒回弹 |
|
||||
| 关闭合规层(`grim.enabled=false`) | 试过,**无改善** | A/B 实测 6.0 vs 5.5 次/秒,位移都是 0 |
|
||||
| 世界数据是否错误 | ❌ **不是原因** | 实测脚下 `stone`,`blockBelow` 正确 |
|
||||
|
||||
### 🎯 关键线索(未变)
|
||||
|
||||
用 `/api/status` 的 `moveDiag` 采集到的实测数据:
|
||||
|
||||
- 寻路时 `forward`/`sprint` 都按下、`isMoving=true`,但**水平速度恒为 0**;
|
||||
- `velocity.y = -0.078` 恰是自由落体第一 tick 的重力值 —— 说明速度每 tick 被清零;
|
||||
- `bot.entity.onGround` 被服务端位置包反复置为 false(mineflayer 的 `physics.js`
|
||||
在处理 `position` 包时无条件置 false),物理引擎因此一直走「空中」分支。
|
||||
|
||||
### ✅ 本轮已实现的代码(`1.7.0`)
|
||||
|
||||
| 手段 | 开关 | 位置 |
|
||||
| --- | --- | --- |
|
||||
| 方案 A:物理引擎 onGround 对齐 | `grim.syncGroundToPhysics`(默认开) | `botManager._installGroundStateFix` |
|
||||
| 方案 B:例行同步不采纳 onGround=false | `grim.trustSetbackOnGround` + `grim.setbackSyncEpsilon`(默认 0.5 格) | 同上(`prependListener` 抢在 mineflayer 之前快照) |
|
||||
| 出站包类型分布(假设 4 的对照依据) | 常开 | `packetStats.outboundTypes` |
|
||||
| 备选执行器:只借 A* 算路径、自己按键执行 | `pathing.executor: 'manual'` | `src/bot/manualMover.js` |
|
||||
|
||||
**请按下面的顺序实测**:
|
||||
|
||||
1. 部署后先在控制台确认「Grim 合规」卡片里的 `地面修正` 一行出现非零计数
|
||||
(`物理对齐 N · 保住 M · 最近同步差 X 格`);
|
||||
2. 用「移动测试」确认手动移动仍然正常;
|
||||
3. 开始扩地,观察 `moveDiag.speed` 是否 > 0.1、`moveDiag.onGround` 是否稳定为 true、
|
||||
「被服务器传送另有」的计数是否下降、以及是否真的能走完一段路;
|
||||
4. 若仍有回弹 → 在配置「寻路 → 寻路执行器」切到 **手动执行(备选方案)**,
|
||||
再观察一次(它只借用 A* 规划,执行层完全是我们自己的按键时序);
|
||||
5. 若两者都不行 → 回到下面「未完成的排查方向」,用 `packetStats.outboundTypes` +
|
||||
旧模组抓包做逐项 diff(假设 5)。
|
||||
|
||||
### 未完成的排查方向(按优先级)
|
||||
|
||||
#### 假设 3:跳跃 / 跑酷的物理预测不匹配
|
||||
|
||||
Grim 的 Prediction 检查对**跳跃**最严格(起跳时机、跳跃高度、疾跑跳加成)。
|
||||
mineflayer 的 `physics.js` 在这些细节上与原版有已知偏差。
|
||||
|
||||
**验证方法**:把路径限制成纯平地,禁用一切跳跃:
|
||||
|
||||
```json
|
||||
{"allowSprint": false, "pathing": {"allowParkour": false, "allow1by1towers": false, "maxDropDown": 1}}
|
||||
```
|
||||
|
||||
若回弹消失 → 需要在 `GrimCompat` 里拦下 `jump` 控制状态,改用更保守的移动策略。
|
||||
|
||||
#### 假设 5:直接抓包对照(最彻底)
|
||||
|
||||
用 `scripts/check-protocol.js` 的思路扩展一个抓包脚本,
|
||||
分别在「旧模组移动」和「mineflayer 寻路移动」时记录 5 秒的**完整出站包序列**,diff 出差异。
|
||||
`packetStats.outboundTypes` 已经给出包类型分布作为起点。
|
||||
|
||||
> 提示:`scripts/check-protocol.js` 里读取 `node_modules` 的路径用了
|
||||
> `path.join(__dirname, 'node_modules', ...)`,在 `scripts/` 下是拿不到的 ——
|
||||
> 顺手修一下(应为 `path.join(__dirname, '..', 'node_modules', ...)`)。
|
||||
|
||||
---
|
||||
|
||||
## 2. ✅ 原点自救(已实现判定与统计,实测成功率待观察)
|
||||
|
||||
服务器把玩家丢到世界原点附近有两种完全不同的原因,**以前在日志里长得一样**:
|
||||
|
||||
| 原因 | 判断依据 | 处理方式 | 现状 |
|
||||
| --- | --- | --- | --- |
|
||||
| 死亡后被卡住 | **服务器没有要求验证码** | 左右 / 前后移动即可触发服务器重新传送 | ✅ 两轮自救 + 成败判定 |
|
||||
| 被切到登录服 | **服务器要求输入验证码** | **必须重新输入验证码**,只能人工完成 | ✅ 已识别并提示,支持 Webhook 提醒 |
|
||||
|
||||
> ⚠️ **不要用「脚下是不是基岩」来区分这两种情况 —— 实测两种情况下脚下都是基岩。**
|
||||
> 唯一可靠的信号是**服务器有没有发「请直接输入验证码进行验证」这类提示**。
|
||||
|
||||
**本轮改进**:分两轮(左右 → 前后 + 跳),每轮结束后等 800ms 让传送落地再判定「位置是否恢复」;
|
||||
统计 `attempts / successes / lastResult`(`/api/status` 与控制台「连接」卡片可见);
|
||||
两轮都失败时升级为明确提示,并支持 Webhook 提醒。
|
||||
**待观察**:线上实际成功率(看 `originRescue.successes / attempts`),
|
||||
若长期为 0,说明该服务器对移动输入不再响应,应把重心放在验证码流程上。
|
||||
|
||||
---
|
||||
|
||||
## 3. ✅ 自动回城(已加「原地是否更差」评估与前后坐标)
|
||||
|
||||
回城是**破坏性**操作:它把机器人拉回安全点,会**清掉玩家在游戏客户端里手动摆好的位置**。
|
||||
|
||||
现状(1.7.0 之后):
|
||||
|
||||
- `returnOnTimeout` **默认关闭**;即便打开,`returnGraceSeconds`(默认 300 秒)内不执行;
|
||||
- **回城前先评估**:`pathing.diagnostics().neighborCount` 为 0(确实无路可走)才回城,
|
||||
否则记为「原地还能走」并跳过目标 —— 回城只会白白丢掉位置;
|
||||
- **回城后会记录前后坐标与直线距离**,日志写「回城结果:机器人从 (A) 挪到了 (B)(直线 X 格)」,
|
||||
控制台「任务」卡片显示 `最近回城`;位置几乎没变时明确提示回城没有帮助。
|
||||
|
||||
---
|
||||
|
||||
## 4. ✅ 其它已知问题(本轮都已落地)
|
||||
|
||||
### 4.1 大地图 ✅
|
||||
|
||||
- 层级 1~3 现在有**后台预热**:机器人移动超过 `bigMap.prewarmMinMoveBlocks`(默认 512 格)
|
||||
或距上次超过 `prewarmIntervalMs`(默认 10 分钟)时,用一半并发把周边瓦片补下来;
|
||||
- 领土多边形按**视野裁剪**绘制,全世界视角不再全量绘制。
|
||||
|
||||
### 4.2 控制台 ✅
|
||||
|
||||
- 日志改为**按帧批量写入**(一次布局、一次滚动),并用 `content-visibility: auto`
|
||||
让浏览器跳过视口外行的渲染(等价于浏览器自带的虚拟列表,不改变内容与滚动位置);
|
||||
- 配置面板新增**搜索框**:按名称 / 字段名 / 说明过滤,隐藏不删除(保存时仍能读到隐藏字段的值)。
|
||||
|
||||
### 4.3 多机器人 ✅
|
||||
|
||||
- 新增**目标区块租约表**(`src/core/targetLease.js`):谁先抢到谁去,其余机器人跳过;
|
||||
- 持有者每个 tick 续租;停止任务 / 完成任务时归还;掉线 / 卡死后租约到期自动失效;
|
||||
- 候选区块全被其他机器人预定时,等 15 秒再规划(而不是提前判「没有可用区块」)。
|
||||
- **待观察**:多机器人同时扩地的实际撞车率(日志里出现「已被其他机器人预定,跳过」的次数)。
|
||||
|
||||
### 4.4 定时消息 ✅
|
||||
|
||||
- 支持 **cron 表达式**(5 段,本地时间,含步长 / 区间 / 列表 / 星期范围);
|
||||
非法表达式不会被静默吞掉,列表里会显示原因并按间隔发送;
|
||||
- 支持**发送结果确认**:填「期望回复」(正则)后,命中回复记「已确认」,
|
||||
超时记「未确认」并写警告 —— 不再只靠人翻日志判断 `/u restore confirm` 是否生效。
|
||||
|
||||
### 4.5 登录验证 ✅
|
||||
|
||||
- 验证码仍只能人工输入(服务器设计如此),但等待验证码与原点自救失败时会通过
|
||||
**Webhook 通知**(默认按飞书 / Lark 自定义机器人的文本格式)提醒,避免错过 120 秒时限;
|
||||
- 配置位置:控制台「服务器 → 通知提醒(Webhook)」,或环境变量 `NOTIFY_WEBHOOK_URL`。
|
||||
|
||||
---
|
||||
|
||||
## 5. 常用排查命令
|
||||
|
||||
```bash
|
||||
# 机器人完整状态(含寻路诊断 / 地面修正计数 / 自查统计)
|
||||
curl -s -H "X-Auth-Token: $PW" http://103.236.99.177:78/api/status | jq '.data.bots[0]'
|
||||
|
||||
# 寻路诊断:邻居数、世界可读性、四向可见距离、当前执行器
|
||||
curl -s -H "X-Auth-Token: $PW" http://103.236.99.177:78/api/status | jq '.data.bots[0].pathingDiag'
|
||||
|
||||
# 地面状态修正与出站包类型分布
|
||||
curl -s -H "X-Auth-Token: $PW" http://103.236.99.177:78/api/status | jq '.data.bots[0].packetStats'
|
||||
|
||||
# 原点自救成功率 / 最近回城
|
||||
curl -s -H "X-Auth-Token: $PW" http://103.236.99.177:78/api/status | jq '.data.bots[0].originRescue'
|
||||
curl -s -H "X-Auth-Token: $PW" http://103.236.99.177:78/api/status | jq '.data.bots[0].task.lastReturn'
|
||||
|
||||
# 实时日志
|
||||
tail -f /opt/autostore-bot/data/pm2-out.log
|
||||
tail -f /opt/autostore-bot/data/pm2-error.log
|
||||
|
||||
# 公屏完整日志(含服务器消息,JSONL)
|
||||
tail -f /opt/autostore-bot/data/chat/<玩家名>.jsonl
|
||||
|
||||
# 寻路状态(判断「探索了多少节点」是定位卡死的关键指标)
|
||||
grep '寻路状态' /opt/autostore-bot/data/pm2-out.log | tail -20
|
||||
|
||||
# 被服务器回弹的频率(>100/30秒 说明移动被反作弊拒绝)
|
||||
grep '被服务器传送另有' /opt/autostore-bot/data/pm2-error.log | tail -5
|
||||
|
||||
# 多机器人协调:谁在占哪块(日志)
|
||||
grep '已被其他机器人预定' /opt/autostore-bot/data/pm2-out.log | tail -10
|
||||
|
||||
# 抓出站包(诊断「走不动」的主力工具,见问题 1 · 假设 5):
|
||||
# 先在「能走」时抓 5 秒,再在「走不动」时抓 5 秒,然后逐包 diff
|
||||
BOT=<机器人id>
|
||||
curl -s -X POST -H "X-Auth-Token: $PW" -H 'Content-Type: application/json' \
|
||||
-d '{"seconds":5}' http://103.236.99.177:78/api/bots/$BOT/capture/start
|
||||
# 取包类型分布(先看「发了哪几种、各多少次」)
|
||||
curl -s -H "X-Auth-Token: $PW" http://103.236.99.177:78/api/bots/$BOT/capture | jq '.data.byType'
|
||||
# 只取移动相关的原始包内容(看 onGround / hasHorizontalCollision / player_input 位标志 / teleportId)
|
||||
curl -s -H "X-Auth-Token: $PW" \
|
||||
'http://103.236.99.177:78/api/bots/$BOT/capture?types=position_look,look,position,flying,player_input,teleport_confirm&limit=60' \
|
||||
| jq '.data.packets'
|
||||
# 手动停止(给 seconds 时可省略)
|
||||
curl -s -X POST -H "X-Auth-Token: $PW" http://103.236.99.177:78/api/bots/$BOT/capture/stop
|
||||
|
||||
# 协议字段定义自检(核对 mineflayer 写出的字段名与 1.21.4 是否一致)
|
||||
node scripts/check-protocol.js
|
||||
|
||||
# 录物理 tick(诊断「走不动」的另一半:抓包看「发了什么」,这里看「物理读到了什么、动没动」)
|
||||
# 一边录一边按方向键,然后看三个计数:
|
||||
# inputTicks>0 且 inputMovedTicks=0 且 frozenTicks>0 → 输入根本没进物理
|
||||
# inputTicks>0 且 inputMovedTicks=0 且 blockedTicks>0 → 被方块挡住(地形)
|
||||
# inputMovedTicks>0 但服务端把位置拉回 → 才是服务端回弹
|
||||
curl -s -X POST -H "X-Auth-Token: $PW" -H 'Content-Type: application/json' \
|
||||
-d '{"seconds":10}' http://103.236.99.177:78/api/bots/$BOT/physics/start
|
||||
curl -s -X POST -H "X-Auth-Token: $PW" -H 'Content-Type: application/json' \
|
||||
-d '{"direction":"forward","seconds":3}' http://103.236.99.177:78/api/bots/$BOT/move
|
||||
curl -s -H "X-Auth-Token: $PW" http://103.236.99.177:78/api/bots/$BOT/physics \
|
||||
| jq '.data | {inputTicks, inputMovedTicks, blockedTicks, frozenTicks, movedTicks, maxHorizDelta, last}'
|
||||
# 逐 tick 明细(看速度、onGround、碰撞、脚下方块)
|
||||
curl -s -H "X-Auth-Token: $PW" 'http://103.236.99.177:78/api/bots/$BOT/physics?limit=40' \
|
||||
| jq '.data.ticks[] | {t, dx, dz, vx, vz, onGround, collidedHorizontally, blockBelow, control}'
|
||||
```
|
||||
|
||||
### 判断「机器人是不是卡在登录服」
|
||||
|
||||
```bash
|
||||
curl -s -H "X-Auth-Token: $PW" http://103.236.99.177:78/api/status \
|
||||
| jq '.data.bots[0] | {position, chunk, needsVerification}'
|
||||
```
|
||||
- `needsVerification == true` → 服务器正在等待验证码,控制台会显示醒目提示(**这是可靠信号**)
|
||||
- 位置靠近原点且 `needsVerification == false` → 多半是死亡后卡住,机器人会自动自救(并记录成败)
|
||||
- ⚠️ `world.blockBelow == "bedrock"` **不能**用来判断 —— 实测两种情况脚下都是基岩
|
||||
|
||||
---
|
||||
|
||||
## 6. 代码约定(改动前请遵守)
|
||||
|
||||
- 提交信息用约定式提交(`feat:` / `fix:` / `docs:` / `refactor:` / `test:` / `chore:`),主题行说清做了什么。
|
||||
- **所有密钥只走 `.env`**(已在 `.gitignore` 里),代码里绝不硬编码;
|
||||
新增配置项要同时更新 `.env.example` 的占位符。
|
||||
- 注释与文档用中文,解释「为什么」而不是「做了什么」。
|
||||
- 每个 `fix` 都应补一个能复现原问题的测试;本项目测试在 `test/`,用 `node:test`。
|
||||
- 改前端记得跑 `npm run check`,它会校验 `app.js` 引用的元素 id 在 `index.html` 里都存在。
|
||||
- ⚠️ 写块注释时注意:**中文解释里不要出现 `*/` 这两个字符**(例如 cron 步长写法),
|
||||
它会提前结束注释并导致语法错误(本项目已踩过一次)。
|
||||
自动生成
+82
-3
@@ -1,12 +1,12 @@
|
||||
{
|
||||
"name": "autostore-bot",
|
||||
"version": "1.0.0",
|
||||
"version": "1.11.1",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "autostore-bot",
|
||||
"version": "1.0.0",
|
||||
"version": "1.11.1",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"chalk": "^4.1.2",
|
||||
@@ -18,7 +18,8 @@
|
||||
"ws": "^8.18.0"
|
||||
},
|
||||
"devDependencies": {
|
||||
"minecraft-data": "^3.102.3"
|
||||
"minecraft-data": "^3.102.3",
|
||||
"ssh2": "^1.17.0"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=18.0.0"
|
||||
@@ -177,6 +178,16 @@
|
||||
],
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/bcrypt-pbkdf": {
|
||||
"version": "1.0.2",
|
||||
"resolved": "https://registry.npmmirror.com/bcrypt-pbkdf/-/bcrypt-pbkdf-1.0.2.tgz",
|
||||
"integrity": "sha512-qeFIXtP4MSoi6NLqO12WfqARWWuCKi2Rn/9hJLEmtB5yTNr9DqFWkJRCf2qShWzPeAMRnOgCrq0sg/KLv5ES9w==",
|
||||
"dev": true,
|
||||
"license": "BSD-3-Clause",
|
||||
"dependencies": {
|
||||
"tweetnacl": "^0.14.3"
|
||||
}
|
||||
},
|
||||
"node_modules/body-parser": {
|
||||
"version": "1.20.8",
|
||||
"resolved": "https://registry.npmmirror.com/body-parser/-/body-parser-1.20.8.tgz",
|
||||
@@ -243,6 +254,16 @@
|
||||
"integrity": "sha512-zRpUiDwd/xk6ADqPMATG8vc9VPrkck7T07OIx0gnjmJAnHnTVXNQG3vfvWNuiZIkwu9KrKdA1iJKfsfTVxE6NA==",
|
||||
"license": "BSD-3-Clause"
|
||||
},
|
||||
"node_modules/buildcheck": {
|
||||
"version": "0.0.7",
|
||||
"resolved": "https://registry.npmmirror.com/buildcheck/-/buildcheck-0.0.7.tgz",
|
||||
"integrity": "sha512-lHblz4ahamxpTmnsk+MNTRWsjYKv965MwOrSJyeD588rR3Jcu7swE+0wN5F+PbL5cjgu/9ObkhfzEPuofEMwLA==",
|
||||
"dev": true,
|
||||
"optional": true,
|
||||
"engines": {
|
||||
"node": ">=10.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/bytes": {
|
||||
"version": "3.1.2",
|
||||
"resolved": "https://registry.npmmirror.com/bytes/-/bytes-3.1.2.tgz",
|
||||
@@ -357,6 +378,21 @@
|
||||
"integrity": "sha512-NXdYc3dLr47pBkpUCHtKSwIOQXLVn8dZEuywboCOJY/osA0wFSLlSawr3KN8qXJEyX66FcONTH8EIlVuK0yyFA==",
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/cpu-features": {
|
||||
"version": "0.0.10",
|
||||
"resolved": "https://registry.npmmirror.com/cpu-features/-/cpu-features-0.0.10.tgz",
|
||||
"integrity": "sha512-9IkYqtX3YHPCzoVg1Py+o9057a3i0fp7S530UWokCSaFVTc7CwXPRiOjRjBQQ18ZCNafx78YfnG+HALxtVmOGA==",
|
||||
"dev": true,
|
||||
"hasInstallScript": true,
|
||||
"optional": true,
|
||||
"dependencies": {
|
||||
"buildcheck": "~0.0.6",
|
||||
"nan": "^2.19.0"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=10.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/debug": {
|
||||
"version": "2.6.9",
|
||||
"resolved": "https://registry.npmmirror.com/debug/-/debug-2.6.9.tgz",
|
||||
@@ -1077,6 +1113,14 @@
|
||||
"integrity": "sha512-Tpp60P6IUJDTuOq/5Z8cdskzJujfwqfOTkrwIwj7IRISpnkJnT6SyJ4PCPnGMoFjC9ddhal5KVIYtAt97ix05A==",
|
||||
"license": "MIT"
|
||||
},
|
||||
"node_modules/nan": {
|
||||
"version": "2.29.0",
|
||||
"resolved": "https://registry.npmmirror.com/nan/-/nan-2.29.0.tgz",
|
||||
"integrity": "sha512-GlGk3HIvitbvs+LT3g6XUP1kpirKNvmDFwF/bmo6XNWSb/eYEs/O4bfgIEIXCZ+lIOTS5xNwDvSGMw6FJdAhtA==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"optional": true
|
||||
},
|
||||
"node_modules/nearley": {
|
||||
"version": "2.20.1",
|
||||
"resolved": "https://registry.npmmirror.com/nearley/-/nearley-2.20.1.tgz",
|
||||
@@ -1748,6 +1792,34 @@
|
||||
"npm": ">= 3.0.0"
|
||||
}
|
||||
},
|
||||
"node_modules/ssh2": {
|
||||
"version": "1.17.0",
|
||||
"resolved": "https://registry.npmmirror.com/ssh2/-/ssh2-1.17.0.tgz",
|
||||
"integrity": "sha512-wPldCk3asibAjQ/kziWQQt1Wh3PgDFpC0XpwclzKcdT1vql6KeYxf5LIt4nlFkUeR8WuphYMKqUA56X4rjbfgQ==",
|
||||
"dev": true,
|
||||
"hasInstallScript": true,
|
||||
"dependencies": {
|
||||
"asn1": "^0.2.6",
|
||||
"bcrypt-pbkdf": "^1.0.2"
|
||||
},
|
||||
"engines": {
|
||||
"node": ">=10.16.0"
|
||||
},
|
||||
"optionalDependencies": {
|
||||
"cpu-features": "~0.0.10",
|
||||
"nan": "^2.23.0"
|
||||
}
|
||||
},
|
||||
"node_modules/ssh2/node_modules/asn1": {
|
||||
"version": "0.2.6",
|
||||
"resolved": "https://registry.npmmirror.com/asn1/-/asn1-0.2.6.tgz",
|
||||
"integrity": "sha512-ix/FxPn0MDjeyJ7i/yoHGFt/EX6LyNbxSEhPPXODPL+KB0VPk86UYfL0lMdy+KCnv+fmvIzySwaK5COwqVbWTQ==",
|
||||
"dev": true,
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"safer-buffer": "~2.1.0"
|
||||
}
|
||||
},
|
||||
"node_modules/statuses": {
|
||||
"version": "2.0.2",
|
||||
"resolved": "https://registry.npmmirror.com/statuses/-/statuses-2.0.2.tgz",
|
||||
@@ -1800,6 +1872,13 @@
|
||||
"license": "0BSD",
|
||||
"optional": true
|
||||
},
|
||||
"node_modules/tweetnacl": {
|
||||
"version": "0.14.5",
|
||||
"resolved": "https://registry.npmmirror.com/tweetnacl/-/tweetnacl-0.14.5.tgz",
|
||||
"integrity": "sha512-KXXFFdAbFXY4geFIwoyNK+f5Z1b7swfXABfL7HXCmoIWMKU3dmS26672A4EeQtDzLKy7SXmfBu51JolvEKwtGA==",
|
||||
"dev": true,
|
||||
"license": "Unlicense"
|
||||
},
|
||||
"node_modules/type-is": {
|
||||
"version": "1.6.18",
|
||||
"resolved": "https://registry.npmmirror.com/type-is/-/type-is-1.6.18.tgz",
|
||||
|
||||
+7
-4
@@ -1,13 +1,15 @@
|
||||
{
|
||||
"name": "autostore-bot",
|
||||
"version": "1.0.0",
|
||||
"description": "AutoStore Bot —— Minecraft 自动扩地机器人(mineflayer 重写版,Web 控制台,Grim 反作弊适配)",
|
||||
"version": "1.11.1",
|
||||
"description": "AutoStore Bot —— Minecraft 自动扩地机器人(mineflayer 重写版,多机器人挂机,Web 控制台,开拓日志,大地图,Grim 反作弊适配)",
|
||||
"main": "src/index.js",
|
||||
"scripts": {
|
||||
"start": "node src/index.js",
|
||||
"dev": "node --watch src/index.js",
|
||||
"test": "node --test",
|
||||
"check": "node scripts/check-syntax.js"
|
||||
"check": "node scripts/check-syntax.js && node scripts/check-web-ids.js",
|
||||
"deploy": "node scripts/deploy.js",
|
||||
"ssh": "node scripts/ssh-helper.js"
|
||||
},
|
||||
"keywords": [
|
||||
"minecraft",
|
||||
@@ -31,6 +33,7 @@
|
||||
"ws": "^8.18.0"
|
||||
},
|
||||
"devDependencies": {
|
||||
"minecraft-data": "^3.102.3"
|
||||
"minecraft-data": "^3.102.3",
|
||||
"ssh2": "^1.17.0"
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,92 @@
|
||||
'use strict';
|
||||
|
||||
/**
|
||||
* 协议自检:核对 mineflayer 写出的移动相关包在目标版本上的字段名与结构。
|
||||
*
|
||||
* 背景:部分服务端在收到位置包后会持续重发 `position`,直到客户端回一个
|
||||
* `teleport_confirm` 确认;若 mineflayer 因为版本字段名不一致而写不出这个包,
|
||||
* 就会形成「服务端一直传送、客户端一直走不动」的死循环。
|
||||
*
|
||||
* 注意 `minecraft-data` 的结构:`types.packet[1][1].type[1].fields[包名]` 拿到的是
|
||||
* **类型名字符串**(如 `packet_position_look`),要再去 `types[名字]` 取
|
||||
* `['container', [字段...]]` 才能看到字段。早先的版本直接对它 `.map()`,
|
||||
* 所以这个脚本一直跑不通。
|
||||
*/
|
||||
|
||||
const fs = require('fs');
|
||||
const path = require('path');
|
||||
|
||||
const mcData = require('minecraft-data')('1.21.4');
|
||||
|
||||
const VERSION = '1.21.4';
|
||||
const toServer = mcData.protocol.play.toServer;
|
||||
const toClient = mcData.protocol.play.toClient;
|
||||
|
||||
/** 取某一方向「包名 → 类型名」的映射 */
|
||||
function packetNameMap(direction) {
|
||||
const paramsField = direction.types.packet[1][1];
|
||||
return paramsField.type[1].fields;
|
||||
}
|
||||
|
||||
/** 把类型名解析成字段列表;解析不到返回 null */
|
||||
function resolveFields(direction, typeName) {
|
||||
const type = direction.types[typeName];
|
||||
if (!Array.isArray(type) || type[0] !== 'container') return null;
|
||||
return type[1];
|
||||
}
|
||||
|
||||
/** 打印一个包的字段定义 */
|
||||
function dumpFields(direction, label, packetName) {
|
||||
const typeName = packetNameMap(direction)[packetName];
|
||||
if (!typeName) {
|
||||
console.log(` ${packetName.padEnd(18)} (该版本没有这个包)`);
|
||||
return;
|
||||
}
|
||||
const fields = resolveFields(direction, typeName);
|
||||
if (!fields) {
|
||||
console.log(` ${packetName.padEnd(18)} ${typeName}(不是 container,无法展开)`);
|
||||
return;
|
||||
}
|
||||
const text = fields.map((f) => `${f.name}:${JSON.stringify(f.type)}`).join(', ');
|
||||
console.log(` ${packetName.padEnd(18)} ${text}`);
|
||||
}
|
||||
|
||||
console.log(`=== ${VERSION} 客户端 → 服务端:移动 / 传送相关包 ===`);
|
||||
const serverNames = packetNameMap(toServer);
|
||||
for (const name of Object.keys(serverNames).sort()) {
|
||||
if (/teleport|position|input|flying|^look$/i.test(name)) console.log(` ${name}`);
|
||||
}
|
||||
|
||||
console.log(`\n=== ${VERSION} 客户端 → 服务端:字段定义 ===`);
|
||||
for (const name of ['position', 'position_look', 'look', 'flying', 'player_input', 'teleport_confirm', 'tick_end']) {
|
||||
dumpFields(toServer, 'toServer', name);
|
||||
}
|
||||
|
||||
console.log('\n=== 关键位标志类型的展开 ===');
|
||||
for (const [name, def] of Object.entries(toServer.types)) {
|
||||
if (Array.isArray(def) && def[0] === 'bitflags' && /MovementFlags|Input/i.test(name)) {
|
||||
console.log(` ${name} = ${JSON.stringify(def)}`);
|
||||
}
|
||||
}
|
||||
|
||||
console.log(`\n=== ${VERSION} 服务端 → 客户端:position 包字段 ===`);
|
||||
dumpFields(toClient, 'toClient', 'position');
|
||||
for (const [name, def] of Object.entries(toClient.types)) {
|
||||
if (Array.isArray(def) && def[0] === 'bitflags' && /PositionUpdateRelatives/i.test(name)) {
|
||||
console.log(` ${name} = ${JSON.stringify(def)}`);
|
||||
}
|
||||
}
|
||||
|
||||
console.log('\n=== mineflayer 实际写出的包 / 用到的字段名 ===');
|
||||
const physicsPath = path.join(__dirname, '..', 'node_modules', 'mineflayer', 'lib', 'plugins', 'physics.js');
|
||||
try {
|
||||
const lines = fs.readFileSync(physicsPath, 'utf8').split('\n');
|
||||
lines.forEach((line, index) => {
|
||||
if (/teleport_confirm|teleportId|_client\.write\(/.test(line)) {
|
||||
console.log(` physics.js:${index + 1} ${line.trim()}`);
|
||||
}
|
||||
});
|
||||
} catch (err) {
|
||||
console.error(' 读不到 mineflayer/physics.js:' + (err && err.message ? err.message : err));
|
||||
process.exitCode = 1;
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
'use strict';
|
||||
|
||||
/**
|
||||
* 前端元素引用自检:核对 app.js 里 `$('id')` 引用的元素是否都存在于 index.html,
|
||||
* 以及 index.html 里是否还有未被引用的 id(可能是改版后遗留的死元素)。
|
||||
*
|
||||
* 之所以放进 scripts/ 而不是测试里,是因为它检查的是静态资源一致性,
|
||||
* 与运行时行为无关;出问题时直接跑 `node scripts/check-web-ids.js` 即可。
|
||||
*/
|
||||
|
||||
const fs = require('fs');
|
||||
const path = require('path');
|
||||
|
||||
const publicDir = path.join(__dirname, '..', 'src', 'web', 'public');
|
||||
const app = fs.readFileSync(path.join(publicDir, 'app.js'), 'utf8');
|
||||
const html = fs.readFileSync(path.join(publicDir, 'index.html'), 'utf8');
|
||||
|
||||
const referenced = new Set();
|
||||
for (const match of app.matchAll(/\$\('([^']+)'\)/g)) referenced.add(match[1]);
|
||||
|
||||
const declared = new Set();
|
||||
for (const match of html.matchAll(/id="([^"]+)"/g)) declared.add(match[1]);
|
||||
|
||||
const missing = [...referenced].filter((id) => !declared.has(id));
|
||||
const unused = [...declared].filter((id) => !referenced.has(id));
|
||||
|
||||
console.log(`app.js 引用 ${referenced.size} 个元素 id,index.html 声明 ${declared.size} 个`);
|
||||
|
||||
if (missing.length > 0) {
|
||||
console.error('引用了不存在的元素 id:' + missing.join(', '));
|
||||
process.exit(1);
|
||||
}
|
||||
if (unused.length > 0) {
|
||||
console.log('提示:index.html 中未被 app.js 直接引用的 id(可能由 CSS / 标签页逻辑使用):' + unused.join(', '));
|
||||
}
|
||||
console.log('前端元素引用自检通过');
|
||||
+153
@@ -0,0 +1,153 @@
|
||||
'use strict';
|
||||
|
||||
/**
|
||||
* 一键部署:打包 → 上传 → 远程执行 update.sh → 校验服务已起来。
|
||||
*
|
||||
* 用法(凭据全部走环境变量或 .env,脚本里不写死任何密钥):
|
||||
*
|
||||
* # 推荐:把 SSH_HOST / SSH_PORT / SSH_USER / SSH_PASS 写进 .env(已被 .gitignore 忽略)
|
||||
* npm run deploy
|
||||
*
|
||||
* # 或者临时用环境变量覆盖(.env 里的值仍然作为兜底)
|
||||
* # Windows PowerShell
|
||||
* $env:SSH_HOST='<服务器 IP>'; $env:SSH_PORT='<端口>'
|
||||
* $env:SSH_USER='root'; $env:SSH_PASS='<密码>'
|
||||
* node scripts/deploy.js
|
||||
*
|
||||
* # Linux / macOS
|
||||
* SSH_HOST=... SSH_PORT=... SSH_USER=... SSH_PASS=... node scripts/deploy.js
|
||||
*
|
||||
* 可选环境变量:
|
||||
* DEPLOY_APP 部署目录,默认 /opt/autostore-bot
|
||||
* DEPLOY_PORT 健康检查端口,默认 78
|
||||
*
|
||||
* 打包时**排除**这些,以免覆盖服务器上的真实数据与环境:
|
||||
* node_modules / .git / data / *.log / .env
|
||||
* 服务器上 `update.sh` 同样会保留 .env、data、node_modules、runtime。
|
||||
*/
|
||||
|
||||
const { execFileSync, spawnSync } = require('child_process');
|
||||
const fs = require('fs');
|
||||
const os = require('os');
|
||||
const path = require('path');
|
||||
|
||||
// 凭据优先从 .env 读:在命令行里传密码会留在 shell 历史与进程列表里,
|
||||
// 写进已被忽略的 .env 更安全。dotenv 不覆盖已存在的环境变量,所以显式传参仍然优先。
|
||||
require('dotenv').config({ path: path.join(__dirname, '..', '.env') });
|
||||
|
||||
const HOST = process.env.SSH_HOST;
|
||||
const PASS = process.env.SSH_PASS;
|
||||
const APP = process.env.DEPLOY_APP || '/opt/autostore-bot';
|
||||
const PORT = process.env.DEPLOY_PORT || '78';
|
||||
|
||||
if (!HOST || !PASS) {
|
||||
console.error('缺少 SSH_HOST / SSH_PASS。请写进项目根目录的 .env(参考 .env.example),'
|
||||
+ '或用环境变量临时传入。');
|
||||
process.exit(2);
|
||||
}
|
||||
|
||||
const ROOT = path.resolve(__dirname, '..');
|
||||
const HELPER = path.join(__dirname, 'ssh-helper.js');
|
||||
const TARBALL = path.join(os.tmpdir(), `autostore-deploy-${Date.now()}.tar.gz`);
|
||||
|
||||
/** 通过 ssh-helper 执行远程命令,输出直接透传 */
|
||||
function remote(command) {
|
||||
const r = spawnSync(process.execPath, [HELPER, 'exec', command], {
|
||||
stdio: ['ignore', 'pipe', 'pipe'],
|
||||
env: process.env
|
||||
});
|
||||
const stdout = r.stdout ? r.stdout.toString('utf8') : '';
|
||||
const stderr = r.stderr ? r.stderr.toString('utf8') : '';
|
||||
if (stdout) process.stdout.write(stdout);
|
||||
if (stderr) process.stderr.write(stderr);
|
||||
return { code: r.status || 0, stdout, stderr };
|
||||
}
|
||||
|
||||
/** 通过 ssh-helper 上传文件 */
|
||||
function upload(localFile, remotePath) {
|
||||
const r = spawnSync(process.execPath, [HELPER, 'put', localFile, remotePath], {
|
||||
stdio: ['ignore', 'pipe', 'pipe'],
|
||||
env: process.env
|
||||
});
|
||||
const stdout = r.stdout ? r.stdout.toString('utf8') : '';
|
||||
const stderr = r.stderr ? r.stderr.toString('utf8') : '';
|
||||
if (stdout) process.stdout.write(stdout);
|
||||
if (stderr) process.stderr.write(stderr);
|
||||
if (r.status !== 0) throw new Error('上传失败');
|
||||
}
|
||||
|
||||
function pack() {
|
||||
// tar 的 --exclude 必须放在 -C 之前才能生效
|
||||
const args = [
|
||||
'-czf', TARBALL,
|
||||
'--exclude=node_modules',
|
||||
'--exclude=.git',
|
||||
'--exclude=data',
|
||||
'--exclude=*.log',
|
||||
'--exclude=.env',
|
||||
'-C', ROOT,
|
||||
'.'
|
||||
];
|
||||
try {
|
||||
execFileSync('tar', args, { stdio: 'ignore' });
|
||||
} catch {
|
||||
console.error('打包失败。Windows 请确保 tar 可用(Win10 1803+ 自带 bsdtar);'
|
||||
+ '或者手动压缩项目目录后通过 scripts/ssh-helper.js put 上传。');
|
||||
process.exit(1);
|
||||
}
|
||||
return fs.statSync(TARBALL).size;
|
||||
}
|
||||
|
||||
function main() {
|
||||
console.log(`===== 1/4 打包 ${ROOT} =====`);
|
||||
const size = pack();
|
||||
console.log(` ${TARBALL} (${size} bytes)`);
|
||||
|
||||
console.log('\n===== 2/4 上传 =====');
|
||||
upload(TARBALL, `${APP}/update.tar.gz`);
|
||||
|
||||
console.log('\n===== 3/4 远程应用更新 =====');
|
||||
const applied = remote(`bash ${APP}/update.sh 2>&1 | tail -5`);
|
||||
if (applied.code !== 0) {
|
||||
console.error('update.sh 返回非零状态,请检查上面的输出');
|
||||
}
|
||||
|
||||
console.log('\n===== 4/4 校验服务 =====');
|
||||
// 等 pm2 把进程拉起来
|
||||
atExit(() => {
|
||||
const health = remote(
|
||||
`for i in 1 2 3 4 5 6 7 8 9 10; do `
|
||||
+ `if curl -s -o /dev/null -w '%{http_code}' http://127.0.0.1:${PORT}/ | grep -q 200; then `
|
||||
+ `echo "控制台 200 OK"; break; fi; sleep 3; done; `
|
||||
+ `ss -lntp | grep ':${PORT} ' || echo "警告:端口 ${PORT} 未监听"`
|
||||
);
|
||||
if (!health.stdout.includes('200 OK')) {
|
||||
console.error(`\n服务未就绪,请登录服务器查看日志:\n`
|
||||
+ ` tail -50 ${APP}/data/pm2-out.log\n`
|
||||
+ ` tail -50 ${APP}/data/pm2-error.log`);
|
||||
process.exitCode = 1;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/** 注册退出前执行(保证 1~3 步的输出先打完) */
|
||||
const exitHooks = [];
|
||||
function atExit(fn) {
|
||||
exitHooks.push(fn);
|
||||
}
|
||||
process.on('exit', () => {
|
||||
for (const fn of exitHooks) fn();
|
||||
});
|
||||
|
||||
try {
|
||||
main();
|
||||
} catch (err) {
|
||||
console.error('部署失败:' + (err && err.message ? err.message : err));
|
||||
process.exitCode = 1;
|
||||
} finally {
|
||||
try {
|
||||
fs.unlinkSync(TARBALL);
|
||||
} catch {
|
||||
// 临时文件删不掉无所谓
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,135 @@
|
||||
'use strict';
|
||||
|
||||
/**
|
||||
* 部署辅助:用 ssh2 做密码登录的 SSH 执行与 SFTP 上传。
|
||||
*
|
||||
* 为什么要自己写一个:Windows 自带 OpenSSH 但**没有 sshpass / plink**,
|
||||
* 无法在非交互模式下传密码,而部署脚本必须能无人值守地跑完。
|
||||
* 用 ssh2 直接实现协议层就绕开了这个问题。
|
||||
*
|
||||
* **脚本本身不含任何凭据**,全部走环境变量,避免密钥进仓库。
|
||||
*
|
||||
* 用法:
|
||||
* node scripts/ssh-helper.js exec "<命令>"
|
||||
* node scripts/ssh-helper.js put <本地文件> <远程路径>
|
||||
*
|
||||
* 环境变量(也可以写进项目根目录的 .env,那里已被 .gitignore 忽略):
|
||||
* SSH_HOST 必填
|
||||
* SSH_PASS 必填
|
||||
* SSH_PORT 可选,默认 22
|
||||
* SSH_USER 可选,默认 root
|
||||
*
|
||||
* 若未安装 ssh2(devDependencies,可选),会给出安装提示而不是裸崩。
|
||||
*/
|
||||
|
||||
const fs = require('fs');
|
||||
const path = require('path');
|
||||
|
||||
// 与 deploy.js 一致:凭据可以从 .env 读;dotenv 不覆盖已存在的环境变量,显式传参仍然优先
|
||||
require('dotenv').config({ path: path.join(__dirname, '..', '.env') });
|
||||
|
||||
let Client;
|
||||
try {
|
||||
({ Client } = require('ssh2'));
|
||||
} catch {
|
||||
console.error('缺少可选依赖 ssh2。部署相关脚本需要它:\n\n npm install --save-dev ssh2\n');
|
||||
process.exit(2);
|
||||
}
|
||||
|
||||
const HOST = process.env.SSH_HOST;
|
||||
const PORT = Number(process.env.SSH_PORT || 22);
|
||||
const USER = process.env.SSH_USER || 'root';
|
||||
const PASS = process.env.SSH_PASS;
|
||||
|
||||
if (!HOST || !PASS) {
|
||||
console.error('缺少 SSH_HOST / SSH_PASS。请写进项目根目录的 .env(参考 .env.example),'
|
||||
+ '或用环境变量临时传入。');
|
||||
process.exit(2);
|
||||
}
|
||||
|
||||
function connect() {
|
||||
return new Promise((resolve, reject) => {
|
||||
const client = new Client();
|
||||
client.on('ready', () => resolve(client));
|
||||
client.on('error', reject);
|
||||
client.connect({
|
||||
host: HOST,
|
||||
port: PORT,
|
||||
username: USER,
|
||||
password: PASS,
|
||||
readyTimeout: 30000,
|
||||
algorithms: {
|
||||
// 老版本 OpenSSH 服务器可能只提供这些算法,放宽列表避免握手失败
|
||||
kex: [
|
||||
'curve25519-sha256', 'curve25519-sha256@libssh.org',
|
||||
'ecdh-sha2-nistp256', 'ecdh-sha2-nistp384', 'ecdh-sha2-nistp521',
|
||||
'diffie-hellman-group-exchange-sha256',
|
||||
'diffie-hellman-group14-sha256', 'diffie-hellman-group14-sha1',
|
||||
'diffie-hellman-group1-sha1'
|
||||
],
|
||||
serverHostKey: [
|
||||
'ssh-ed25519', 'ecdsa-sha2-nistp256', 'rsa-sha2-512', 'rsa-sha2-256', 'ssh-rsa'
|
||||
]
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/** @returns {Promise<{code: number, stdout: string, stderr: string}>} */
|
||||
function exec(client, command) {
|
||||
return new Promise((resolve, reject) => {
|
||||
client.exec(command, { pty: false }, (err, stream) => {
|
||||
if (err) {
|
||||
reject(err);
|
||||
return;
|
||||
}
|
||||
let stdout = '';
|
||||
let stderr = '';
|
||||
stream.on('data', (chunk) => { stdout += chunk.toString('utf8'); });
|
||||
stream.stderr.on('data', (chunk) => { stderr += chunk.toString('utf8'); });
|
||||
stream.on('close', (code) => resolve({ code, stdout, stderr }));
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
function put(client, localFile, remotePath) {
|
||||
return new Promise((resolve, reject) => {
|
||||
client.sftp((err, sftp) => {
|
||||
if (err) {
|
||||
reject(err);
|
||||
return;
|
||||
}
|
||||
sftp.fastPut(localFile, remotePath, (putErr) => {
|
||||
if (putErr) reject(putErr);
|
||||
else resolve(remotePath);
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
async function main() {
|
||||
const [action, ...rest] = process.argv.slice(2);
|
||||
const client = await connect();
|
||||
try {
|
||||
if (action === 'exec') {
|
||||
const result = await exec(client, rest.join(' '));
|
||||
if (result.stdout) process.stdout.write(result.stdout);
|
||||
if (result.stderr) process.stderr.write(result.stderr);
|
||||
process.exitCode = result.code || 0;
|
||||
} else if (action === 'put') {
|
||||
const local = path.resolve(rest[0]);
|
||||
await put(client, local, rest[1]);
|
||||
console.log(`uploaded ${path.basename(local)} -> ${rest[1]} (${fs.statSync(local).size} bytes)`);
|
||||
} else {
|
||||
console.error('未知动作:' + action);
|
||||
process.exitCode = 2;
|
||||
}
|
||||
} finally {
|
||||
client.end();
|
||||
}
|
||||
}
|
||||
|
||||
main().catch((err) => {
|
||||
console.error('SSH 失败:' + (err && err.message ? err.message : err));
|
||||
process.exit(1);
|
||||
});
|
||||
+1369
-25
文件差异内容过多而无法显示
加载差异
+737
@@ -0,0 +1,737 @@
|
||||
'use strict';
|
||||
|
||||
const { EventEmitter } = require('events');
|
||||
|
||||
const { BotManager } = require('./botManager');
|
||||
const { ScheduledMessenger } = require('./scheduledMessenger');
|
||||
const { ExpansionController } = require('../controller/expansionController');
|
||||
const { TargetLeaseTable } = require('../core/targetLease');
|
||||
const { normalizeConfig } = require('../config/expansionConfig');
|
||||
const { sanitizeId } = require('../config/botsConfig');
|
||||
|
||||
/**
|
||||
* 机器人池:同时挂多个玩家(机器人)。
|
||||
*
|
||||
* 每个机器人由一对 `BotManager + ExpansionController` 组成,各自独立连接、独立登录、
|
||||
* 独立跑扩地状态机;但**共享**同一份领土数据服务(markers.json 是全局的,
|
||||
* 没必要每个机器人各拉一遍)与同一份运行日志。
|
||||
*
|
||||
* 账号来源有两个,同名时以 `.env` 为准(环境变量优先级更高,避免「改了 .env 不生效」):
|
||||
* 1. `.env` 的 `MC_BOTS` / `MC_USERNAME`(`source: 'env'`);
|
||||
* 2. 控制台「添加玩家」写入的 `data/bots.credentials.json`(`source: 'store'`)。
|
||||
*
|
||||
* 每个机器人可以有自己的一套扩地配置覆盖(存在 `data/bots.json`),
|
||||
* 未覆盖的字段回退到全局配置。
|
||||
*/
|
||||
class BotPool extends EventEmitter {
|
||||
/**
|
||||
* @param {object} deps
|
||||
* @param {Array<object>} deps.connections 连接参数列表(来自 .env,见 botsConfig)
|
||||
* @param {object} deps.config 全局配置
|
||||
* @param {import('../util/logger').Logger} [deps.logger]
|
||||
* @param {import('../core/territoryDataService').TerritoryDataService} deps.dataService
|
||||
* @param {import('../core/expansionLog').ExpansionLog} [deps.expansionLog]
|
||||
* @param {import('../core/chatLog').ChatLog} [deps.chatLog]
|
||||
* @param {{load: Function, save: Function}} [deps.botStore] 机器人设置持久化
|
||||
* @param {{load: Function, save: Function}} [deps.credentialStore] 控制台新增账号的凭据持久化
|
||||
*/
|
||||
constructor(deps) {
|
||||
super();
|
||||
this.config = deps.config;
|
||||
this.logger = deps.logger || null;
|
||||
this.dataService = deps.dataService;
|
||||
this.expansionLog = deps.expansionLog || null;
|
||||
this.chatLog = deps.chatLog || null;
|
||||
this.botStore = deps.botStore || null;
|
||||
this.credentialStore = deps.credentialStore || null;
|
||||
/** @type {import('../core/notifier').Notifier|null} 人工介入提醒(验证码 / 自救失败) */
|
||||
this.notifier = deps.notifier || null;
|
||||
|
||||
/** @type {Map<string, object>} 机器人 id → 运行时条目 */
|
||||
this.entries = new Map();
|
||||
/** 已执行过「启动后自动开始扩地」的机器人(避免重连后把手动停止的任务又拉起来) */
|
||||
this._autoStarted = new Set();
|
||||
/** 机器人设置(非敏感部分) */
|
||||
this.settings = this.botStore ? this.botStore.load().bots : {};
|
||||
/** 控制台新增账号的凭据(含密码,落盘权限 0600) */
|
||||
this.credentials = this.credentialStore ? this.credentialStore.load().bots : {};
|
||||
/** 启动时间戳 */
|
||||
this.startedAt = 0;
|
||||
/**
|
||||
* 目标区块租约表:多机器人共享,避免同时扩地时撞在同一批候选区块上
|
||||
* (详见 core/targetLease.js)。
|
||||
*/
|
||||
this.targetLeases = new TargetLeaseTable({
|
||||
ttlMs: (this.config.coordination ? this.config.coordination.targetLeaseTtlSeconds : 180) * 1000
|
||||
});
|
||||
|
||||
for (const connection of this._mergeConnections(deps.connections || [])) {
|
||||
this._addBot(connection);
|
||||
}
|
||||
this.defaultId = this.entries.size > 0 ? this.entries.keys().next().value : '';
|
||||
}
|
||||
|
||||
/**
|
||||
* 合并两个账号来源:`.env` 优先,控制台新增的账号补齐。
|
||||
* @param {Array<object>} envConnections
|
||||
* @returns {Array<object>}
|
||||
*/
|
||||
_mergeConnections(envConnections) {
|
||||
const merged = [];
|
||||
const seen = new Set();
|
||||
for (const connection of envConnections) {
|
||||
const id = connection.id || sanitizeId(connection.username);
|
||||
if (!id || seen.has(id)) continue;
|
||||
seen.add(id);
|
||||
merged.push(Object.assign({}, connection, { id, source: 'env' }));
|
||||
}
|
||||
for (const [id, credential] of Object.entries(this.credentials)) {
|
||||
if (seen.has(id) || !credential || !credential.username) continue;
|
||||
seen.add(id);
|
||||
merged.push(Object.assign({
|
||||
auth: 'offline',
|
||||
host: process.env.MC_HOST || 'bgjq.simpfun.cn',
|
||||
port: Number.parseInt(process.env.MC_PORT || '25565', 10),
|
||||
version: process.env.MC_VERSION || '1.21.4'
|
||||
}, credential, { id, source: 'store' }));
|
||||
}
|
||||
return merged;
|
||||
}
|
||||
|
||||
// ==================== 组装 ====================
|
||||
|
||||
/**
|
||||
* 创建一个机器人条目:管理器 + 控制器,并接好事件。
|
||||
* @param {object} connection
|
||||
* @returns {object|null} 已存在同名机器人时返回 null
|
||||
*/
|
||||
_addBot(connection) {
|
||||
const id = connection.id || sanitizeId(connection.username);
|
||||
if (!id || this.entries.has(id)) return null;
|
||||
const setting = this.settings[id] || {};
|
||||
const manager = new BotManager(
|
||||
Object.assign({}, connection, { label: setting.label || connection.label }),
|
||||
this.getConfigFor(id),
|
||||
this.logger,
|
||||
{ chatLog: this.chatLog, notifier: this.notifier }
|
||||
);
|
||||
const controller = new ExpansionController({
|
||||
botManager: manager,
|
||||
dataService: this.dataService,
|
||||
logger: this.logger,
|
||||
botId: id,
|
||||
botName: connection.username,
|
||||
expansionLog: this.expansionLog,
|
||||
targetLeases: this.targetLeases
|
||||
});
|
||||
// 寻路事件转发给控制器(与 Baritone 的 PathEvent 语义一致)
|
||||
manager.on('modulesReady', () => {
|
||||
if (manager.pathing) {
|
||||
manager.pathing.onPathEvent = (event, detail) => controller.onPathEvent(event, detail);
|
||||
}
|
||||
// 进入世界并装配完成后按设置决定是否自动开始扩地。
|
||||
// 只在本次进程内首次进入世界时触发:断线重连后不自动拉起,
|
||||
// 否则用户在控制台手动停止的任务会被重连事件重新启动。
|
||||
if (this._settingOf(id).autoStart && !this._autoStarted.has(id)) {
|
||||
this._autoStarted.add(id);
|
||||
this.startTask(id).catch((err) => {
|
||||
if (this.logger) this.logger.log(`[${connection.username}] 自动开始扩地失败:${err.message}`, 'error');
|
||||
});
|
||||
}
|
||||
});
|
||||
manager.on('spawn', () => this.emit('botSpawn', id));
|
||||
manager.on('end', () => this.emit('botEnd', id));
|
||||
|
||||
// 定时消息器:按固定间隔重复发送同一条内容(如每 300 秒 /u restore confirm)
|
||||
const messenger = new ScheduledMessenger(manager, this.logger);
|
||||
messenger.setTasks(setting.schedules || []);
|
||||
|
||||
this.entries.set(id, {
|
||||
id,
|
||||
connection,
|
||||
manager,
|
||||
controller,
|
||||
messenger,
|
||||
/** 账号来源:env(.env 配置)/ store(控制台新增) */
|
||||
source: connection.source || 'env',
|
||||
/** 该机器人实际生效的配置(全局 + 覆盖) */
|
||||
config: manager.config
|
||||
});
|
||||
return this.entries.get(id);
|
||||
}
|
||||
|
||||
/**
|
||||
* 控制台新增一个玩家(机器人):落盘凭据 → 建立条目 → 立即连接。
|
||||
*
|
||||
* 密码只写进 `data/bots.credentials.json`(权限 0600,`data/` 已被 .gitignore 忽略),
|
||||
* 不会进入代码仓库,也不会出现在任何接口响应里。
|
||||
*
|
||||
* @param {{username: string, password?: string, label?: string, auth?: string, host?: string, port?: number, version?: string}} input
|
||||
* @param {{connect?: boolean}} [options] connect=false 时只登记不连接(测试或先配好再手动连接)
|
||||
* @returns {object} 新建的机器人条目
|
||||
*/
|
||||
addBot(input, options) {
|
||||
const opts = options || {};
|
||||
const username = String((input && input.username) || '').trim();
|
||||
if (!username) throw badRequest('缺少用户名');
|
||||
if (!/^[A-Za-z0-9_]{1,16}$/.test(username)) {
|
||||
throw badRequest('用户名只能是 1-16 位字母、数字或下划线(Minecraft 账号名规则)');
|
||||
}
|
||||
const id = sanitizeId(username);
|
||||
if (this.entries.has(id)) throw badRequest('该玩家已在列表中:' + username);
|
||||
if (!this.credentialStore) throw badRequest('当前部署未启用凭据存储,无法在控制台新增玩家');
|
||||
|
||||
const connection = {
|
||||
id,
|
||||
username,
|
||||
password: input.password === undefined || input.password === null ? '' : String(input.password),
|
||||
label: input.label ? String(input.label) : username,
|
||||
auth: String(input.auth || process.env.MC_AUTH || 'offline'),
|
||||
host: String(input.host || process.env.MC_HOST || 'bgjq.simpfun.cn'),
|
||||
port: Number.isFinite(Number(input.port))
|
||||
? Number(input.port)
|
||||
: Number.parseInt(process.env.MC_PORT || '25565', 10),
|
||||
version: String(input.version || process.env.MC_VERSION || '1.21.4'),
|
||||
source: 'store'
|
||||
};
|
||||
this.credentials[id] = {
|
||||
username: connection.username,
|
||||
password: connection.password,
|
||||
auth: connection.auth,
|
||||
host: connection.host,
|
||||
port: connection.port,
|
||||
version: connection.version
|
||||
};
|
||||
this.credentialStore.save({ bots: this.credentials });
|
||||
|
||||
const entry = this._addBot(connection);
|
||||
if (!this.defaultId) this.defaultId = id;
|
||||
this._log(`已添加玩家 ${username}(密码保存在服务器本地凭据文件,权限 0600)`);
|
||||
if (opts.connect !== false && this._settingOf(id).enabled) {
|
||||
entry.messenger.start();
|
||||
entry.manager.connect();
|
||||
}
|
||||
return entry;
|
||||
}
|
||||
|
||||
/**
|
||||
* 移除一个机器人。
|
||||
*
|
||||
* 只允许移除控制台新增的账号;`.env` 里配置的账号必须改 `.env`,
|
||||
* 否则重启后它又会回来,容易让人误以为「删不掉」。
|
||||
*
|
||||
* @param {string} id
|
||||
* @returns {object} 被移除的条目
|
||||
*/
|
||||
removeBot(id) {
|
||||
const entry = this.require(id);
|
||||
if (entry.source === 'env') {
|
||||
throw badRequest(`${entry.connection.username} 是在 .env 的 MC_BOTS 里配置的,`
|
||||
+ '请修改 .env 后重启;控制台只能移除在这里添加的玩家');
|
||||
}
|
||||
entry.messenger.stop();
|
||||
entry.manager.disconnect();
|
||||
this.entries.delete(id);
|
||||
delete this.settings[id];
|
||||
this._persistSettings();
|
||||
if (this.credentials[id]) {
|
||||
delete this.credentials[id];
|
||||
if (this.credentialStore) this.credentialStore.save({ bots: this.credentials });
|
||||
}
|
||||
if (this.defaultId === id) {
|
||||
this.defaultId = this.entries.size > 0 ? this.entries.keys().next().value : '';
|
||||
}
|
||||
this._log(`已移除玩家 ${entry.connection.username}`);
|
||||
return entry;
|
||||
}
|
||||
|
||||
// ==================== 生命周期 ====================
|
||||
|
||||
/** 连接所有已启用的机器人 */
|
||||
start() {
|
||||
this.startedAt = Date.now();
|
||||
for (const entry of this.entries.values()) {
|
||||
if (!this._settingOf(entry.id).enabled) {
|
||||
this._log(`${entry.connection.username} 已在控制台禁用,跳过连接`);
|
||||
continue;
|
||||
}
|
||||
entry.messenger.start();
|
||||
entry.manager.connect();
|
||||
}
|
||||
}
|
||||
|
||||
/** 断开所有机器人 */
|
||||
stop() {
|
||||
for (const entry of this.entries.values()) {
|
||||
try {
|
||||
entry.controller.stop();
|
||||
} catch {
|
||||
// 忽略
|
||||
}
|
||||
entry.messenger.stop();
|
||||
entry.manager.disconnect();
|
||||
}
|
||||
}
|
||||
|
||||
/** 驱动所有机器人的扩地状态机(由外部按 tick 调用) */
|
||||
tick() {
|
||||
for (const entry of this.entries.values()) {
|
||||
try {
|
||||
entry.controller.tick();
|
||||
} catch (err) {
|
||||
if (this.logger) {
|
||||
this.logger.log(`[${entry.connection.username}] tick 异常:` + (err && err.stack ? err.stack : err), 'error');
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== 访问 ====================
|
||||
|
||||
/** @returns {Array<string>} 全部机器人 id */
|
||||
ids() {
|
||||
return Array.from(this.entries.keys());
|
||||
}
|
||||
|
||||
/** @returns {number} 机器人数量 */
|
||||
get size() {
|
||||
return this.entries.size;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {string} [id] 机器人 id;缺省取第一个
|
||||
* @returns {object|null} 运行时条目
|
||||
*/
|
||||
get(id) {
|
||||
if (!id) return this.entries.get(this.defaultId) || null;
|
||||
return this.entries.get(id) || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 取机器人条目,找不到时抛错(供 REST 接口返回 404 用)。
|
||||
* @param {string} id
|
||||
* @returns {object}
|
||||
*/
|
||||
require(id) {
|
||||
const entry = this.get(id);
|
||||
if (!entry) {
|
||||
const err = new Error('机器人不存在:' + id);
|
||||
err.statusCode = 404;
|
||||
throw err;
|
||||
}
|
||||
return entry;
|
||||
}
|
||||
|
||||
// ==================== 配置 ====================
|
||||
|
||||
/** @returns {object} 机器人的非敏感设置(启用 / 备注 / 自动开始 / 定时任务 / 配置覆盖) */
|
||||
_settingOf(id) {
|
||||
const raw = this.settings[id] || {};
|
||||
return {
|
||||
enabled: raw.enabled !== false,
|
||||
autoStart: raw.autoStart === true,
|
||||
label: raw.label || '',
|
||||
schedules: Array.isArray(raw.schedules) ? raw.schedules : [],
|
||||
config: raw.config && typeof raw.config === 'object' ? raw.config : {}
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算某机器人实际生效的配置:全局配置 + 该机器人的覆盖。
|
||||
* @param {string} id
|
||||
* @returns {object}
|
||||
*/
|
||||
getConfigFor(id) {
|
||||
const setting = this._settingOf(id);
|
||||
return normalizeConfig(setting.config, this.config);
|
||||
}
|
||||
|
||||
/**
|
||||
* 更新全局配置并下发给所有机器人(各自再叠加自己的覆盖)。
|
||||
* @param {object} config 新的全局配置
|
||||
*/
|
||||
applyGlobalConfig(config) {
|
||||
this.config = config;
|
||||
// 租约时长可以热改(新配置对新租约生效;已发出的租约仍按原时长到期)
|
||||
if (this.targetLeases && config.coordination) {
|
||||
this.targetLeases.ttlMs = Math.max(1, Number(config.coordination.targetLeaseTtlSeconds) || 180) * 1000;
|
||||
}
|
||||
for (const entry of this.entries.values()) {
|
||||
entry.config = this.getConfigFor(entry.id);
|
||||
entry.manager.applyConfig(entry.config);
|
||||
entry.controller.config = entry.config;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 保存某机器人的设置(启用 / 备注 / 自动开始 / 配置覆盖)并立即生效。
|
||||
*
|
||||
* @param {string} id
|
||||
* @param {object} patch 部分设置;`config` 字段为配置覆盖(整体替换)
|
||||
* @returns {object} 生效后的设置
|
||||
*/
|
||||
setBotSetting(id, patch) {
|
||||
const entry = this.require(id);
|
||||
const current = this.settings[id] || {};
|
||||
const next = Object.assign({}, current, patch || {});
|
||||
if (patch && patch.config !== undefined) {
|
||||
// 配置覆盖只接受已知字段,避免脏数据污染运行状态
|
||||
next.config = normalizeConfig(patch.config, this.config);
|
||||
}
|
||||
this.settings[id] = next;
|
||||
this._persistSettings();
|
||||
|
||||
entry.config = this.getConfigFor(id);
|
||||
entry.manager.applyConfig(entry.config);
|
||||
entry.controller.config = entry.config;
|
||||
// 定时任务列表整体替换:把归一化结果写回设置,
|
||||
// 保证「接口返回值 / 落盘内容 / 运行时状态」三者一致
|
||||
if (patch && patch.schedules !== undefined) {
|
||||
const normalized = entry.messenger.setTasks(this._settingOf(id).schedules);
|
||||
this.settings[id] = Object.assign({}, this.settings[id], { schedules: normalized });
|
||||
this._persistSettings();
|
||||
}
|
||||
return this._settingOf(id);
|
||||
}
|
||||
|
||||
/** @returns {object} 机器人的设置快照(供控制台表单回填) */
|
||||
settingSnapshot(id) {
|
||||
const setting = this._settingOf(id);
|
||||
return {
|
||||
id,
|
||||
label: setting.label,
|
||||
enabled: setting.enabled,
|
||||
autoStart: setting.autoStart,
|
||||
hasOverrides: Object.keys(setting.config).length > 0,
|
||||
config: this.getConfigFor(id),
|
||||
schedules: this.entry(id) ? this.entry(id).messenger.snapshot() : []
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 取运行时条目(不存在时返回 null,不抛异常)。
|
||||
* @param {string} id
|
||||
* @returns {object|null}
|
||||
*/
|
||||
entry(id) {
|
||||
return this.entries.get(id) || null;
|
||||
}
|
||||
|
||||
_persistSettings() {
|
||||
if (!this.botStore) return;
|
||||
this.botStore.save({ bots: this.settings });
|
||||
}
|
||||
|
||||
// ==================== 任务与控制 ====================
|
||||
|
||||
/**
|
||||
* 启动某机器人的扩地任务。
|
||||
* @param {string} id
|
||||
* @param {object} [overrideConfig] 本次任务的配置覆盖(来自控制台表单)
|
||||
* @returns {Promise<{ok: boolean, message: string, entry: object}>}
|
||||
*/
|
||||
async startTask(id, overrideConfig) {
|
||||
const entry = this.require(id);
|
||||
const config = overrideConfig
|
||||
? normalizeConfig(overrideConfig, this.getConfigFor(id))
|
||||
: this.getConfigFor(id);
|
||||
if (overrideConfig) {
|
||||
// 控制台点「开始扩地」且勾了「仅对当前机器人生效」时,顺带把这份配置存为该机器人的专属配置。
|
||||
// 注意这是一份**完整快照**:存下之后全局配置的改动就不再影响它了,
|
||||
// 所以这里明确记一条日志,避免以后排查时一头雾水。
|
||||
const previous = this.settings[id] && this.settings[id].config ? '(覆盖已有)' : '(新建)';
|
||||
this.settings[id] = Object.assign({}, this.settings[id] || {}, { config });
|
||||
this._persistSettings();
|
||||
entry.config = config;
|
||||
entry.manager.applyConfig(config);
|
||||
this._log(`${entry.connection.username} 已保存专属配置${previous}:`
|
||||
+ `策略 ${config.strategy}、目标邦国「${config.stateName || '自动'}」、目标数量 ${config.targetCount};`
|
||||
+ '此后全局配置的改动不会影响它,可在配置面板点「清除专属配置」恢复继承');
|
||||
}
|
||||
entry.controller.config = config;
|
||||
const ok = await entry.controller.start(config);
|
||||
return { ok, message: ok ? '任务已启动' : entry.controller.status, entry };
|
||||
}
|
||||
|
||||
/**
|
||||
* 清除某机器人的专属配置覆盖,恢复「继承全局默认配置」。
|
||||
*
|
||||
* 专属配置是一份完整快照,一旦存下,之后改全局配置就再也影响不到这个机器人 ——
|
||||
* 很容易出现「我明明改了全局设置,它却还是老行为」的困惑,所以需要一条明确的退路。
|
||||
*
|
||||
* @param {string} id
|
||||
* @returns {object} 生效后的设置快照
|
||||
*/
|
||||
clearBotConfigOverride(id) {
|
||||
const entry = this.require(id);
|
||||
if (this.settings[id]) delete this.settings[id].config;
|
||||
this._persistSettings();
|
||||
entry.config = this.getConfigFor(id);
|
||||
entry.manager.applyConfig(entry.config);
|
||||
entry.controller.config = entry.config;
|
||||
this._log(`${entry.connection.username} 的专属配置已清除,恢复继承全局默认配置`);
|
||||
return this.settingSnapshot(id);
|
||||
}
|
||||
|
||||
/** 停止某机器人的扩地任务 */
|
||||
stopTask(id) {
|
||||
const entry = this.require(id);
|
||||
entry.controller.stop();
|
||||
return entry;
|
||||
}
|
||||
|
||||
/** 重连某机器人 */
|
||||
reconnect(id) {
|
||||
const entry = this.require(id);
|
||||
entry.manager.disconnect();
|
||||
setTimeout(() => {
|
||||
// 主动断开后 BotManager 不会自动重连,这里显式重建连接
|
||||
entry.manager.connect();
|
||||
}, 500).unref?.();
|
||||
return entry;
|
||||
}
|
||||
|
||||
/**
|
||||
* 让机器人下线:断开连接、停止自动重连、停掉定时消息与扩地任务。
|
||||
*
|
||||
* 与「重连」的区别在于**下线后不会自己再连回来** ——
|
||||
* 需要在游戏客户端里登同一个账号(同一账号只能有一个连接)、
|
||||
* 或者手动进游戏处理点事情时,必须先让机器人下线。
|
||||
*
|
||||
* @param {string} id
|
||||
* @returns {object} 机器人条目
|
||||
*/
|
||||
disconnectBot(id) {
|
||||
const entry = this.require(id);
|
||||
try {
|
||||
entry.controller.stop();
|
||||
} catch {
|
||||
// 忽略
|
||||
}
|
||||
entry.messenger.stop();
|
||||
entry.manager.disconnect();
|
||||
this._log(`${entry.connection.username} 已下线(不会自动重连,点「上线」可恢复)`);
|
||||
return entry;
|
||||
}
|
||||
|
||||
/**
|
||||
* 让机器人上线:恢复定时消息并重新连接。
|
||||
* @param {string} id
|
||||
* @returns {object} 机器人条目
|
||||
*/
|
||||
connectBot(id) {
|
||||
const entry = this.require(id);
|
||||
// 清掉「账号已在别处登录」的标记,否则重连会一直退避到最大间隔
|
||||
entry.manager.alreadyConnected = false;
|
||||
entry.manager.reconnectAttempts = 0;
|
||||
entry.messenger.start();
|
||||
entry.manager.connect();
|
||||
this._log(`${entry.connection.username} 正在上线`);
|
||||
return entry;
|
||||
}
|
||||
|
||||
/**
|
||||
* 向某机器人发送游戏指令。
|
||||
*
|
||||
* 登录门禁由 BotManager 判定:验证类指令(login / register / auth 等)即使在
|
||||
* 未通过验证时也放行,否则会出现「要先登录才能发登录指令」的死锁。
|
||||
*
|
||||
* @param {string} id
|
||||
* @param {string} command 不带斜杠的指令
|
||||
* @returns {{ok: boolean, message: string}}
|
||||
*/
|
||||
sendCommand(id, command) {
|
||||
const entry = this.require(id);
|
||||
const text = String(command || '').replace(/^\//, '').trim();
|
||||
if (!text) return { ok: false, message: '指令为空' };
|
||||
if (!entry.manager.canSendCommand(text)) {
|
||||
return { ok: false, message: describeSendFailure(entry.manager, text) };
|
||||
}
|
||||
const ok = entry.manager.sendCommand(text);
|
||||
return { ok, message: ok ? '已发送:' + command : '发送失败' };
|
||||
}
|
||||
|
||||
/**
|
||||
* 向某机器人发送公屏聊天消息。
|
||||
* @param {string} id
|
||||
* @param {string} message 聊天正文(以 `/` 开头时按指令发送)
|
||||
* @returns {{ok: boolean, message: string}}
|
||||
*/
|
||||
/**
|
||||
* 向某机器人发送内容:聊天与指令是同一个入口,**以 `/` 开头按指令发送**,否则按公屏消息发送。
|
||||
*
|
||||
* @param {string} id
|
||||
* @param {string} message 内容(可以带或不带前导 `/`)
|
||||
* @returns {{ok: boolean, kind: string, message: string}}
|
||||
*/
|
||||
sendChat(id, message) {
|
||||
const entry = this.require(id);
|
||||
const text = String(message || '').trim();
|
||||
if (!text) return { ok: false, kind: 'chat', message: '内容为空' };
|
||||
const isCommand = text.startsWith('/');
|
||||
const kind = isCommand ? 'command' : 'chat';
|
||||
if (!entry.manager.canSendChat()) {
|
||||
if (entry.manager.state !== 'online' || !entry.manager.bot) {
|
||||
return { ok: false, kind, message: `${entry.connection.username} 当前未连接(状态:${entry.manager.state}),未发送` };
|
||||
}
|
||||
return { ok: false, kind, message: `${entry.connection.username} 未完成登录验证,已拒绝发送(服务器要求验证时会自动放行,用于发送验证码)` };
|
||||
}
|
||||
const ok = entry.manager.sendChat(text);
|
||||
return {
|
||||
ok,
|
||||
kind,
|
||||
message: ok ? (isCommand ? '指令已发送:' + text : '消息已发送') : '发送失败'
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 手动移动测试:按住方向键若干秒,返回实际位移。
|
||||
* @param {string} id
|
||||
* @param {string} direction
|
||||
* @param {number} [seconds]
|
||||
* @returns {Promise<{ok: boolean, message: string, from: object|null, to: object|null}>}
|
||||
*/
|
||||
walkTest(id, direction, seconds) {
|
||||
const entry = this.require(id);
|
||||
return entry.manager.walkTest(direction, seconds);
|
||||
}
|
||||
|
||||
/**
|
||||
* 开始抓出站包(诊断用)。
|
||||
* @param {string} id
|
||||
* @param {number} [seconds] 录制时长(秒),省略则需手动停止
|
||||
* @returns {{ok: boolean, message: string}}
|
||||
*/
|
||||
startCapture(id, seconds) {
|
||||
return this.require(id).manager.startPacketCapture(seconds);
|
||||
}
|
||||
|
||||
/**
|
||||
* 停止抓包。
|
||||
* @param {string} id
|
||||
* @returns {{ok: boolean, message: string}}
|
||||
*/
|
||||
stopCapture(id) {
|
||||
return this.require(id).manager.stopPacketCapture();
|
||||
}
|
||||
|
||||
/**
|
||||
* 取出抓包结果。
|
||||
* @param {string} id
|
||||
* @param {{types?: string|string[], limit?: number}} [options]
|
||||
* @returns {object}
|
||||
*/
|
||||
captureSnapshot(id, options) {
|
||||
return this.require(id).manager.packetCaptureSnapshot(options);
|
||||
}
|
||||
|
||||
/**
|
||||
* 开始录制物理 tick(诊断用)。
|
||||
* @param {string} id
|
||||
* @param {number} [seconds] 录制时长(秒),省略则需手动停止
|
||||
* @returns {{ok: boolean, message: string}}
|
||||
*/
|
||||
startPhysicsRecorder(id, seconds) {
|
||||
return this.require(id).manager.startPhysicsRecorder(seconds);
|
||||
}
|
||||
|
||||
/**
|
||||
* 停止物理 tick 录制。
|
||||
* @param {string} id
|
||||
* @returns {{ok: boolean, message: string}}
|
||||
*/
|
||||
stopPhysicsRecorder(id) {
|
||||
return this.require(id).manager.stopPhysicsRecorder();
|
||||
}
|
||||
|
||||
/**
|
||||
* 取出物理 tick 录制结果。
|
||||
* @param {string} id
|
||||
* @param {{limit?: number}} [options]
|
||||
* @returns {object}
|
||||
*/
|
||||
physicsSnapshot(id, options) {
|
||||
return this.require(id).manager.physicsSnapshot(options);
|
||||
}
|
||||
|
||||
// ==================== 状态快照 ====================
|
||||
|
||||
/**
|
||||
* @returns {Array<object>} 所有机器人的状态快照(含连接、任务与位置)
|
||||
*/
|
||||
snapshot() {
|
||||
const bots = [];
|
||||
for (const entry of this.entries.values()) {
|
||||
const setting = this._settingOf(entry.id);
|
||||
bots.push(Object.assign({}, entry.manager.snapshot(), {
|
||||
enabled: setting.enabled,
|
||||
autoStart: setting.autoStart,
|
||||
source: entry.source,
|
||||
task: entry.controller.snapshot(),
|
||||
schedules: entry.messenger.snapshot()
|
||||
}));
|
||||
}
|
||||
return bots;
|
||||
}
|
||||
|
||||
/**
|
||||
* @returns {Array<object>} 所有机器人的位置(大地图打点用)
|
||||
*/
|
||||
positions() {
|
||||
const result = [];
|
||||
for (const entry of this.entries.values()) {
|
||||
const snap = entry.manager.snapshot();
|
||||
result.push({
|
||||
id: entry.id,
|
||||
label: entry.manager.label,
|
||||
username: entry.connection.username,
|
||||
state: snap.state,
|
||||
loggedIn: snap.loggedIn,
|
||||
position: snap.position,
|
||||
chunk: snap.chunk,
|
||||
stateName: entry.controller.stateName,
|
||||
taskState: entry.controller.state,
|
||||
completedClaims: entry.controller.completedClaims
|
||||
});
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
_log(message, level) {
|
||||
if (this.logger) this.logger.log(message, level);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 构造一个 400 错误(由 Web 层转成对应 HTTP 状态码)。
|
||||
* @param {string} message
|
||||
* @returns {Error}
|
||||
*/
|
||||
function badRequest(message) {
|
||||
const err = new Error(message);
|
||||
err.statusCode = 400;
|
||||
return err;
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成「为什么这条指令发不出去」的可操作说明。
|
||||
*
|
||||
* 区分「没连上」与「连上了但没过登录验证」——两者的处理方式完全不同,
|
||||
* 笼统报一句「发送失败」会让用户无从下手。
|
||||
*
|
||||
* @param {import('./botManager').BotManager} manager
|
||||
* @param {string} command 不带斜杠的指令
|
||||
* @returns {string}
|
||||
*/
|
||||
function describeSendFailure(manager, command) { const name = manager.connection.username;
|
||||
if (manager.state !== 'online' || !manager.bot) {
|
||||
return `${name} 当前未连接(状态:${manager.state}),指令未发送;请先重连或等待自动重连`;
|
||||
}
|
||||
if (manager.loginFailed) {
|
||||
return `${name} 登录被服务器拒绝,请检查 .env 中的账号密码`;
|
||||
}
|
||||
return `${name} 未完成登录验证,已拒绝发送 /${command};`
|
||||
+ '若是验证类指令(login / register / auth),可在配置的「允许免登录发送的指令前缀」中放行';
|
||||
}
|
||||
|
||||
module.exports = { BotPool, describeSendFailure, badRequest };
|
||||
+117
-4
@@ -108,6 +108,9 @@ class GrimCompat {
|
||||
install() {
|
||||
if (this._installed) return;
|
||||
const bot = this.bot;
|
||||
// 协议补包与「合规层开关」无关:缺了它们机器人根本无法移动,
|
||||
// 属于「让客户端表现得像原版客户端」的必要动作,而不是可选的反作弊调优。
|
||||
this._installProtocolPackets(bot);
|
||||
if (!this.config.grim.enabled) {
|
||||
this._installed = true;
|
||||
return;
|
||||
@@ -137,12 +140,83 @@ class GrimCompat {
|
||||
if (!this._installed) return;
|
||||
const bot = this.bot;
|
||||
bot.removeListener('physicsTick', this._onPhysicsTick);
|
||||
if (this._onProtocolTick) bot.removeListener('physicsTick', this._onProtocolTick);
|
||||
if (this._originalLook) bot.look = this._originalLook;
|
||||
if (this._originalLookAt) bot.lookAt = this._originalLookAt;
|
||||
if (this._originalSetControlState) bot.setControlState = this._originalSetControlState;
|
||||
this._installed = false;
|
||||
}
|
||||
|
||||
// ==================== 协议补包 ====================
|
||||
|
||||
/**
|
||||
* 补发原版客户端每 tick 都会发、而 mineflayer 不发的两个包。
|
||||
*
|
||||
* 这是本项目在真实服务器上「机器人完全走不动」的根因(由旧版机器人实测得出):
|
||||
*
|
||||
* 1. **`player_input`**:1.21.2+ 服务端的移动预测依赖它,原版客户端每 tick 都发;
|
||||
* mineflayer 只在骑乘 / 跳下 / 潜行时发送,地面移动的 forward / jump / sprint 完全不发。
|
||||
* 带反作弊的服务器因此判定「没有任何输入却发生了位移」,
|
||||
* 每 tick 把玩家拉回原位置(setback)——表现就是原地抖动、位移恒为 0。
|
||||
* 2. **`tick_end`**:原版 1.21.2+ 客户端在每 tick 末尾发送,反作弊用它判定 tick 边界;
|
||||
* mineflayer 完全不发,会导致 PacketOrder / Timer 类判定异常。
|
||||
*
|
||||
* @param {import('mineflayer').Bot} bot
|
||||
*/
|
||||
_installProtocolPackets(bot) {
|
||||
const grim = this.config.grim;
|
||||
if (grim.sendPlayerInput === false && grim.sendTickEnd === false) return;
|
||||
if (!bot || !bot._client) return;
|
||||
|
||||
// 版本能力探测:newPlayerInputPacket 自 1.21.3 起存在
|
||||
try {
|
||||
this.playerInputSupported = bot.supportFeature('newPlayerInputPacket');
|
||||
} catch {
|
||||
this.playerInputSupported = false;
|
||||
}
|
||||
this.playerInputSent = 0;
|
||||
this.tickEndSent = 0;
|
||||
|
||||
this._onProtocolTick = () => {
|
||||
if (grim.sendPlayerInput !== false && this.playerInputSupported) {
|
||||
try {
|
||||
bot._client.write('player_input', {
|
||||
inputs: {
|
||||
forward: bot.getControlState('forward'),
|
||||
backward: bot.getControlState('back'),
|
||||
left: bot.getControlState('left'),
|
||||
right: bot.getControlState('right'),
|
||||
jump: bot.getControlState('jump'),
|
||||
shift: bot.getControlState('sneak'),
|
||||
sprint: bot.getControlState('sprint')
|
||||
}
|
||||
});
|
||||
this.playerInputSent++;
|
||||
} catch {
|
||||
// 发送失败不影响主流程
|
||||
}
|
||||
}
|
||||
if (grim.sendTickEnd !== false) {
|
||||
// 用 nextTick 保证 tick_end 排在本帧的 position 包之后
|
||||
// (mineflayer 在 physicsTick 处理完才发位置)
|
||||
process.nextTick(() => {
|
||||
try {
|
||||
if (bot._client && bot.entity) {
|
||||
bot._client.write('tick_end', {});
|
||||
this.tickEndSent++;
|
||||
}
|
||||
} catch {
|
||||
// 忽略
|
||||
}
|
||||
});
|
||||
}
|
||||
};
|
||||
bot.on('physicsTick', this._onProtocolTick);
|
||||
this._log('协议补包已启用(player_input '
|
||||
+ (this.playerInputSupported ? '已支持' : '当前版本不支持')
|
||||
+ ',tick_end 每帧发送)');
|
||||
}
|
||||
|
||||
// ==================== 旋转 ====================
|
||||
|
||||
/**
|
||||
@@ -153,7 +227,7 @@ class GrimCompat {
|
||||
*/
|
||||
setLook(yaw, pitch) {
|
||||
if (typeof yaw !== 'number' || Number.isNaN(yaw)) return Promise.resolve();
|
||||
this.targetYaw = yaw;
|
||||
this.targetYaw = wrapAngle(yaw);
|
||||
this.targetPitch = typeof pitch === 'number' && !Number.isNaN(pitch)
|
||||
? clamp(pitch, -Math.PI / 2, Math.PI / 2)
|
||||
: this.targetPitch;
|
||||
@@ -223,14 +297,25 @@ class GrimCompat {
|
||||
});
|
||||
}
|
||||
|
||||
/** physicsTick:把 entity.yaw/pitch 朝目标推进一小步(mineflayer 会在同一 tick 把该朝向发包) */
|
||||
/**
|
||||
* physicsTick:把 entity.yaw/pitch 朝目标推进一小步(mineflayer 会在同一 tick 把该朝向发包)。
|
||||
*
|
||||
* ⚠️ 每 tick 都要把 yaw **归一化到 (-π, π]**。
|
||||
*
|
||||
* mineflayer 收到服务端的 `position` 包时会直接 `bot.entity.yaw = conv.fromNotchianYaw(…)`,
|
||||
* **不做取模**;本层又在它基础上累加。两者叠加会让 yaw 无界增长 ——
|
||||
* 实测抓到过 **19254°(≈336 弧度)** 的 yaw:此时 mineflayer 发包时算出的
|
||||
* `lastSentYaw` 与真实朝向差了整整若干圈,服务端收到的朝向在两个方向间来回跳
|
||||
* (实测相邻两包折合相差约 **114°**),而机器人一直在按前进键,
|
||||
* 于是它**原地走之字形、净位移恒为 0**(抓包里坐标在 0.4 格内反复振荡)。
|
||||
*/
|
||||
_onPhysicsTick() {
|
||||
const bot = this.bot;
|
||||
if (!bot.entity) return;
|
||||
const step = this.maxStepRad;
|
||||
const yawDelta = shortestAngleDelta(bot.entity.yaw, this.targetYaw);
|
||||
if (Math.abs(yawDelta) > 1e-6) {
|
||||
bot.entity.yaw += clamp(yawDelta, -step, step);
|
||||
bot.entity.yaw = wrapAngle(bot.entity.yaw + clamp(yawDelta, -step, step));
|
||||
} else {
|
||||
bot.entity.yaw = this.targetYaw;
|
||||
}
|
||||
@@ -508,7 +593,15 @@ class GrimCompat {
|
||||
attackCooldownMs: this.attackCooldownRemainingMs(),
|
||||
blockedActions: this.blockedActions,
|
||||
physicsOk: audit.ok,
|
||||
issues: audit.issues
|
||||
issues: audit.issues,
|
||||
/** 协议补包状态:线上服务器上「走不动」时首先看这里 */
|
||||
protocolPackets: {
|
||||
playerInputSupported: this.playerInputSupported === true,
|
||||
playerInputEnabled: this.config.grim.sendPlayerInput !== false,
|
||||
playerInputSent: this.playerInputSent || 0,
|
||||
tickEndEnabled: this.config.grim.sendTickEnd !== false,
|
||||
tickEndSent: this.tickEndSent || 0
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@@ -531,6 +624,25 @@ function shortestAngleDelta(from, to) {
|
||||
return delta;
|
||||
}
|
||||
|
||||
/**
|
||||
* 把角度归一化到 (-π, π]。
|
||||
*
|
||||
* 必须做这一步:mineflayer 在 `position` 包里直接赋值 `entity.yaw`(不取模),
|
||||
* 本层又在其上累加,两者叠加会让 yaw 无界增长 —— 实测抓到过 19254°(≈336 弧度),
|
||||
* 后果是发包朝向在两个方向间来回跳、机器人原地走之字形。
|
||||
*
|
||||
* @param {number} angle 弧度
|
||||
* @returns {number} 归一化后的弧度
|
||||
*/
|
||||
function wrapAngle(angle) {
|
||||
if (!Number.isFinite(angle)) return 0;
|
||||
const TWO_PI = Math.PI * 2;
|
||||
let wrapped = angle % TWO_PI;
|
||||
if (wrapped > Math.PI) wrapped -= TWO_PI;
|
||||
else if (wrapped <= -Math.PI) wrapped += TWO_PI;
|
||||
return wrapped;
|
||||
}
|
||||
|
||||
/**
|
||||
* 眼睛到实体碰撞箱的最近距离。
|
||||
* @param {import('mineflayer').Bot} bot
|
||||
@@ -576,6 +688,7 @@ module.exports = {
|
||||
VANILLA_PHYSICS_BASELINE,
|
||||
ATTACK_SPEED_RULES,
|
||||
shortestAngleDelta,
|
||||
wrapAngle,
|
||||
eyeDistanceToEntity,
|
||||
degToRad,
|
||||
radToDeg
|
||||
|
||||
@@ -0,0 +1,304 @@
|
||||
'use strict';
|
||||
|
||||
const { goals } = require('mineflayer-pathfinder');
|
||||
const { shortestAngleDelta } = require('./grimCompat');
|
||||
|
||||
const { GoalNearXZ } = goals;
|
||||
|
||||
/**
|
||||
* 手动执行器:只借用 mineflayer-pathfinder 的**规划**(A* 算路径),执行自己做。
|
||||
*
|
||||
* 背景(TODO.md 问题 1 的备选方案):
|
||||
* 在邦国崛起这台服务器上,**手动按住方向键的移动完全正常**,而 pathfinder 的执行层
|
||||
* 会被服务端反复回弹。因此留一条「只算路径、自己走」的路:
|
||||
*
|
||||
* 1. 用 `bot.pathfinder.getPathFromTo()` 拿到路径点数组(不执行);
|
||||
* 2. 朝下一个路径点转(旋转仍走 Grim 合规层的逐 tick 限速);
|
||||
* 3. 朝向对上后按住 `forward`,到位后切下一个点;
|
||||
* 4. 遇到一格高的坎按一下 `jump`;长时间没有位移则重新规划。
|
||||
*
|
||||
* 控制键时序与「移动测试」的手动按键完全一致,因此出问题时可以逐 tick 对照排查。
|
||||
* 默认不启用(`pathing.executor` 仍为 `pathfinder`),实测需要时再切换。
|
||||
*/
|
||||
|
||||
/** 判定到达路径点的水平距离(格) */
|
||||
const WAYPOINT_RADIUS = 0.6;
|
||||
/**
|
||||
* 判定到达路径点的垂直容差(格)。
|
||||
*
|
||||
* 必须小于 1:站在坎下(y 比路径点低 1 格)时不能算「已到达」,
|
||||
* 否则会漏掉该跳的那一步,机器人会站在坎边「假装到了」。
|
||||
*/
|
||||
const WAYPOINT_Y_TOLERANCE = 0.5;
|
||||
/** 朝向误差小于该值(弧度)才允许按住前进键,避免「斜着走」撞墙 */
|
||||
const MAX_HEADING_ERROR = Math.PI / 6;
|
||||
/** 判定需要跳的「目标高出脚下」阈值(格) */
|
||||
const STEP_UP_THRESHOLD = 0.5;
|
||||
/** 判定需要跳的水平距离上限(格):离坎太远就跳没有意义 */
|
||||
const JUMP_RANGE = 1.6;
|
||||
/** 跳一下按住多少 tick(与手动按键一致,避免长按连跳) */
|
||||
const JUMP_HOLD_TICKS = 2;
|
||||
/** 连续多少个物理 tick 没有位移判定为卡住(约 2 秒) */
|
||||
const STUCK_TICKS = 40;
|
||||
/** 单次 moveTo 最多重规划几次 */
|
||||
const MAX_REPLANS = 3;
|
||||
|
||||
class ManualMover {
|
||||
/**
|
||||
* @param {import('mineflayer').Bot} bot
|
||||
* @param {object} config 完整配置对象
|
||||
* @param {import('../util/logger').Logger} [logger]
|
||||
* @param {{plan?: Function, timeoutMs?: number}} [options]
|
||||
* plan 可注入自定义规划函数(测试用),默认走 mineflayer-pathfinder 的 A*
|
||||
*/
|
||||
constructor(bot, config, logger, options) {
|
||||
const opts = options || {};
|
||||
this.bot = bot;
|
||||
this.config = config;
|
||||
this.logger = logger || null;
|
||||
/** @type {(goalBlock: object) => Promise<Array<object>|null>} 规划函数 */
|
||||
this.plan = opts.plan || ((goalBlock, runId) => this._planWithPathfinder(goalBlock, runId));
|
||||
this.timeoutMs = opts.timeoutMs === undefined
|
||||
? ((config.pathing && config.pathing.manualTimeoutMs) || 180000)
|
||||
: opts.timeoutMs;
|
||||
this._cancelled = true;
|
||||
this._active = false;
|
||||
this._jumpHoldTicks = 0;
|
||||
/**
|
||||
* 本次执行代次。
|
||||
*
|
||||
* stop() 与新一次 moveTo() 都会把它 +1,因此「上一代」的循环醒来后
|
||||
* 会发现代次不匹配而立刻退出 —— 避免两次执行同时按键。
|
||||
*/
|
||||
this._runId = 0;
|
||||
/** 最近一次规划的状态(success / noPath / timeout / noPathfinder) */
|
||||
this._planStatus = null;
|
||||
}
|
||||
|
||||
/** @returns {boolean} 是否正在执行 */
|
||||
get active() {
|
||||
return this._active;
|
||||
}
|
||||
|
||||
/** @returns {string|null} 最近一次规划的状态 */
|
||||
lastStatus() {
|
||||
return this._planStatus;
|
||||
}
|
||||
|
||||
/**
|
||||
* 走到目标方块附近(水平 2 格内即可,与 GoalNearXZ 的到达判定一致)。
|
||||
*
|
||||
* @param {{x: number, z: number}} goalBlock 目标(方块坐标)
|
||||
* @returns {Promise<{ok: boolean, reason: string, waypoints: number, ticks: number}>}
|
||||
*/
|
||||
async moveTo(goalBlock) {
|
||||
const deadline = Date.now() + this.timeoutMs;
|
||||
const runId = ++this._runId;
|
||||
this._cancelled = false;
|
||||
this._active = true;
|
||||
let waypointCount = 0;
|
||||
let ticks = 0;
|
||||
this._log(`手动执行开始:目标 ${Math.round(goalBlock.x)},${Math.round(goalBlock.z)}`);
|
||||
try {
|
||||
for (let attempt = 0; attempt <= MAX_REPLANS; attempt++) {
|
||||
const path = await this.plan(goalBlock, runId);
|
||||
if (this._isStale(runId)) return { ok: false, reason: 'cancelled', waypoints: waypointCount, ticks };
|
||||
if (!path || path.length === 0) {
|
||||
const reason = this._planStatus || 'noPath';
|
||||
this._log(`手动执行:规划失败(${reason})`);
|
||||
return { ok: false, reason, waypoints: waypointCount, ticks };
|
||||
}
|
||||
waypointCount += path.length;
|
||||
const walked = await this._follow(path, deadline, runId);
|
||||
ticks += walked.ticks;
|
||||
if (walked.ok) {
|
||||
this._log(`手动执行完成:走过 ${waypointCount} 个路径点、${ticks} tick`);
|
||||
return { ok: true, reason: 'arrived', waypoints: waypointCount, ticks };
|
||||
}
|
||||
if (walked.reason === 'cancelled' || walked.reason === 'timeout') {
|
||||
return { ok: false, reason: walked.reason, waypoints: waypointCount, ticks };
|
||||
}
|
||||
this._log(`第 ${attempt + 1} 次执行中断(${walked.reason}),重新规划`);
|
||||
}
|
||||
return { ok: false, reason: 'stuck', waypoints: waypointCount, ticks };
|
||||
} finally {
|
||||
this._active = false;
|
||||
this._releaseControls();
|
||||
}
|
||||
}
|
||||
|
||||
/** 取消当前执行(松开所有由本执行器按下的键) */
|
||||
stop() {
|
||||
this._cancelled = true;
|
||||
// 代次 +1:让正在跑的循环在下一个 tick 立刻退出,避免与新执行抢控制键
|
||||
this._runId++;
|
||||
this._releaseControls();
|
||||
}
|
||||
|
||||
/**
|
||||
* 本次执行的循环是否应当退出(被取消,或已被更新的一代取代)。
|
||||
* @param {number} runId
|
||||
* @returns {boolean}
|
||||
*/
|
||||
_isStale(runId) {
|
||||
return this._cancelled || runId !== this._runId;
|
||||
}
|
||||
|
||||
/**
|
||||
* 用 mineflayer-pathfinder 只算路径。
|
||||
*
|
||||
* `getPathFromTo` 是生成器:每次只算 `tickTimeout` 毫秒(与 pathfinder 自身一致),
|
||||
* 因此这里逐个推进、在切片之间让出事件循环,避免长搜索卡住整个进程。
|
||||
*
|
||||
* @param {{x: number, z: number}} goalBlock
|
||||
* @returns {Promise<Array<object>|null>} 路径点数组(失败返回 null)
|
||||
*/
|
||||
async _planWithPathfinder(goalBlock, runId) {
|
||||
const bot = this.bot;
|
||||
const pf = bot.pathfinder;
|
||||
this._planStatus = null;
|
||||
if (!pf || typeof pf.getPathFromTo !== 'function' || !bot.entity) {
|
||||
this._planStatus = 'noPathfinder';
|
||||
return null;
|
||||
}
|
||||
const goal = new GoalNearXZ(goalBlock.x, goalBlock.z, 2);
|
||||
const generator = pf.getPathFromTo(pf.movements, bot.entity.position, goal, {
|
||||
timeout: pf.thinkTimeout,
|
||||
tickTimeout: pf.tickTimeout,
|
||||
searchRadius: pf.searchRadius
|
||||
});
|
||||
let result = null;
|
||||
for (;;) {
|
||||
const next = generator.next();
|
||||
if (next.done) break;
|
||||
result = next.value.result;
|
||||
if (result.status !== 'partial') break;
|
||||
if (this._isStale(runId)) return null;
|
||||
await bot.waitForTicks(1);
|
||||
}
|
||||
this._planStatus = result ? result.status : 'noPath';
|
||||
if (!result || result.status !== 'success') return null;
|
||||
return result.path;
|
||||
}
|
||||
|
||||
/**
|
||||
* 依次走完所有路径点。
|
||||
* @param {Array<object>} path
|
||||
* @param {number} deadline
|
||||
* @param {number} runId
|
||||
*/
|
||||
async _follow(path, deadline, runId) {
|
||||
let ticks = 0;
|
||||
for (const node of path) {
|
||||
const result = await this._walkToNode(node, deadline, runId);
|
||||
ticks += result.ticks;
|
||||
if (!result.ok) return { ok: false, reason: result.reason, ticks };
|
||||
}
|
||||
return { ok: true, reason: 'arrived', ticks };
|
||||
}
|
||||
|
||||
/**
|
||||
* 走向单个路径点:转朝向 → 按住前进 → 需要时跳一下。
|
||||
* @param {{x: number, y: number, z: number}} node 路径点(方块坐标)
|
||||
* @param {number} deadline
|
||||
* @param {number} runId
|
||||
*/
|
||||
async _walkToNode(node, deadline, runId) {
|
||||
const target = { x: node.x + 0.5, y: node.y, z: node.z + 0.5 };
|
||||
let ticks = 0;
|
||||
let stuckTicks = 0;
|
||||
let lastX = this.bot.entity.position.x;
|
||||
let lastZ = this.bot.entity.position.z;
|
||||
while (!this._isStale(runId)) {
|
||||
const pos = this.bot.entity.position;
|
||||
const dx = target.x - pos.x;
|
||||
const dz = target.z - pos.z;
|
||||
const horizontal = Math.hypot(dx, dz);
|
||||
if (horizontal <= WAYPOINT_RADIUS && Math.abs(target.y - pos.y) <= WAYPOINT_Y_TOLERANCE) {
|
||||
return { ok: true, ticks };
|
||||
}
|
||||
if (Date.now() > deadline) return { ok: false, reason: 'timeout', ticks };
|
||||
|
||||
const yaw = Math.atan2(-dx, -dz);
|
||||
this._look(yaw);
|
||||
const headingError = Math.abs(shortestAngleDelta(this.bot.entity.yaw, yaw));
|
||||
this._setControl('forward', headingError <= MAX_HEADING_ERROR);
|
||||
|
||||
// 目标比脚下高一格且已经靠近 → 跳一下(对应手动按键时的「卡坎就跳」)
|
||||
const needJump = (target.y - pos.y) > STEP_UP_THRESHOLD && horizontal <= JUMP_RANGE;
|
||||
if (needJump) {
|
||||
this._setControl('jump', true);
|
||||
this._jumpHoldTicks = JUMP_HOLD_TICKS;
|
||||
} else if (this._jumpHoldTicks > 0) {
|
||||
this._jumpHoldTicks--;
|
||||
if (this._jumpHoldTicks === 0) this._setControl('jump', false);
|
||||
}
|
||||
|
||||
// 卡住判定:水平位移长时间接近 0 就中断,交给上层重新规划
|
||||
const moved = Math.hypot(pos.x - lastX, pos.z - lastZ);
|
||||
if (moved < 0.02) {
|
||||
stuckTicks++;
|
||||
} else {
|
||||
stuckTicks = 0;
|
||||
lastX = pos.x;
|
||||
lastZ = pos.z;
|
||||
}
|
||||
if (stuckTicks >= STUCK_TICKS) return { ok: false, reason: 'stuck', ticks };
|
||||
|
||||
ticks++;
|
||||
await this.bot.waitForTicks(1);
|
||||
}
|
||||
return { ok: false, reason: 'cancelled', ticks };
|
||||
}
|
||||
|
||||
/** 设置朝向(走 bot.look,即 Grim 合规层的逐 tick 限速路径) */
|
||||
_look(yaw) {
|
||||
const bot = this.bot;
|
||||
try {
|
||||
const pitch = bot.entity.pitch;
|
||||
if (typeof bot.look === 'function') {
|
||||
const result = bot.look(yaw, pitch);
|
||||
// 限速推进的 Promise 不需要等待;避免未处理的 rejection
|
||||
if (result && typeof result.catch === 'function') result.catch(() => {});
|
||||
}
|
||||
} catch {
|
||||
// 朝向失败不影响主循环,下一 tick 会重试
|
||||
}
|
||||
}
|
||||
|
||||
/** 设置控制键(走 bot.setControlState,即 Grim 合规层的互斥规则) */
|
||||
_setControl(control, state) {
|
||||
try {
|
||||
if (this.bot.getControlState && this.bot.getControlState(control) === state) return;
|
||||
this.bot.setControlState(control, state);
|
||||
} catch {
|
||||
// 忽略:控制键设置在极端状态下可能失败(如骑乘),下一 tick 会重试
|
||||
}
|
||||
}
|
||||
|
||||
/** 松开本次执行按下的控制键 */
|
||||
_releaseControls() {
|
||||
this._jumpHoldTicks = 0;
|
||||
for (const control of ['forward', 'jump']) {
|
||||
try {
|
||||
if (this.bot.getControlState && this.bot.getControlState(control) === true) {
|
||||
this.bot.setControlState(control, false);
|
||||
}
|
||||
} catch {
|
||||
// 忽略
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_log(message) {
|
||||
if (this.logger) this.logger.log(message);
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = {
|
||||
ManualMover,
|
||||
WAYPOINT_RADIUS,
|
||||
MAX_HEADING_ERROR,
|
||||
STUCK_TICKS,
|
||||
MAX_REPLANS
|
||||
};
|
||||
+388
-30
@@ -2,9 +2,16 @@
|
||||
|
||||
const pathfinderPlugin = require('mineflayer-pathfinder');
|
||||
|
||||
const { ManualMover } = require('./manualMover');
|
||||
|
||||
const { GoalXZ, GoalNearXZ, Goal } = pathfinderPlugin.goals;
|
||||
const { Movements } = pathfinderPlugin;
|
||||
|
||||
/** 单次寻路最多允许分成多少段(防止「不可达」目标导致无限重规划) */
|
||||
const MAX_SEGMENTS = 200;
|
||||
/** 分段路径算出 noPath 时最多收缩几次段长 */
|
||||
const MAX_SEGMENT_SHRINK = 3;
|
||||
|
||||
/**
|
||||
* 寻路服务:替代原 Java 版的 BaritoneBridge。
|
||||
*
|
||||
@@ -18,13 +25,24 @@ const { Movements } = pathfinderPlugin;
|
||||
* - 大幅提高进入液体格的代价,优先绕开水域(mineflayer 液体物理与原版差异最大)
|
||||
*/
|
||||
|
||||
/**
|
||||
* 「寻路状态」日志的最小间隔(毫秒):进度日志最多这么频繁地记一条。
|
||||
*
|
||||
* mineflayer-pathfinder 每用满一个 tick 的计算预算就发一次 `path_update`,
|
||||
* 不节流的话实测 4 分钟能写 3893 条,把真正有用的日志全淹了。
|
||||
*/
|
||||
const PATH_LOG_MIN_INTERVAL_MS = 2000;
|
||||
/** 「寻路状态」日志的节点数增量阈值:探索推进这么多节点才值得再记一条 */
|
||||
const PATH_LOG_NODE_STEP = 1000;
|
||||
|
||||
/** 路径事件枚举,语义对齐 Baritone 的 PathEvent */
|
||||
const PathEvent = {
|
||||
CALC_STARTED: 'CALC_STARTED',
|
||||
const PathEvent = { CALC_STARTED: 'CALC_STARTED',
|
||||
CALC_FINISHED_NOW_EXECUTING: 'CALC_FINISHED_NOW_EXECUTING',
|
||||
CALC_FAILED: 'CALC_FAILED',
|
||||
AT_GOAL: 'AT_GOAL',
|
||||
CANCELED: 'CANCELED'
|
||||
CANCELED: 'CANCELED',
|
||||
/** 走完一段中途路径(长距离分段寻路时用,调用方应据此重置超时计时) */
|
||||
SEGMENT_REACHED: 'SEGMENT_REACHED'
|
||||
};
|
||||
|
||||
class PathingService {
|
||||
@@ -48,6 +66,40 @@ class PathingService {
|
||||
this._pathing = false;
|
||||
this._lastStatus = null;
|
||||
this._configured = false;
|
||||
/** 「寻路状态」日志的节流状态:上次记的状态 / 时间 / 节点数 */
|
||||
this._lastLoggedStatus = null;
|
||||
this._lastPathLogAt = 0;
|
||||
this._lastLoggedNodes = 0;
|
||||
/** 事件监听是否已注册(configure 会被反复调用,不能重复注册) */
|
||||
this._listenersBound = false;
|
||||
/**
|
||||
* 长距离分段寻路的状态。
|
||||
*
|
||||
* mineflayer-pathfinder 只能规划**已加载区块**范围内(实测本服约 8 区块 ≈ 130 格),
|
||||
* 而扩地目标常常在几十个区块之外,于是 A* 瞬间返回 noPath(表现为「目标不可达」)。
|
||||
* 解决办法是把整段旅程拆成若干段:先走到已加载范围边缘附近的中途点,
|
||||
* 走完后新区块已加载,再规划下一段,直到抵达真正的目标。
|
||||
*/
|
||||
this.finalTarget = null;
|
||||
/** 当前这一段的中途点(方块坐标) */
|
||||
this.currentWaypoint = null;
|
||||
/** 当前中途点是否就是最终目标 */
|
||||
this._waypointIsFinal = false;
|
||||
/** 本次 pathTo 已走的段数,用于防止无限循环 */
|
||||
this._segmentCount = 0;
|
||||
/** 段长收缩次数与系数(本段算出 noPath 时用来缩短段长重试) */
|
||||
this._segmentShrink = 0;
|
||||
this._segmentScale = 1;
|
||||
/**
|
||||
* 手动执行器(`pathing.executor === 'manual'` 时创建)。
|
||||
*
|
||||
* 只借用 pathfinder 的 A* 规划,执行改为自己按键(详见 manualMover.js 的说明);
|
||||
* 默认不启用,实测确认寻路器执行层被服务端回弹时才切换。
|
||||
* @type {ManualMover|null}
|
||||
*/
|
||||
this.mover = null;
|
||||
/** 手动执行的代次:新一次执行会让旧的一次自行退出 */
|
||||
this._manualRunId = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -82,21 +134,32 @@ class PathingService {
|
||||
movements.liquidCost = Math.max(movements.liquidCost, 200);
|
||||
}
|
||||
bot.pathfinder.setMovements(movements);
|
||||
// 搜索超时与半径:默认值偏保守,山区大地图容易 noPath
|
||||
bot.pathfinder.thinkTimeout = 10000;
|
||||
bot.pathfinder.tickTimeout = 40;
|
||||
bot.pathfinder.searchRadius = 256;
|
||||
// 搜索预算:默认值偏保守,山区 / 建筑密集区容易在起点附近就剪枝掉所有分支
|
||||
// (表现为 noPath 且「已探索节点数」极小)。searchRadius 为负表示不限制。
|
||||
bot.pathfinder.thinkTimeout = this.config.pathing.thinkTimeoutMs;
|
||||
bot.pathfinder.tickTimeout = this.config.pathing.tickTimeoutMs;
|
||||
bot.pathfinder.searchRadius = this.config.pathing.searchRadius;
|
||||
|
||||
bot.on('goal_reached', () => {
|
||||
this._pathing = false;
|
||||
this._emit(PathEvent.AT_GOAL, { target: this.currentTarget });
|
||||
});
|
||||
// 事件监听只注册一次:configure() 在每次配置变更时都会重跑,
|
||||
// 重复注册会让同一个事件被处理多次(日志里同一秒出现多条相同事件就是这么来的)
|
||||
if (!this._listenersBound) {
|
||||
this._listenersBound = true;
|
||||
bot.on('goal_reached', () => this._onSegmentReached());
|
||||
bot.on('path_update', (r) => {
|
||||
this._lastStatus = r.status;
|
||||
this._logPathProgress(r);
|
||||
if (r.status === 'success') {
|
||||
this.calcFailed = false;
|
||||
this._emit(PathEvent.CALC_FINISHED_NOW_EXECUTING, { cost: r.cost, nodes: r.visitedNodes });
|
||||
} else if (r.status === 'noPath') {
|
||||
// 分段后仍不可达:可能是已加载范围的探测偏乐观,缩短段长再试一次
|
||||
if (!this._waypointIsFinal && this.finalTarget && this._segmentShrink < MAX_SEGMENT_SHRINK) {
|
||||
this._segmentShrink++;
|
||||
this._segmentScale *= 0.6;
|
||||
this._log(`本段不可达,缩短段长后重试(第 ${this._segmentShrink}/${MAX_SEGMENT_SHRINK} 次)`);
|
||||
this._planSegment();
|
||||
return;
|
||||
}
|
||||
this.calcFailed = true;
|
||||
this._pathing = false;
|
||||
this._emit(PathEvent.CALC_FAILED, { target: this.currentTarget });
|
||||
@@ -106,13 +169,21 @@ class PathingService {
|
||||
this._emit(PathEvent.CALC_FAILED, { target: this.currentTarget, timeout: true });
|
||||
}
|
||||
});
|
||||
bot.on('path_reset', (reason) => {
|
||||
if (reason !== 'chunk_loaded' && reason !== 'movement_update') {
|
||||
this._emit(PathEvent.CANCELED, { reason });
|
||||
}
|
||||
});
|
||||
bot.on('path_reset', (reason) => {
|
||||
if (reason !== 'chunk_loaded' && reason !== 'movement_update') {
|
||||
this._emit(PathEvent.CANCELED, { reason });
|
||||
}
|
||||
});
|
||||
}
|
||||
this.ready = true;
|
||||
this._configured = true;
|
||||
// 手动执行模式:只保留 A* 规划能力,执行交给 ManualMover(备选方案,默认不启用)
|
||||
if (this.config.pathing.executor === 'manual') {
|
||||
this.mover = new ManualMover(bot, this.config, this.logger);
|
||||
this._log('寻路执行器:手动模式(只借用 A* 算路径,自己按键执行)');
|
||||
} else {
|
||||
this.mover = null;
|
||||
}
|
||||
this._log(`寻路器就绪(挖方块 ${this.config.allowBreak ? '开' : '关'},`
|
||||
+ `放方块 ${this.config.allowPlace ? '开' : '关'},`
|
||||
+ `跑酷 ${this.config.pathing.allowParkour ? '开' : '关'},`
|
||||
@@ -120,6 +191,40 @@ class PathingService {
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 记录寻路进度(**带节流**)。
|
||||
*
|
||||
* mineflayer-pathfinder 每用满一个 tick 的计算预算(`tickTimeout`,默认 40ms)
|
||||
* 就发一次 `path_update`。长距离规划时这会以**每秒十几到几十条**的频率刷屏 ——
|
||||
* 实测 4 分钟写了 **3893 条**「寻路状态」,既淹没了真正有用的日志
|
||||
* (按 120 字节/行算,一天能写上百 MB,本服磁盘本就只剩 2.4G),
|
||||
* 也让「寻路到底卡在哪」更难看清。
|
||||
*
|
||||
* 所以只在下面三种情况下记一条:
|
||||
* 1. 状态发生变化(partial → success / noPath / timeout)—— 这是最要紧的;
|
||||
* 2. 距上一条超过 {@link PATH_LOG_MIN_INTERVAL_MS};
|
||||
* 3. 已探索节点数比上一条多出 {@link PATH_LOG_NODE_STEP} 以上
|
||||
* —— 长规划里仍能看出「探索推进得有多快」,不会丢掉定位卡死所需的信息。
|
||||
*
|
||||
* @param {{status: string, visitedNodes?: number, cost?: number}} r path_update 事件
|
||||
*/
|
||||
_logPathProgress(r) {
|
||||
const now = Date.now();
|
||||
const nodes = Number.isFinite(r.visitedNodes) ? r.visitedNodes : 0;
|
||||
const statusChanged = r.status !== this._lastLoggedStatus;
|
||||
const stale = now - this._lastPathLogAt >= PATH_LOG_MIN_INTERVAL_MS;
|
||||
const progressed = nodes - this._lastLoggedNodes >= PATH_LOG_NODE_STEP;
|
||||
if (!statusChanged && !stale && !progressed) return;
|
||||
this._lastLoggedStatus = r.status;
|
||||
this._lastPathLogAt = now;
|
||||
this._lastLoggedNodes = nodes;
|
||||
this._log(`寻路状态:${r.status}`
|
||||
+ (r.visitedNodes !== undefined ? `(已探索 ${r.visitedNodes} 节点)` : '')
|
||||
+ (r.cost !== undefined ? `(代价 ${r.cost})` : '')
|
||||
+ `,本段目标 ${this.currentWaypoint ? Math.round(this.currentWaypoint.x) + ',' + Math.round(this.currentWaypoint.z) : '无'}`
|
||||
+ `,最终目标 ${this.finalTarget ? Math.round(this.finalTarget.x) + ',' + Math.round(this.finalTarget.z) : '无'}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 配置变更后重新应用(不重建事件监听)。
|
||||
* @param {object} config 新配置
|
||||
@@ -150,20 +255,40 @@ class PathingService {
|
||||
const bot = this.bot;
|
||||
if (!this.isAvailable()) return false;
|
||||
const opts = options || {};
|
||||
const blockX = chunk.x * 16 + 8;
|
||||
const blockZ = chunk.z * 16 + 8;
|
||||
const startY = Math.floor(bot.entity.position.y);
|
||||
let goal = new GoalNearXZ(blockX, blockZ, 2);
|
||||
if (opts.y !== undefined && opts.y !== null) {
|
||||
goal = new GoalNearXZ(blockX, blockZ, 2);
|
||||
}
|
||||
if (this.config.altitudePreference && this.config.altitudeWeight > 0) {
|
||||
goal = new AltitudeGoal(goal, this.config.altitudeWeight, startY);
|
||||
}
|
||||
this.currentTarget = { x: chunk.x, z: chunk.z };
|
||||
this.finalTarget = { x: chunk.x * 16 + 8, z: chunk.z * 16 + 8 };
|
||||
this._segmentCount = 0;
|
||||
this._segmentShrink = 0;
|
||||
this._segmentScale = 1;
|
||||
this.calcFailed = false;
|
||||
this._pathing = true;
|
||||
this._emit(PathEvent.CALC_STARTED, { target: this.currentTarget });
|
||||
return this._planSegment(opts);
|
||||
}
|
||||
|
||||
/**
|
||||
* 规划「当前这一段」的路径:把最终目标裁剪到已加载范围内。
|
||||
*
|
||||
* @param {{y?: number}} [options]
|
||||
* @returns {boolean} 是否成功下发
|
||||
*/
|
||||
_planSegment(options) {
|
||||
const bot = this.bot;
|
||||
const opts = options || {};
|
||||
const goalBlock = this._segmentGoal(this.finalTarget);
|
||||
this.currentWaypoint = goalBlock;
|
||||
this._waypointIsFinal = goalBlock.x === this.finalTarget.x && goalBlock.z === this.finalTarget.z;
|
||||
this.calcFailed = false;
|
||||
this._pathing = true;
|
||||
|
||||
// 手动执行模式:同样只规划「这一段」,执行交给 ManualMover(不阻塞调用方)
|
||||
if (this.mover) return this._startManualRun(goalBlock);
|
||||
|
||||
let goal = new GoalNearXZ(goalBlock.x, goalBlock.z, 2);
|
||||
if (this.config.altitudePreference && this.config.altitudeWeight > 0) {
|
||||
const startY = Math.floor(bot.entity.position.y);
|
||||
goal = new AltitudeGoal(goal, this.config.altitudeWeight, startY);
|
||||
}
|
||||
try {
|
||||
bot.pathfinder.setGoal(goal);
|
||||
} catch (err) {
|
||||
@@ -176,11 +301,230 @@ class PathingService {
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动一次手动执行(备选方案)。
|
||||
*
|
||||
* 与 pathfinder 的执行保持同一套对外语义:走完一段 → `_onSegmentReached()`(会继续
|
||||
* 规划下一段或报到达);走不动 → 与 noPath 一样先缩短段长重试,再如实报失败。
|
||||
*
|
||||
* @param {{x: number, z: number}} goalBlock
|
||||
* @returns {boolean}
|
||||
*/
|
||||
_startManualRun(goalBlock) {
|
||||
if (!this.mover) return false;
|
||||
const runId = ++this._manualRunId;
|
||||
this.mover.stop();
|
||||
this.mover.moveTo(goalBlock)
|
||||
.then((result) => this._onManualOutcome(result, runId))
|
||||
.catch((err) => {
|
||||
if (runId !== this._manualRunId) return;
|
||||
this.calcFailed = true;
|
||||
this._pathing = false;
|
||||
this._log('手动执行异常:' + (err && err.message ? err.message : String(err)));
|
||||
this._emit(PathEvent.CALC_FAILED, { target: this.currentTarget, error: err && err.message });
|
||||
});
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 手动执行的结果处理。
|
||||
* @param {{ok: boolean, reason: string, waypoints: number, ticks: number}} result
|
||||
* @param {number} runId
|
||||
*/
|
||||
_onManualOutcome(result, runId) {
|
||||
if (runId !== this._manualRunId) return; // 已被取消或被新的一段取代
|
||||
if (result.ok) {
|
||||
this._onSegmentReached();
|
||||
return;
|
||||
}
|
||||
if (result.reason === 'cancelled') return;
|
||||
if (!this._waypointIsFinal && this.finalTarget && this._segmentShrink < MAX_SEGMENT_SHRINK) {
|
||||
this._segmentShrink++;
|
||||
this._segmentScale *= 0.6;
|
||||
this._log(`手动执行中断(${result.reason}),缩短段长后重试(第 ${this._segmentShrink}/${MAX_SEGMENT_SHRINK} 次)`);
|
||||
this._planSegment();
|
||||
return;
|
||||
}
|
||||
this.calcFailed = true;
|
||||
this._pathing = false;
|
||||
this._log(`手动执行失败:${result.reason}`
|
||||
+ `(走过 ${result.waypoints} 个路径点、${result.ticks} tick)`);
|
||||
this._emit(PathEvent.CALC_FAILED, { target: this.currentTarget, reason: result.reason });
|
||||
}
|
||||
|
||||
/**
|
||||
* 到达当前段的终点:是最终目标就报到达,否则继续规划下一段。
|
||||
* pathfinder 的 `goal_reached` 与手动执行共用这一套逻辑。
|
||||
*/
|
||||
_onSegmentReached() {
|
||||
this._pathing = false;
|
||||
if (this._waypointIsFinal || !this.finalTarget) {
|
||||
this._emit(PathEvent.AT_GOAL, { target: this.currentTarget });
|
||||
return;
|
||||
}
|
||||
// 只走到了中途点:新区块已加载,继续朝最终目标规划下一段
|
||||
this._segmentCount++;
|
||||
if (this._segmentCount > MAX_SEGMENTS) {
|
||||
this._log(`分段寻路超过 ${MAX_SEGMENTS} 段仍未到达目标,判定为不可达`);
|
||||
this.calcFailed = true;
|
||||
this._emit(PathEvent.CALC_FAILED, { target: this.currentTarget, reason: 'too-many-segments' });
|
||||
return;
|
||||
}
|
||||
this._log(`已到达中途点 ${Math.round(this.currentWaypoint.x)},${Math.round(this.currentWaypoint.z)},`
|
||||
+ `继续朝目标 ${this.finalTarget.x},${this.finalTarget.z} 前进(第 ${this._segmentCount} 段)`);
|
||||
this._emit(PathEvent.SEGMENT_REACHED, { segment: this._segmentCount, target: this.currentTarget });
|
||||
this._planSegment();
|
||||
}
|
||||
|
||||
/**
|
||||
* 把最终目标裁剪到「当前已加载的范围内」。
|
||||
*
|
||||
* 不做任何世界内部结构的猜测:沿目标方向直接探测最远的已加载位置
|
||||
* (`bot.blockAt` 对未加载区块返回 null),再留出安全边距。
|
||||
*
|
||||
* @param {{x: number, z: number}} finalBlock 最终目标(方块坐标)
|
||||
* @returns {{x: number, z: number}} 本段实际要去的点
|
||||
*/
|
||||
_segmentGoal(finalBlock) {
|
||||
const bot = this.bot;
|
||||
if (!bot.entity || !finalBlock) return finalBlock;
|
||||
const pos = bot.entity.position;
|
||||
const dx = finalBlock.x - pos.x;
|
||||
const dz = finalBlock.z - pos.z;
|
||||
const distance = Math.hypot(dx, dz);
|
||||
if (distance <= 1) return finalBlock;
|
||||
|
||||
const pathing = this.config.pathing || {};
|
||||
const maxSegment = Math.max(16, pathing.maxSegmentBlocks || 512);
|
||||
const margin = Math.max(0, pathing.segmentMarginBlocks === undefined ? 24 : pathing.segmentMarginBlocks);
|
||||
const unitX = dx / distance;
|
||||
const unitZ = dz / distance;
|
||||
// 只需要探测到「可能用到的最大段长」就够了
|
||||
const loaded = this._probeLoadedDistance(unitX, unitZ, maxSegment + margin);
|
||||
// 段长同时受「已加载范围 - 边距」和「单段上限」两个约束
|
||||
const usable = Math.max(16, Math.min(loaded - margin, maxSegment) * this._segmentScale);
|
||||
if (usable >= distance) return finalBlock;
|
||||
return {
|
||||
x: Math.round(pos.x + unitX * usable),
|
||||
z: Math.round(pos.z + unitZ * usable)
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 沿给定方向二分探测最远的「已加载」距离(方块)。
|
||||
*
|
||||
* 依据是已加载区块构成一个以玩家为中心的圆,因此「越远越可能未加载」是单调的。
|
||||
* 同时在脚下与脚上一格取样,避免刚好落在空气层里被误判为未加载。
|
||||
*
|
||||
* @param {number} unitX 单位方向 X
|
||||
* @param {number} unitZ 单位方向 Z
|
||||
* @param {number} maxBlocks 探测上限
|
||||
* @returns {number} 最远的已加载距离
|
||||
*/
|
||||
_probeLoadedDistance(unitX, unitZ, maxBlocks) {
|
||||
const bot = this.bot;
|
||||
if (!bot.blockAt || !bot.entity) return 0;
|
||||
const pos = bot.entity.position;
|
||||
const isLoaded = (d) => {
|
||||
try {
|
||||
const feet = bot.blockAt(pos.offset(unitX * d, 0, unitZ * d));
|
||||
if (feet) return true;
|
||||
return !!bot.blockAt(pos.offset(unitX * d, 1, unitZ * d));
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
};
|
||||
if (!isLoaded(0)) return 0;
|
||||
let lo = 0;
|
||||
let hi = maxBlocks;
|
||||
// 迭代次数决定精度:maxBlocks / 2^14 ≈ 0.25 格,足够贴合区块加载边界
|
||||
for (let i = 0; i < 14; i++) {
|
||||
const mid = (lo + hi) / 2;
|
||||
if (isLoaded(mid)) lo = mid;
|
||||
else hi = mid;
|
||||
}
|
||||
return lo;
|
||||
}
|
||||
|
||||
/**
|
||||
* 寻路诊断:直接问寻路器「从当前位置能往哪些格子走」。
|
||||
*
|
||||
* 这是排查「A* 只探索几十个节点就 noPath」的关键手段:
|
||||
* 如果 `neighbors` 为 0 或极少,说明不是目标太远,而是**寻路器读不到世界数据**
|
||||
* (Movements 依赖 bot.world 的方块查询),此时调任何搜索参数都没用。
|
||||
*
|
||||
* @returns {object|null}
|
||||
*/
|
||||
diagnostics() {
|
||||
const bot = this.bot;
|
||||
if (!bot || !bot.entity || !bot.pathfinder) return null;
|
||||
const pos = bot.entity.position;
|
||||
const feet = { x: Math.floor(pos.x), y: Math.floor(pos.y), z: Math.floor(pos.z) };
|
||||
let neighbors = [];
|
||||
let error = '';
|
||||
try {
|
||||
const movements = bot.pathfinder.movements;
|
||||
// 寻路器内部用的就是这种节点结构(x/y/z + 代价字段)
|
||||
neighbors = movements.getNeighbors({
|
||||
x: feet.x,
|
||||
y: feet.y,
|
||||
z: feet.z,
|
||||
remainingBlocks: 0,
|
||||
cost: 0,
|
||||
hash: `${feet.x},${feet.y},${feet.z}`
|
||||
}) || [];
|
||||
} catch (err) {
|
||||
error = err && err.message ? err.message : String(err);
|
||||
}
|
||||
const world = bot.world;
|
||||
const worldApi = {
|
||||
hasGetBlock: typeof world.getBlock === 'function',
|
||||
hasGetBlockStateId: typeof world.getBlockStateId === 'function',
|
||||
hasGetColumn: typeof world.getColumn === 'function'
|
||||
};
|
||||
// 用寻路器同款 API 采样脚下方块,看它到底能不能读到世界
|
||||
let blockViaWorld = null;
|
||||
try {
|
||||
const b = world.getBlock ? world.getBlock(bot.entity.position.offset(0, -1, 0)) : null;
|
||||
blockViaWorld = b ? b.name : null;
|
||||
} catch (err) {
|
||||
blockViaWorld = 'ERR:' + (err && err.message ? err.message : String(err));
|
||||
}
|
||||
return {
|
||||
feet,
|
||||
neighborCount: neighbors.length,
|
||||
neighbors: neighbors.slice(0, 8).map((n) => ({ x: n.x, y: n.y, z: n.z, cost: n.cost })),
|
||||
error,
|
||||
worldApi,
|
||||
blockViaWorld,
|
||||
blockViaBlockAt: bot.blockAt ? (bot.blockAt(bot.entity.position.offset(0, -1, 0)) || {}).name : null,
|
||||
/** 当前使用的执行器:pathfinder(默认)或 manual(备选方案) */
|
||||
executor: this.mover ? 'manual' : 'pathfinder',
|
||||
/** 手动执行器的最近一次规划状态(仅在 manual 模式下有意义) */
|
||||
manualPlanStatus: this.mover ? this.mover.lastStatus() : null,
|
||||
/** 四个方向能「看到」多远(方块):反映已加载区块范围 */
|
||||
visibleDistance: {
|
||||
north: Math.round(this._probeLoadedDistance(0, -1, 256)),
|
||||
south: Math.round(this._probeLoadedDistance(0, 1, 256)),
|
||||
east: Math.round(this._probeLoadedDistance(1, 0, 256)),
|
||||
west: Math.round(this._probeLoadedDistance(-1, 0, 256))
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/** 取消当前寻路 */
|
||||
cancel() {
|
||||
if (!this.isAvailable()) return;
|
||||
cancel() { if (!this.isAvailable()) return;
|
||||
this._pathing = false;
|
||||
this.currentTarget = null;
|
||||
this.finalTarget = null;
|
||||
this.currentWaypoint = null;
|
||||
this._waypointIsFinal = false;
|
||||
this._segmentCount = 0;
|
||||
this._segmentShrink = 0;
|
||||
this._segmentScale = 1;
|
||||
// 手动执行模式:停掉执行器并让在途的结果失效(否则它会继续按键)
|
||||
this._manualRunId++;
|
||||
if (this.mover) this.mover.stop();
|
||||
try {
|
||||
this.bot.pathfinder.setGoal(null);
|
||||
} catch {
|
||||
@@ -213,8 +557,22 @@ class PathingService {
|
||||
* 对应原 Java 版的 GoalXZAltitude。
|
||||
*
|
||||
* heuristic = max(0, 基础启发值 - 权重 × 节点高度)
|
||||
* 即 y 越大启发成本越低(A* 更倾向走高处),y 越小成本越高(对走低处施惩罚),
|
||||
* clamp 到非负以免破坏 A* 的排序。到达判定与内层目标完全一致(不约束高度)。
|
||||
*
|
||||
* ⚠️ **这个实现会让寻路器完全规划不出路径,默认已关闭(见 `altitudePreference`)。**
|
||||
*
|
||||
* 原因是它与 mineflayer-pathfinder 的内部约定冲突:该库在每次 `compute()` 返回
|
||||
* `partial` 时,用 **`h` 最小** 的节点当作 partial 路径的终点
|
||||
* (`astar.js`: `if (neighborNode.h < this.bestNode.h) this.bestNode = neighborNode`)。
|
||||
* 而这里把 `h` 减去了 `权重 × y`,于是「又高又偏」的节点 h 反而更小,
|
||||
* partial 路径被引向高处而不是目标附近 —— 表现就是 A* 一直在算、永远不收敛,
|
||||
* 机器人一次移动指令都发不出来。
|
||||
*
|
||||
* 实测(2026-10-01,王城平台上,其余配置完全相同):
|
||||
* - 开启:`inputTicks = 0`,任务永远停在「寻路超时,重新寻路」;
|
||||
* - 关闭:`inputTicks = 237`,立刻开始移动。
|
||||
*
|
||||
* 若要重新实现高度偏好,正确做法是给**低处邻居加移动代价**(改 `getNeighbors`
|
||||
* 返回的 `cost`),保持启发值只反映到目标的真实距离。
|
||||
*/
|
||||
class AltitudeGoal extends Goal {
|
||||
/**
|
||||
|
||||
@@ -0,0 +1,455 @@
|
||||
'use strict';
|
||||
|
||||
/** 单个任务的间隔下限(秒):再短就近似刷屏,容易被服务器或反作弊盯上 */
|
||||
const MIN_INTERVAL_SECONDS = 5;
|
||||
/** 单个机器人最多允许的定时任务数 */
|
||||
const MAX_TASKS = 20;
|
||||
/** 调度器的心跳间隔(毫秒):只做「到点了吗」的判断,开销可忽略 */
|
||||
const TICK_INTERVAL_MS = 1000;
|
||||
/** 发送结果确认的默认超时(秒) */
|
||||
const DEFAULT_CONFIRM_TIMEOUT_SECONDS = 10;
|
||||
|
||||
/**
|
||||
* 定时消息器:按固定间隔或 cron 表达式重复发送同一条内容(公屏消息或游戏指令)。
|
||||
*
|
||||
* 典型用法是服务器要求周期性执行的指令,例如每 300 秒发一次 `/u restore confirm`
|
||||
* 来维持疆土民心,或者每天 09:00 发一次公告。这类「心跳式」指令是挂机机器人的刚需,
|
||||
* 但绝不能简单地 setInterval —— 断线、未登录、正在回城时都不该发,
|
||||
* 否则要么白发(服务端丢弃),要么在错误的时机打断状态机。
|
||||
*
|
||||
* 因此这里做成:
|
||||
* - **两种调度**:`intervalSeconds`(固定间隔)或 `cron`(5 段 cron 表达式,本地时间)。
|
||||
* 例如「0 9 * * *」是每天 09:00,「0/30 * * * *」是每 30 分钟(步长写法见 parseCron);
|
||||
* - **发送结果确认**(可选):配了 `expectPattern`(正则)的任务在发出后会等待服务器的
|
||||
* 回复,超时未回复记为「未确认」并写警告 —— 否则 `/u restore confirm` 到底成没成,
|
||||
* 只能靠人翻日志;
|
||||
* - 只在 `canSendChat()`(已连接 + 已通过登录验证)时才发;
|
||||
* - 未就绪时跳过本次并顺延,不补发(避免重连后一次性连发多条);
|
||||
* - 与机器人共用指令节流队列,不会绕过 `server.commandCooldownMs` 刷屏。
|
||||
*/
|
||||
class ScheduledMessenger {
|
||||
/**
|
||||
* @param {import('./botManager').BotManager} manager
|
||||
* @param {import('../util/logger').Logger} [logger]
|
||||
*/
|
||||
constructor(manager, logger) {
|
||||
this.manager = manager;
|
||||
this.logger = logger || null;
|
||||
/** @type {Array<object>} 定时任务列表 */
|
||||
this.tasks = [];
|
||||
/** @type {Map<string, number>} 任务 id → 下次应发送的时间戳(cron 任务可能是 0=待计算) */
|
||||
this._nextDueAt = new Map();
|
||||
/** @type {Map<string, object>} 任务 id → 预编译的 cron 表达式 */
|
||||
this._parsedCron = new Map();
|
||||
/** @type {Map<string, object>} 任务 id → 待确认的发送(等服务器的回复) */
|
||||
this._pending = new Map();
|
||||
this._timer = null;
|
||||
this._onChatBound = (message) => this._onChatMessage(message);
|
||||
this._chatBound = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置任务列表(整体替换),并重置各任务的计时。
|
||||
*
|
||||
* @param {Array<object>} tasks 原始任务定义
|
||||
* @param {number} [now] 当前时间戳(默认取系统时间;测试里注入固定值即可不必真等)
|
||||
* @returns {Array<object>} 归一化后的任务列表
|
||||
*/
|
||||
setTasks(tasks, now) {
|
||||
const current = Number.isFinite(now) ? now : Date.now();
|
||||
this.tasks = normalizeTasks(tasks);
|
||||
this._nextDueAt.clear();
|
||||
this._parsedCron.clear();
|
||||
this._pending.clear();
|
||||
for (const task of this.tasks) {
|
||||
if (task.mode === 'cron') {
|
||||
const parsed = parseCron(task.cron);
|
||||
this._parsedCron.set(task.id, parsed);
|
||||
// cron 任务按「下一次匹配时刻」调度;表达式一年内无匹配时退回间隔模式
|
||||
const next = parsed ? nextCronTime(parsed, current) : null;
|
||||
if (next === null) {
|
||||
task.mode = 'interval';
|
||||
task.cronError = '表达式一年内没有匹配时刻,已按固定间隔发送';
|
||||
this._nextDueAt.set(task.id, current + task.intervalSeconds * 1000);
|
||||
} else {
|
||||
this._nextDueAt.set(task.id, next);
|
||||
}
|
||||
} else {
|
||||
// 首次不立即发送:给机器人留出进入世界与登录的时间
|
||||
this._nextDueAt.set(task.id, current + task.intervalSeconds * 1000);
|
||||
}
|
||||
}
|
||||
return this.tasks;
|
||||
}
|
||||
|
||||
/** 启动调度心跳(并开始监听服务器回复,用于发送结果确认) */
|
||||
start() {
|
||||
if (!this._chatBound && typeof this.manager.on === 'function') {
|
||||
this.manager.on('chat', this._onChatBound);
|
||||
this._chatBound = true;
|
||||
}
|
||||
if (this._timer) return;
|
||||
this._timer = setInterval(() => this.tick(), TICK_INTERVAL_MS);
|
||||
if (this._timer.unref) this._timer.unref();
|
||||
}
|
||||
|
||||
/** 停止调度心跳 */
|
||||
stop() {
|
||||
if (this._timer) clearInterval(this._timer);
|
||||
this._timer = null;
|
||||
if (this._chatBound && typeof this.manager.removeListener === 'function') {
|
||||
this.manager.removeListener('chat', this._onChatBound);
|
||||
this._chatBound = false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 心跳:把所有到点的任务发出去,并检查待确认的发送是否超时。
|
||||
*
|
||||
* 抽成公开方法是为了可测 —— 测试里直接调 `tick()` 并注入当前时间,
|
||||
* 不必真的等 300 秒。
|
||||
*
|
||||
* @param {number} [now] 当前时间戳(默认取系统时间)
|
||||
* @returns {number} 本次实际发出的条数
|
||||
*/
|
||||
tick(now) {
|
||||
const current = Number.isFinite(now) ? now : Date.now();
|
||||
this._checkPendingConfirmations(current);
|
||||
let sent = 0;
|
||||
for (const task of this.tasks) {
|
||||
if (!task.enabled) continue;
|
||||
const due = this._nextDueAt.get(task.id);
|
||||
if (due === undefined) {
|
||||
this._reschedule(task, current);
|
||||
continue;
|
||||
}
|
||||
if (current < due) continue;
|
||||
|
||||
// 未就绪就顺延到下一个周期,不补发
|
||||
if (!this.manager.canSendChat()) {
|
||||
this._reschedule(task, current);
|
||||
continue;
|
||||
}
|
||||
const ok = this.manager.sendChat(task.content);
|
||||
this._reschedule(task, current);
|
||||
if (ok) {
|
||||
sent++;
|
||||
task.sentCount = (task.sentCount || 0) + 1;
|
||||
this._armConfirmation(task, current);
|
||||
this._log(`定时任务「${task.label || task.id}」已发送:${task.content}`);
|
||||
}
|
||||
}
|
||||
return sent;
|
||||
}
|
||||
|
||||
/**
|
||||
* 排下一次发送时间:cron 任务取下一个匹配时刻,间隔任务取 now + interval。
|
||||
* @param {object} task
|
||||
* @param {number} now
|
||||
*/
|
||||
_reschedule(task, now) {
|
||||
if (task.mode === 'cron') {
|
||||
const parsed = this._parsedCron.get(task.id);
|
||||
const next = parsed ? nextCronTime(parsed, now) : null;
|
||||
if (next !== null) {
|
||||
this._nextDueAt.set(task.id, next);
|
||||
return;
|
||||
}
|
||||
// 理论上不会发生(setTasks 时已校验),兜底退回间隔模式
|
||||
task.mode = 'interval';
|
||||
}
|
||||
this._nextDueAt.set(task.id, now + task.intervalSeconds * 1000);
|
||||
}
|
||||
|
||||
/**
|
||||
* 登记一条「待确认」:只有配了 expectPattern 的任务才需要确认服务器是否响应。
|
||||
* @param {object} task
|
||||
* @param {number} now
|
||||
*/
|
||||
_armConfirmation(task, now) {
|
||||
if (!task.expectPattern) return;
|
||||
this._pending.set(task.id, {
|
||||
taskId: task.id,
|
||||
pattern: buildPattern(task.expectPattern),
|
||||
sentAt: now,
|
||||
deadline: now + task.confirmTimeoutSeconds * 1000
|
||||
});
|
||||
}
|
||||
|
||||
/** 待确认超时的任务记为「未确认」并写警告 */
|
||||
_checkPendingConfirmations(now) {
|
||||
if (this._pending.size === 0) return;
|
||||
for (const [taskId, pending] of Array.from(this._pending)) {
|
||||
if (now < pending.deadline) continue;
|
||||
this._pending.delete(taskId);
|
||||
const task = this.tasks.find((t) => t.id === taskId);
|
||||
if (!task) continue;
|
||||
task.lastResult = {
|
||||
at: pending.sentAt,
|
||||
ok: false,
|
||||
detail: `${task.confirmTimeoutSeconds} 秒内没有收到预期回复`
|
||||
};
|
||||
this._log(`定时任务「${task.label || task.id}」发送后 ${task.confirmTimeoutSeconds} 秒内`
|
||||
+ `没有收到预期回复(${task.expectPattern})—— 指令可能没有生效`, 'warn');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 收到游戏消息:命中待确认任务的模式就记为「已确认生效」。
|
||||
* @param {string} message
|
||||
*/
|
||||
_onChatMessage(message) {
|
||||
if (!message || this._pending.size === 0) return;
|
||||
const text = String(message);
|
||||
for (const [taskId, pending] of Array.from(this._pending)) {
|
||||
if (!pending.pattern.test(text)) continue;
|
||||
this._pending.delete(taskId);
|
||||
const task = this.tasks.find((t) => t.id === taskId);
|
||||
if (task) {
|
||||
task.lastResult = { at: Date.now(), ok: true, detail: text.slice(0, 120) };
|
||||
this._log(`定时任务「${task.label || task.id}」已确认生效:${text.slice(0, 80)}`, 'success');
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/** @returns {object} 供控制台展示的状态快照 */
|
||||
snapshot() {
|
||||
const now = Date.now();
|
||||
return this.tasks.map((task) => {
|
||||
const due = this._nextDueAt.get(task.id);
|
||||
return Object.assign({}, task, {
|
||||
nextDueAt: due || 0,
|
||||
nextInSeconds: due ? Math.max(0, Math.round((due - now) / 1000)) : null
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
_log(message, level) {
|
||||
if (this.logger) this.logger.log(`[${this.manager.connection.username}] ${message}`, level);
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== 任务归一化 ====================
|
||||
|
||||
/**
|
||||
* 归一化任务列表:丢弃非法项、补齐默认值、限制数量。
|
||||
*
|
||||
* 调度方式二选一:
|
||||
* - 写了合法的 `cron`(5 段表达式)→ cron 模式;
|
||||
* - 否则按 `intervalSeconds` 固定间隔。
|
||||
*
|
||||
* @param {Array<object>} tasks
|
||||
* @returns {Array<object>}
|
||||
*/
|
||||
function normalizeTasks(tasks) {
|
||||
if (!Array.isArray(tasks)) return [];
|
||||
const result = [];
|
||||
const seen = new Set();
|
||||
for (let i = 0; i < tasks.length && result.length < MAX_TASKS; i++) {
|
||||
const raw = tasks[i];
|
||||
if (!raw || typeof raw !== 'object') continue;
|
||||
const content = String(raw.content === undefined || raw.content === null ? '' : raw.content).trim();
|
||||
if (!content) continue;
|
||||
let id = String(raw.id || '').trim();
|
||||
if (!id || seen.has(id)) id = `task-${i + 1}`;
|
||||
while (seen.has(id)) id += '_';
|
||||
seen.add(id);
|
||||
const cronText = String(raw.cron || '').trim();
|
||||
const cronValid = cronText !== '' && parseCron(cronText) !== null;
|
||||
const task = {
|
||||
id,
|
||||
label: String(raw.label || '').trim(),
|
||||
content,
|
||||
enabled: raw.enabled !== false,
|
||||
/** 调度模式:cron(cron 表达式)| interval(固定间隔) */
|
||||
mode: cronValid ? 'cron' : 'interval',
|
||||
intervalSeconds: clampInterval(raw.intervalSeconds),
|
||||
cron: cronValid ? cronText : '',
|
||||
/** 期望的服务器回复(正则):用于确认发送结果,留空表示不确认 */
|
||||
expectPattern: String(raw.expectPattern || '').trim(),
|
||||
confirmTimeoutSeconds: clampConfirmTimeout(raw.confirmTimeoutSeconds),
|
||||
/** 累计发送次数与最近一次发送结果(确认成功 / 超时未确认) */
|
||||
sentCount: Number.isFinite(raw.sentCount) ? raw.sentCount : 0,
|
||||
lastResult: raw.lastResult || null,
|
||||
/** 以 `/` 开头的内容会被 sendChat 自动转成指令 */
|
||||
kind: content.startsWith('/') ? 'command' : 'chat'
|
||||
};
|
||||
if (cronText !== '' && !cronValid) {
|
||||
task.cronError = `cron 表达式无效:${cronText}(已按固定间隔发送)`;
|
||||
}
|
||||
result.push(task);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 把间隔钳制到合理范围。
|
||||
* @param {*} value
|
||||
* @returns {number}
|
||||
*/
|
||||
function clampInterval(value) {
|
||||
const n = Number(value);
|
||||
if (!Number.isFinite(n)) return 300;
|
||||
return Math.min(86400, Math.max(MIN_INTERVAL_SECONDS, Math.trunc(n)));
|
||||
}
|
||||
|
||||
/**
|
||||
* 把确认超时钳制到合理范围(秒)。
|
||||
* @param {*} value
|
||||
* @returns {number}
|
||||
*/
|
||||
function clampConfirmTimeout(value) {
|
||||
const n = Number(value);
|
||||
if (!Number.isFinite(n)) return DEFAULT_CONFIRM_TIMEOUT_SECONDS;
|
||||
return Math.min(120, Math.max(1, Math.trunc(n)));
|
||||
}
|
||||
|
||||
/**
|
||||
* 把「期望回复」编译成正则;非法正则退化为「包含该文本」。
|
||||
* 用户在这里通常写的是服务器提示语片段,两种都能命中。
|
||||
*
|
||||
* @param {string} expect
|
||||
* @returns {RegExp}
|
||||
*/
|
||||
function buildPattern(expect) {
|
||||
try {
|
||||
return new RegExp(expect);
|
||||
} catch {
|
||||
return new RegExp(escapeRegExp(expect));
|
||||
}
|
||||
}
|
||||
|
||||
function escapeRegExp(text) {
|
||||
return String(text).replace(/[.*+?^${}()|[\]\\]/g, '\\$&');
|
||||
}
|
||||
|
||||
// ==================== cron 表达式 ====================
|
||||
|
||||
/**
|
||||
* 解析 5 段 cron 表达式:`分 时 日 月 周`(本地时间)。
|
||||
*
|
||||
* 支持 `*`、`星号/步长`、`a-b`、`a,b,c` 与数字;周为 0-6(0 = 周日)。
|
||||
* 刻意不支持月份 / 星期的英文名,也不支持秒级与 @daily 这类别名 ——
|
||||
* 面板上的输入框写不下更多,够用即可。
|
||||
*
|
||||
* @param {string} expression
|
||||
* @returns {{minutes: number[], hours: number[], daysOfMonth: number[], months: number[], daysOfWeek: number[]}|null}
|
||||
*/
|
||||
function parseCron(expression) {
|
||||
const parts = String(expression || '').trim().split(/\s+/);
|
||||
if (parts.length !== 5) return null;
|
||||
const minutes = parseCronField(parts[0], 0, 59);
|
||||
const hours = parseCronField(parts[1], 0, 23);
|
||||
const daysOfMonth = parseCronField(parts[2], 1, 31);
|
||||
const months = parseCronField(parts[3], 1, 12);
|
||||
const daysOfWeek = parseCronField(parts[4], 0, 6);
|
||||
if (!minutes || !hours || !daysOfMonth || !months || !daysOfWeek) return null;
|
||||
return { minutes, hours, daysOfMonth, months, daysOfWeek };
|
||||
}
|
||||
|
||||
/**
|
||||
* 解析单个字段。
|
||||
* @param {string} field
|
||||
* @param {number} min
|
||||
* @param {number} max
|
||||
* @returns {number[]|null} 升序的取值列表;非法返回 null
|
||||
*/
|
||||
function parseCronField(field, min, max) {
|
||||
const values = new Set();
|
||||
for (const part of String(field).split(',')) {
|
||||
const piece = part.trim();
|
||||
if (!piece) return null;
|
||||
let range = piece;
|
||||
let step = 1;
|
||||
const stepMatch = /^(.+)\/(\d+)$/.exec(piece);
|
||||
if (stepMatch) {
|
||||
range = stepMatch[1];
|
||||
step = Number(stepMatch[2]);
|
||||
if (!Number.isInteger(step) || step < 1) return null;
|
||||
}
|
||||
let from;
|
||||
let to;
|
||||
if (range === '*') {
|
||||
from = min;
|
||||
to = max;
|
||||
} else if (range.includes('-')) {
|
||||
const bounds = range.split('-').map((value) => Number(value));
|
||||
from = bounds[0];
|
||||
to = bounds[1];
|
||||
if (!Number.isInteger(from) || !Number.isInteger(to) || from < min || to > max || from > to) return null;
|
||||
} else {
|
||||
const value = Number(range);
|
||||
if (!Number.isInteger(value) || value < min || value > max) return null;
|
||||
from = value;
|
||||
// 「起点/步长」写法(如分钟位 0/30 = 每 30 分钟)按「从起点到字段上限」展开,
|
||||
// 与主流 cron 实现一致;不带步长时就是个单值。
|
||||
to = step > 1 ? max : value;
|
||||
}
|
||||
for (let value = from; value <= to; value += step) values.add(value);
|
||||
}
|
||||
return values.size > 0 ? Array.from(values).sort((a, b) => a - b) : null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 某一天是否匹配「日 / 月 / 周」三个字段。
|
||||
*
|
||||
* 与标准 cron 一致:日与周都不是 `*` 时取**并集**(任一匹配即算匹配)。
|
||||
*
|
||||
* @param {object} parsed
|
||||
* @param {Date} date
|
||||
* @returns {boolean}
|
||||
*/
|
||||
function cronDayMatches(parsed, date) {
|
||||
if (!parsed.months.includes(date.getMonth() + 1)) return false;
|
||||
const domAll = parsed.daysOfMonth.length === 31;
|
||||
const dowAll = parsed.daysOfWeek.length === 7;
|
||||
const domMatch = parsed.daysOfMonth.includes(date.getDate());
|
||||
const dowMatch = parsed.daysOfWeek.includes(date.getDay());
|
||||
if (domAll && dowAll) return true;
|
||||
if (domAll) return dowMatch;
|
||||
if (dowAll) return domMatch;
|
||||
return domMatch || dowMatch;
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算下一次匹配时刻。
|
||||
*
|
||||
* 按天向前扫描(最多 4 年,覆盖 2 月 29 日这类稀疏表达式),
|
||||
* 命中后再取当天第一个晚于 `fromMillis` 的「时:分」。
|
||||
*
|
||||
* @param {object} parsed parseCron 的结果
|
||||
* @param {number} fromMillis
|
||||
* @returns {number|null} 下一次匹配的时间戳;找不到返回 null
|
||||
*/
|
||||
function nextCronTime(parsed, fromMillis) {
|
||||
if (!parsed) return null;
|
||||
const start = new Date(fromMillis);
|
||||
const day = new Date(start.getFullYear(), start.getMonth(), start.getDate(), 0, 0, 0, 0);
|
||||
for (let i = 0; i < 366 * 4; i++) {
|
||||
if (cronDayMatches(parsed, day)) {
|
||||
for (const hour of parsed.hours) {
|
||||
for (const minute of parsed.minutes) {
|
||||
const candidate = new Date(day.getFullYear(), day.getMonth(), day.getDate(), hour, minute, 0, 0);
|
||||
if (candidate.getTime() > fromMillis) return candidate.getTime();
|
||||
}
|
||||
}
|
||||
}
|
||||
day.setDate(day.getDate() + 1);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
module.exports = {
|
||||
ScheduledMessenger,
|
||||
normalizeTasks,
|
||||
clampInterval,
|
||||
clampConfirmTimeout,
|
||||
parseCron,
|
||||
nextCronTime,
|
||||
cronDayMatches,
|
||||
buildPattern,
|
||||
MIN_INTERVAL_SECONDS,
|
||||
MAX_TASKS,
|
||||
DEFAULT_CONFIRM_TIMEOUT_SECONDS
|
||||
};
|
||||
@@ -0,0 +1,109 @@
|
||||
'use strict';
|
||||
|
||||
const fs = require('fs');
|
||||
const path = require('path');
|
||||
|
||||
/**
|
||||
* 机器人注册表持久化:保存「非敏感」的机器人设置。
|
||||
*
|
||||
* 存的是:是否启用、备注名、启动后是否自动开始扩地、以及每个机器人自己的扩地配置覆盖。
|
||||
* **绝不存账号密码** —— 密码只从 `.env` 读取(见 {@link module:config/botsConfig})。
|
||||
*
|
||||
* 默认路径 `data/bots.json`(`data/` 已在 .gitignore 中忽略)。
|
||||
*/
|
||||
class BotStore {
|
||||
/**
|
||||
* @param {string} [filePath] 配置文件绝对路径
|
||||
*/
|
||||
constructor(filePath) {
|
||||
this.filePath = filePath || path.join(__dirname, '..', '..', 'data', 'bots.json');
|
||||
}
|
||||
/**
|
||||
* 读取注册表;文件不存在或损坏时返回空表。
|
||||
* @returns {{bots: Record<string, object>}}
|
||||
*/
|
||||
load() {
|
||||
try {
|
||||
const parsed = JSON.parse(fs.readFileSync(this.filePath, 'utf8'));
|
||||
if (parsed && typeof parsed === 'object' && parsed.bots && typeof parsed.bots === 'object') {
|
||||
return { bots: parsed.bots };
|
||||
}
|
||||
} catch {
|
||||
// 首次运行或文件损坏:回退到空表
|
||||
}
|
||||
return { bots: {} };
|
||||
}
|
||||
|
||||
/**
|
||||
* 写入注册表。
|
||||
* @param {{bots: Record<string, object>}} data
|
||||
* @returns {boolean} 是否写入成功
|
||||
*/
|
||||
save(data) {
|
||||
try {
|
||||
fs.mkdirSync(path.dirname(this.filePath), { recursive: true });
|
||||
fs.writeFileSync(this.filePath, JSON.stringify({ bots: data.bots || {} }, null, 2), 'utf8');
|
||||
return true;
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 控制台新增账号的凭据持久化。
|
||||
*
|
||||
* 与 {@link BotStore} 分开存是刻意的:
|
||||
* - `data/bots.json` 只放非敏感设置,可以随手打开看;
|
||||
* - 本文件含密码,落盘权限强制 0600,且 `data/` 已在 .gitignore 中忽略。
|
||||
*
|
||||
* `.env` 里的 `MC_BOTS` / `MC_USERNAME` 仍然是首选来源;两者同名时以 `.env` 为准
|
||||
* (环境变量优先级更高,避免「改了半天 .env 不生效」)。
|
||||
*/
|
||||
class BotCredentialStore {
|
||||
/**
|
||||
* @param {string} [filePath] 凭据文件绝对路径
|
||||
*/
|
||||
constructor(filePath) {
|
||||
this.filePath = filePath || path.join(__dirname, '..', '..', 'data', 'bots.credentials.json');
|
||||
}
|
||||
|
||||
/**
|
||||
* 读取凭据;文件不存在或损坏时返回空表。
|
||||
* @returns {{bots: Record<string, object>}}
|
||||
*/
|
||||
load() {
|
||||
try {
|
||||
const parsed = JSON.parse(fs.readFileSync(this.filePath, 'utf8'));
|
||||
if (parsed && typeof parsed === 'object' && parsed.bots && typeof parsed.bots === 'object') {
|
||||
return { bots: parsed.bots };
|
||||
}
|
||||
} catch {
|
||||
// 首次运行或文件损坏:回退到空表
|
||||
}
|
||||
return { bots: {} };
|
||||
}
|
||||
|
||||
/**
|
||||
* 写入凭据并强制 0600 权限(仅文件属主可读写)。
|
||||
* @param {{bots: Record<string, object>}} data
|
||||
* @returns {boolean} 是否写入成功
|
||||
*/
|
||||
save(data) {
|
||||
try {
|
||||
fs.mkdirSync(path.dirname(this.filePath), { recursive: true });
|
||||
fs.writeFileSync(this.filePath, JSON.stringify({ bots: data.bots || {} }, null, 2), { encoding: 'utf8', mode: 0o600 });
|
||||
// writeFileSync 的 mode 只在新文件时生效,已存在时需显式 chmod
|
||||
try {
|
||||
fs.chmodSync(this.filePath, 0o600);
|
||||
} catch {
|
||||
// Windows 等平台不支持 chmod,忽略
|
||||
}
|
||||
return true;
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = { BotStore, BotCredentialStore };
|
||||
@@ -0,0 +1,113 @@
|
||||
'use strict';
|
||||
|
||||
/**
|
||||
* 机器人凭据解析。
|
||||
*
|
||||
* 设计原则(与项目其它部分一致):**账号密码只从环境变量读取,绝不落代码、绝不落配置文件**。
|
||||
* 因此这里只负责把 `.env` 里的描述解析成内存中的连接参数列表,
|
||||
* 机器人列表本身(哪个启用、备注名、各自的扩地配置)才存到 `data/bots.json`。
|
||||
*
|
||||
* 支持的写法(按优先级):
|
||||
*
|
||||
* 1. JSON 数组(推荐,用户名/密码含逗号冒号时也安全)
|
||||
* ```
|
||||
* MC_BOTS=[{"username":"BotA","password":"p1"},{"username":"BotB","password":"p2"}]
|
||||
* ```
|
||||
* 2. `用户名:密码` 逗号分隔
|
||||
* ```
|
||||
* MC_BOTS=BotA:p1,BotB:p2
|
||||
* ```
|
||||
* 3. 单机器人兜底:`MC_USERNAME` + `MC_PASSWORD`
|
||||
*/
|
||||
|
||||
/**
|
||||
* 从环境变量解析机器人连接参数列表。
|
||||
*
|
||||
* @param {NodeJS.ProcessEnv|object} [env] 环境变量(默认取 process.env,便于测试注入)
|
||||
* @returns {Array<{id: string, username: string, password: string, auth: string, host: string, port: number, version: string, label: string}>}
|
||||
*/
|
||||
function parseBotsFromEnv(env) {
|
||||
const source = env || process.env;
|
||||
const defaults = {
|
||||
host: source.MC_HOST || 'bgjq.simpfun.cn',
|
||||
port: normalizePort(source.MC_PORT),
|
||||
version: source.MC_VERSION || '1.21.4',
|
||||
auth: source.MC_AUTH || 'offline'
|
||||
};
|
||||
|
||||
const raw = typeof source.MC_BOTS === 'string' ? source.MC_BOTS.trim() : '';
|
||||
let parsed = [];
|
||||
if (raw) {
|
||||
parsed = raw.startsWith('[') ? parseJsonList(raw) : parseCsvList(raw);
|
||||
}
|
||||
if (parsed.length === 0) {
|
||||
const username = (source.MC_USERNAME || '').trim();
|
||||
if (username) {
|
||||
parsed = [{ username, password: source.MC_PASSWORD || '' }];
|
||||
}
|
||||
}
|
||||
|
||||
const seen = new Set();
|
||||
const bots = [];
|
||||
for (const item of parsed) {
|
||||
const username = String(item.username || '').trim();
|
||||
if (!username) continue;
|
||||
const id = sanitizeId(username);
|
||||
if (!id || seen.has(id)) continue;
|
||||
seen.add(id);
|
||||
bots.push({
|
||||
id,
|
||||
username,
|
||||
password: item.password === undefined || item.password === null ? '' : String(item.password),
|
||||
auth: String(item.auth || defaults.auth),
|
||||
host: String(item.host || defaults.host),
|
||||
port: normalizePort(item.port === undefined ? defaults.port : item.port),
|
||||
version: String(item.version || defaults.version),
|
||||
label: String(item.label || username)
|
||||
});
|
||||
}
|
||||
return bots;
|
||||
}
|
||||
|
||||
/** 解析 JSON 数组写法;格式错误时返回空数组(由兜底逻辑接管) */
|
||||
function parseJsonList(raw) {
|
||||
try {
|
||||
const parsed = JSON.parse(raw);
|
||||
if (!Array.isArray(parsed)) return [];
|
||||
return parsed.filter((item) => item && typeof item === 'object');
|
||||
} catch {
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
/** 解析 `用户名:密码` 逗号分隔写法;没有冒号时视为「只有用户名」 */
|
||||
function parseCsvList(raw) {
|
||||
const result = [];
|
||||
for (const part of raw.split(',')) {
|
||||
const text = part.trim();
|
||||
if (!text) continue;
|
||||
const index = text.indexOf(':');
|
||||
if (index < 0) {
|
||||
result.push({ username: text, password: '' });
|
||||
} else {
|
||||
result.push({ username: text.slice(0, index).trim(), password: text.slice(index + 1).trim() });
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* 生成机器人 id:用于 URL、文件名与日志归属,必须稳定且不含特殊字符。
|
||||
* @param {string} username
|
||||
* @returns {string}
|
||||
*/
|
||||
function sanitizeId(username) {
|
||||
return String(username).trim().replace(/[^\w\u4e00-\u9fa5.-]/g, '_').slice(0, 48);
|
||||
}
|
||||
|
||||
function normalizePort(value) {
|
||||
const n = Number.parseInt(value, 10);
|
||||
return Number.isFinite(n) && n > 0 && n < 65536 ? n : 25565;
|
||||
}
|
||||
|
||||
module.exports = { parseBotsFromEnv, sanitizeId, normalizePort };
|
||||
+298
-6
@@ -65,6 +65,19 @@ function defaultConfig() {
|
||||
retries: 2,
|
||||
/** 连续寻路超时累计达到该秒数后,发送回城指令并重新开始 */
|
||||
returnThresholdSeconds: 60,
|
||||
/**
|
||||
* 是否允许「连续超时后自动回城」。
|
||||
*
|
||||
* **默认关闭**,因为回城是破坏性的:它会把机器人从当前位置传送回安全点,
|
||||
* 而这个安全点往往并不比原地更好(可能同样是卡死点),
|
||||
* 更麻烦的是**会把玩家在游戏客户端里手动摆好的位置一并清掉**。
|
||||
* 需要用它来逃离卡死状态时再打开。
|
||||
*/
|
||||
returnOnTimeout: false,
|
||||
/** 回城指令(不带前导斜杠),默认服务器自带的 `/u return` */
|
||||
returnCommand: 'u return',
|
||||
/** 建立连接后多久内不自动回城(秒):刚被玩家摆好位置的机器人不该被立刻拉走 */
|
||||
returnGraceSeconds: 300,
|
||||
/** 发送回城指令后等待传送完成的时间(秒) */
|
||||
returnWaitSeconds: 12,
|
||||
/** 单个目标最多触发「往边上走两步」自救的轮数 */
|
||||
@@ -84,9 +97,20 @@ function defaultConfig() {
|
||||
allowJump: true,
|
||||
allowBreak: false,
|
||||
allowPlace: false,
|
||||
/** 寻路高度偏好:优先往高处走 */
|
||||
altitudePreference: true,
|
||||
/** 高度偏好权重:每上升 1 格折算的启发成本减少量 */
|
||||
/**
|
||||
* 寻路高度偏好:优先往高处走。
|
||||
*
|
||||
* ⚠️ **默认关闭,因为当前实现会让寻路器完全规划不出路径。**
|
||||
* 实测(2026-10-01,王城平台上):打开时 `inputTicks = 0`(一次移动指令都不发)、
|
||||
* 任务永远停在「寻路超时,重新寻路」;关掉后 `inputTicks = 237`,立刻开始移动。
|
||||
*
|
||||
* 原因见 `AltitudeGoal` 的注释:它把高度偏置加在启发值上,
|
||||
* 而 mineflayer-pathfinder 用「h 最小」挑 partial 路径的终点(`bestNode`),
|
||||
* 于是偏置会把 partial 路径引向「又高又偏」的节点,永远到不了目标附近。
|
||||
* 想重新启用,应把偏置改成**移动代价**(低处加 cost),而不是改启发值。
|
||||
*/
|
||||
altitudePreference: false,
|
||||
/** 高度偏好权重:每上升 1 格折算的启发成本减少量(当前实现下不生效) */
|
||||
altitudeWeight: 0.1,
|
||||
|
||||
// ==================== 生存辅助(与 Java 版同名) ====================
|
||||
@@ -98,6 +122,15 @@ function defaultConfig() {
|
||||
durabilityGuard: true,
|
||||
/** 耐久保护阈值:剩余耐久百分比 ≤ 该值时回城(1-99) */
|
||||
durabilityThreshold: 15,
|
||||
/**
|
||||
* 掉线重连后是否自动恢复被中断的扩地任务。
|
||||
*
|
||||
* 本服会周期性把机器人踢下线(实测约 1~6 分钟一次),每次都会触发
|
||||
* 「世界已退出,任务停止」。若不自动恢复,任务就永远停在那里 ——
|
||||
* 机器人虽然能被原点自救送回真实世界,却再也不会继续扩地。
|
||||
* 手动停止 / 到时段外 / 耐久保护停机都不会被自动恢复。
|
||||
*/
|
||||
autoResumeAfterReconnect: true,
|
||||
/** 是否启用自动用船过水 */
|
||||
autoBoat: false,
|
||||
/** 触发自动用船的水面最小宽度(格) */
|
||||
@@ -116,6 +149,16 @@ function defaultConfig() {
|
||||
apiKey: '',
|
||||
/** API 领土数据轮询间隔(秒),最小 60 */
|
||||
apiRefreshIntervalSeconds: 180,
|
||||
/**
|
||||
* 是否启用 SimpCore API-V2(ServerOpenAPI 插件)。
|
||||
*
|
||||
* 注意:**API 与 API-V2 是两套独立、互不通用的密钥体系**,需要在密钥中心分别申请。
|
||||
* V2 用于查询服务器实时状态(在线玩家 / 装备 / 游戏时间 / 末影龙),
|
||||
* 接口级配额很小(末影龙仅 1 次/分钟),因此不做自动轮询,只在控制台按需查询。
|
||||
*/
|
||||
apiV2Enabled: false,
|
||||
/** API-V2 Key(留空时回退读环境变量 SIMP_API_V2_KEY) */
|
||||
apiV2Key: '',
|
||||
|
||||
// ==================== 寻路器专属(新增) ====================
|
||||
pathing: {
|
||||
@@ -128,7 +171,40 @@ function defaultConfig() {
|
||||
/** 进入液体格的额外代价(越大越倾向绕开水域) */
|
||||
liquidCost: 40,
|
||||
/** 是否允许打开门/栅栏门 */
|
||||
canOpenDoors: false
|
||||
canOpenDoors: false,
|
||||
/**
|
||||
* 单段寻路的最长方块数(默认 512)。
|
||||
*
|
||||
* mineflayer-pathfinder 只能规划**已加载区块**范围内(实测本服约 8 区块 ≈ 130 格),
|
||||
* 而扩地目标常在几十个区块之外,A* 会瞬间返回 noPath。
|
||||
* 因此长距离会被拆成若干段:走到已加载范围边缘附近再重新规划下一段。
|
||||
* 这个值只是单段的上限,实际段长由「已加载范围」动态决定。
|
||||
*/
|
||||
maxSegmentBlocks: 96,
|
||||
/** 分段寻路时距已加载范围边缘留出的安全边距(方块),避免踩在未加载边界上 */
|
||||
segmentMarginBlocks: 24,
|
||||
/**
|
||||
* A* 单次搜索的时间预算(毫秒)。
|
||||
* 太小会在复杂地形里搜不完就放弃,表现为「目标不可达」。
|
||||
*/
|
||||
thinkTimeoutMs: 10000,
|
||||
/** A* 每 tick 的时间片(毫秒),越大单帧越卡但搜得更快 */
|
||||
tickTimeoutMs: 40,
|
||||
/**
|
||||
* A* 的代价搜索半径:节点代价超过「起点到目标的启发值 + 该值」就被剪枝。
|
||||
* 负数表示不限制(复杂地形里最稳,但搜索更慢)。
|
||||
*/
|
||||
searchRadius: 256,
|
||||
/**
|
||||
* 寻路执行器:
|
||||
* - `pathfinder`(默认):由 mineflayer-pathfinder 自己执行;
|
||||
* - `manual`:**备选方案**(TODO 问题 1)。只用 A* 算路径,执行改为自己按键
|
||||
* (朝路径点转 → 按住前进 → 遇坎跳),控制键时序与手动移动测试完全一致。
|
||||
* 仅在实测确认 pathfinder 的执行层被服务端回弹时才需要切换。
|
||||
*/
|
||||
executor: 'pathfinder',
|
||||
/** 手动执行器单段执行的超时(毫秒),防止卡死时无限按键 */
|
||||
manualTimeoutMs: 180000
|
||||
},
|
||||
|
||||
// ==================== 战斗辅助(新增) ====================
|
||||
@@ -170,7 +246,144 @@ function defaultConfig() {
|
||||
/** 是否在启动时校验物理参数未被篡改 */
|
||||
checkPhysicsIntegrity: true,
|
||||
/** 是否禁止在骑乘状态下攻击 / 进食(防 Vehicle 类检查) */
|
||||
blockActionsWhileRiding: true
|
||||
blockActionsWhileRiding: true,
|
||||
/**
|
||||
* 是否按世界数据修正出站位置包的 onGround 标志(默认开启)。
|
||||
*
|
||||
* mineflayer 收到服务端 `position` 包时会把 `entity.onGround` 置为 false,
|
||||
* 在频繁下发位置包的服务器上会导致客户端持续上报「站在地上却在空中」,
|
||||
* 被反作弊判定异常后每 tick 拉回一次,表现为机器人原地抖动、完全走不动。
|
||||
* 开启后发包前会用脚下方块复核,只有确实不一致时才改写。
|
||||
*/
|
||||
reportOnGroundFromWorld: true,
|
||||
/**
|
||||
* 是否把物理引擎的 `isCollidedHorizontally` 如实写进出站包的
|
||||
* `flags.hasHorizontalCollision`(默认开启)。
|
||||
*
|
||||
* mineflayer 在 `physics.js` 里把这个位标志写成 `undefined`,序列化后**恒为 0**
|
||||
* —— 而原版客户端在水平碰到方块时会上报 1。机器人在崎岖地形上几乎一直在
|
||||
* 水平碰撞,却始终上报「没碰撞」,正是反作弊 Prediction 最容易判错的形态:
|
||||
* 服务端按「该碰撞」预测,客户端说「没碰撞」,于是被判异常并拉回。
|
||||
* 实测(2026-10-01)机器人一直按着 forward+sprint,物理速度约 2 格/秒,
|
||||
* 但净位移只有 0.4~0.5 格/秒,差额正是被服务端拉回的部分。
|
||||
*
|
||||
* 物理引擎已经算出了真实值(`bot.entity.isCollidedHorizontally`),只是没发出去。
|
||||
*/
|
||||
reportHorizontalCollision: true,
|
||||
/**
|
||||
* 【方案 A】是否把物理引擎的 onGround 与本地世界数据对齐(默认开启)。
|
||||
*
|
||||
* 服务端频繁下发 `position` 包时,mineflayer 会把 `entity.onGround` 置为 false,
|
||||
* 物理引擎因此一直走「空中」分支(水平加速只有地面的 1/5 且每 tick 被清零),
|
||||
* 表现就是「按着前进键、水平速度恒为 0」。开启后每个物理 tick 都会在
|
||||
* 「物理引擎算完、位置包发出之前」用脚下方块复核,必要时强制同步 onGround,
|
||||
* 让移动回到地面分支。与 `grim.enabled` 无关(实测关闭合规层后回弹依旧)。
|
||||
*/
|
||||
syncGroundToPhysics: true,
|
||||
/**
|
||||
* 【方案 B】是否忽略「例行同步」位置包带来的 onGround=false(默认开启)。
|
||||
*
|
||||
* 服务端下发的目标位置与本地位置几乎一致时,说明它只是例行同步坐标,
|
||||
* 并不代表我们真的在空中;此时只采纳坐标、保留我们自己的 onGround,
|
||||
* 避免物理引擎的地面状态被服务端反复打断。
|
||||
* 位置差超过 `setbackSyncEpsilon` 时按真正的传送处理,不做任何干预。
|
||||
*/
|
||||
trustSetbackOnGround: true,
|
||||
/**
|
||||
* 方案 B 的判定阈值(格):服务端目标位置与本地位置之差不超过它时视为「例行同步」。
|
||||
* 实测可在控制台观察 `packetStats.lastSetbackDelta.distance` 后再调整。
|
||||
*/
|
||||
setbackSyncEpsilon: 0.5,
|
||||
/**
|
||||
* 是否每 tick 补发 `player_input` 包(默认开启,**线上服务器必需**)。
|
||||
*
|
||||
* 1.21.2+ 服务端的移动预测依赖它,原版客户端每 tick 都发,而 mineflayer 只在
|
||||
* 骑乘 / 跳下 / 潜行时发 —— 地面移动的 forward / jump / sprint 完全不发。
|
||||
* 带反作弊的服务器会判定「无输入却位移」并每 tick 把玩家拉回,
|
||||
* 表现就是机器人原地抖动、怎么按方向键都不动。
|
||||
*/
|
||||
sendPlayerInput: true,
|
||||
/**
|
||||
* 是否每 tick 补发 `tick_end` 包(默认开启)。
|
||||
*
|
||||
* 原版 1.21.2+ 客户端在每 tick 末尾发送,反作弊用它判定 tick 边界;
|
||||
* mineflayer 完全不发,会导致 PacketOrder / Timer 类判定异常。
|
||||
*/
|
||||
sendTickEnd: true
|
||||
},
|
||||
|
||||
// ==================== 大地图(新增) ====================
|
||||
bigMap: {
|
||||
/** 是否启用大地图(爬取服务器地图站点的瓦片图片与领土标记) */
|
||||
enabled: true,
|
||||
/** 地图站点上的世界目录名;留空则回退环境变量 DYNMAP_WORLD */
|
||||
world: '',
|
||||
/** 启动时预爬取的层级(0 = 全世界一张大图,本站为 10×10=100 张瓦片) */
|
||||
zoom: 0,
|
||||
/** 允许浏览的最大层级(本站 squaremap 的 zoom.max 为 3) */
|
||||
maxZoom: 3,
|
||||
/**
|
||||
* 爬取半径(方块),**以机器人为中心**(见 followBot)。
|
||||
*
|
||||
* 层级 0 每张瓦片覆盖 4096 格,所以:
|
||||
* 1024 格半径 = 1 张瓦片,4096 格 = 4 张,8192 格 = 9 张,20480 格 = 100 张。
|
||||
* 只关心机器人周边时把半径调小,爬取和传输开销会差一个数量级。
|
||||
*/
|
||||
rangeBlocks: 4096,
|
||||
/**
|
||||
* 是否以机器人当前位置为中心爬取与显示大地图(默认开启)。
|
||||
*
|
||||
* 关闭时以世界原点 (0,0) 为中心 —— 只有在想看整张世界地图时才需要。
|
||||
*/
|
||||
followBot: true,
|
||||
/** 启动时是否自动预爬取 */
|
||||
crawlOnStart: true,
|
||||
/** 瓦片下载并发数(对源站友好,默认 4) */
|
||||
concurrency: 4,
|
||||
/**
|
||||
* 是否后台预热高层级瓦片(默认开启)。
|
||||
*
|
||||
* 只有「启动预爬取层级」(默认 0)会批量爬,层级 1~3 原本要靠用户缩放时按需拉取,
|
||||
* 首次浏览要等好几秒。开启后机器人移动到新区域时会顺带把周边高层级瓦片拉下来。
|
||||
*/
|
||||
prewarm: true,
|
||||
/** 预热覆盖半径(方块),以机器人为中心 */
|
||||
prewarmRangeBlocks: 1024,
|
||||
/** 从「启动预爬取层级」往上预热几层(受「最大可浏览层级」限制) */
|
||||
prewarmLevels: 3,
|
||||
/** 机器人移动超过该距离(方块)才重新预热,避免频繁请求源站 */
|
||||
prewarmMinMoveBlocks: 512,
|
||||
/** 距上次预热超过该时间(毫秒)也重新预热一次(默认 10 分钟) */
|
||||
prewarmIntervalMs: 600000
|
||||
},
|
||||
|
||||
// ==================== 多机器人协调(新增) ====================
|
||||
coordination: {
|
||||
/**
|
||||
* 目标区块租约时长(秒)。
|
||||
*
|
||||
* 多个机器人同时扩地时,都用同一份领土模型挑候选区块,很容易撞在同一块上。
|
||||
* 租约表让「谁要去占哪一块」互相可见:抢到的机器人独占该区块,其余机器人跳过;
|
||||
* 持有者持续续租,机器人掉线 / 卡死后租约到期自动释放,不会永久锁死区块。
|
||||
*/
|
||||
targetLeaseTtlSeconds: 180
|
||||
},
|
||||
|
||||
// ==================== 通知提醒(新增) ====================
|
||||
notify: {
|
||||
/**
|
||||
* 是否启用 Webhook 通知(默认关闭)。
|
||||
*
|
||||
* 需要人工介入时(等待登录验证码、原点自救失败)把消息推到飞书 / Lark 自定义机器人,
|
||||
* 不用一直盯着控制台 —— 验证码只有 120 秒时限,错过就得等下次重登。
|
||||
*/
|
||||
enabled: false,
|
||||
/** Webhook 地址(留空时回退环境变量 NOTIFY_WEBHOOK_URL) */
|
||||
webhookUrl: '',
|
||||
/** 服务器要求输入验证码时提醒 */
|
||||
onVerification: true,
|
||||
/** 原点自救失败时提醒(说明可能其实是登录服,需要人工发验证码) */
|
||||
onOriginRescueFailed: true
|
||||
},
|
||||
|
||||
// ==================== 服务器交互(新增) ====================
|
||||
@@ -181,12 +394,49 @@ function defaultConfig() {
|
||||
loginCommand: 'login {password}',
|
||||
/** 注册指令模板,`{password}` 会被替换;留空则不发送 */
|
||||
registerCommand: '',
|
||||
/**
|
||||
* 账号绑定 / 二次验证指令模板(`{password}` 会被替换),留空则不发送。
|
||||
*
|
||||
* 用于「简幻通」这类外站账号体系:新账号必须先用 `/auth <UID> <验证码>` 或扫码绑定。
|
||||
* 扫码类验证无法自动完成,此时保持留空即可——程序会在日志里明确提示需要人工验证一次;
|
||||
* 若该服务器提供固定验证码,把 `auth {password}` 之类填进来就能自动过。
|
||||
*/
|
||||
authCommand: '',
|
||||
/**
|
||||
* 允许在「登录验证通过之前」发送的指令前缀。
|
||||
*
|
||||
* 存在先有鸡还是先有蛋的问题:有些服务器的登录流程本身就是一条指令
|
||||
* (`/login`、`/register`,简幻通体系还要先 `/auth`),
|
||||
* 若把登录门禁一刀切,这些指令就永远发不出去,账号会卡在未验证状态被反复踢出。
|
||||
* 因此这里列出的前缀可以绕过门禁,其余指令仍要求已完成验证。
|
||||
*/
|
||||
preLoginCommands: ['login', 'l', 'register', 'reg', 'auth'],
|
||||
/**
|
||||
* 是否允许在登录验证通过之前发送公屏聊天。
|
||||
*
|
||||
* 默认关闭。服务器**明确要求验证**时会自动放行(验证码常常是直接当聊天内容发出去的),
|
||||
* 这个开关用于兜底那些没有任何提示、却必须先说话才能完成登录的服务器。
|
||||
*/
|
||||
allowChatBeforeLogin: false,
|
||||
/**
|
||||
* 登录结果确认超时(毫秒)。
|
||||
* 部分离线服登录成功后不回明确提示,超时后按「已登录」放行,
|
||||
* 否则机器人会永远卡在未登录状态而无法接受控制台操作;设为 0 表示禁用兜底。
|
||||
*/
|
||||
loginConfirmTimeoutMs: 10000,
|
||||
/** 聊天指令最小间隔(毫秒),防刷屏 */
|
||||
commandCooldownMs: 1200,
|
||||
/** 断线后是否自动重连 */
|
||||
autoReconnect: true,
|
||||
/** 重连间隔(毫秒) */
|
||||
reconnectDelayMs: 10000
|
||||
reconnectDelayMs: 10000,
|
||||
/**
|
||||
* 重连间隔上限(毫秒)。
|
||||
*
|
||||
* 连续重连失败(例如账号未完成服务器验证被反复踢出)时按指数退避拉长间隔,
|
||||
* 避免每 10 秒一次地硬撞服务器;成功进入世界后计数清零、间隔回到 reconnectDelayMs。
|
||||
*/
|
||||
reconnectMaxDelayMs: 120000
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -257,12 +507,18 @@ function validateConfig(config) {
|
||||
config.waitTimeoutSeconds = clampInt(config.waitTimeoutSeconds, 5, 3600, 60);
|
||||
config.retries = clampInt(config.retries, 1, 20, 2);
|
||||
config.returnThresholdSeconds = clampInt(config.returnThresholdSeconds, 0, 3600, 60);
|
||||
config.returnOnTimeout = config.returnOnTimeout === true;
|
||||
if (typeof config.returnCommand !== 'string') config.returnCommand = 'u return';
|
||||
// 去掉玩家可能顺手写上的前导斜杠,发送时会统一补
|
||||
config.returnCommand = config.returnCommand.trim().replace(/^\/+/, '');
|
||||
config.returnGraceSeconds = clampInt(config.returnGraceSeconds, 0, 3600, 300);
|
||||
config.returnWaitSeconds = clampInt(config.returnWaitSeconds, 1, 120, 12);
|
||||
config.sideStepMaxRounds = clampInt(config.sideStepMaxRounds, 0, 10, 3);
|
||||
config.claimStartHour = clampInt(config.claimStartHour, 0, 23, 11);
|
||||
config.claimEndHour = clampInt(config.claimEndHour, 1, 24, 22);
|
||||
config.eatThreshold = clampInt(config.eatThreshold, 0, 20, 14);
|
||||
config.durabilityThreshold = clampInt(config.durabilityThreshold, 1, 99, 15);
|
||||
config.autoResumeAfterReconnect = config.autoResumeAfterReconnect !== false;
|
||||
config.autoBoatMinWidth = clampInt(config.autoBoatMinWidth, 1, 64, 4);
|
||||
config.autoBoatMinLength = clampInt(config.autoBoatMinLength, 1, 128, 6);
|
||||
config.refreshIntervalSeconds = clampInt(config.refreshIntervalSeconds, 10, 3600, 30);
|
||||
@@ -271,14 +527,48 @@ function validateConfig(config) {
|
||||
|
||||
config.pathing.maxDropDown = clampInt(config.pathing.maxDropDown, 0, 64, 3);
|
||||
config.pathing.liquidCost = clampInt(config.pathing.liquidCost, 1, 1000, 40);
|
||||
config.pathing.maxSegmentBlocks = clampInt(config.pathing.maxSegmentBlocks, 32, 4096, 512);
|
||||
config.pathing.segmentMarginBlocks = clampInt(config.pathing.segmentMarginBlocks, 0, 256, 24);
|
||||
config.pathing.thinkTimeoutMs = clampInt(config.pathing.thinkTimeoutMs, 100, 300000, 10000);
|
||||
config.pathing.tickTimeoutMs = clampInt(config.pathing.tickTimeoutMs, 5, 5000, 40);
|
||||
// searchRadius 允许为负(不限制),因此单独钳制下限
|
||||
config.pathing.searchRadius = clampInt(config.pathing.searchRadius, -1, 100000, 256);
|
||||
if (config.pathing.executor !== 'manual') config.pathing.executor = 'pathfinder';
|
||||
config.pathing.manualTimeoutMs = clampInt(config.pathing.manualTimeoutMs, 10000, 3600000, 180000);
|
||||
|
||||
config.combat.scanRange = clampNumber(config.combat.scanRange, 1, 32, 4.5);
|
||||
config.coordination.targetLeaseTtlSeconds = clampInt(config.coordination.targetLeaseTtlSeconds, 30, 3600, 180);
|
||||
|
||||
config.grim.maxRotationPerTickDeg = clampNumber(config.grim.maxRotationPerTickDeg, 1, 180, 8.6);
|
||||
config.grim.attackReach = clampNumber(config.grim.attackReach, 1, 6, 3.0);
|
||||
config.grim.setbackSyncEpsilon = clampNumber(config.grim.setbackSyncEpsilon, 0, 5, 0.5);
|
||||
|
||||
config.bigMap.zoom = clampInt(config.bigMap.zoom, 0, 8, 0);
|
||||
config.bigMap.maxZoom = clampInt(config.bigMap.maxZoom, 0, 8, 3);
|
||||
// 预爬取层级不可能超过可浏览的最大层级,否则会爬到源站不存在的瓦片
|
||||
if (config.bigMap.zoom > config.bigMap.maxZoom) config.bigMap.zoom = config.bigMap.maxZoom;
|
||||
config.bigMap.rangeBlocks = clampInt(config.bigMap.rangeBlocks, 256, 200000, 4096);
|
||||
config.bigMap.concurrency = clampInt(config.bigMap.concurrency, 1, 16, 4);
|
||||
config.bigMap.prewarmRangeBlocks = clampInt(config.bigMap.prewarmRangeBlocks, 256, 200000, 1024);
|
||||
config.bigMap.prewarmLevels = clampInt(config.bigMap.prewarmLevels, 0, 8, 3);
|
||||
config.bigMap.prewarmMinMoveBlocks = clampInt(config.bigMap.prewarmMinMoveBlocks, 0, 100000, 512);
|
||||
config.bigMap.prewarmIntervalMs = clampInt(config.bigMap.prewarmIntervalMs, 60000, 86400000, 600000);
|
||||
if (typeof config.bigMap.world !== 'string') config.bigMap.world = '';
|
||||
if (typeof config.bigMap.followBot !== 'boolean') config.bigMap.followBot = true;
|
||||
|
||||
config.server.commandCooldownMs = clampInt(config.server.commandCooldownMs, 0, 60000, 1200);
|
||||
config.server.reconnectDelayMs = clampInt(config.server.reconnectDelayMs, 1000, 600000, 10000);
|
||||
config.server.reconnectMaxDelayMs = clampInt(config.server.reconnectMaxDelayMs, config.server.reconnectDelayMs, 3600000, 120000);
|
||||
config.server.loginConfirmTimeoutMs = clampInt(config.server.loginConfirmTimeoutMs, 0, 300000, 10000);
|
||||
if (typeof config.server.authCommand !== 'string') config.server.authCommand = '';
|
||||
if (typeof config.server.allowChatBeforeLogin !== 'boolean') config.server.allowChatBeforeLogin = false;
|
||||
if (!Array.isArray(config.server.preLoginCommands)) {
|
||||
config.server.preLoginCommands = defaultConfig().server.preLoginCommands;
|
||||
} else {
|
||||
config.server.preLoginCommands = config.server.preLoginCommands
|
||||
.filter((item) => typeof item === 'string' && item.trim())
|
||||
.map((item) => item.trim().toLowerCase().replace(/^\//, ''));
|
||||
}
|
||||
|
||||
if (config.waterMode !== WATER_MODE.SWIM && config.waterMode !== WATER_MODE.BOAT) {
|
||||
config.waterMode = WATER_MODE.AVOID;
|
||||
@@ -288,6 +578,8 @@ function validateConfig(config) {
|
||||
if (typeof config.server.claimCommand !== 'string') config.server.claimCommand = '';
|
||||
if (typeof config.server.loginCommand !== 'string') config.server.loginCommand = '';
|
||||
if (typeof config.server.registerCommand !== 'string') config.server.registerCommand = '';
|
||||
if (typeof config.server.authCommand !== 'string') config.server.authCommand = '';
|
||||
if (typeof config.notify.webhookUrl !== 'string') config.notify.webhookUrl = '';
|
||||
return config;
|
||||
}
|
||||
|
||||
|
||||
@@ -35,6 +35,21 @@ const State = {
|
||||
/** 环形日志中「导出日志」用的状态摘要键名 */
|
||||
const EXPORT_SUMMARY_KEYS = ['状态', '目标区块', '玩家区块', '队列', '已占领', '重试', '最近进度'];
|
||||
|
||||
/**
|
||||
* 判定「寻路有进展」的最小距离变化(区块)。
|
||||
*
|
||||
* 只要与目标的曼哈顿距离缩短了这么多,就认为是在稳步接近而不是卡死,
|
||||
* 从而重置超时计时。取 1 是因为矿区/建筑区里寻路速度可能远低于正常步行,
|
||||
* 阈值再大就会把慢速推进误判成超时。
|
||||
*/
|
||||
const PATH_PROGRESS_MIN_CHUNKS = 1;
|
||||
|
||||
/**
|
||||
* 候选区块全被其他机器人预定时,隔多久重新规划(毫秒)。
|
||||
* 取 15 秒:既不会忙等,也不会在别人刚释放时错过太久。
|
||||
*/
|
||||
const LEASE_RETRY_DELAY_MS = 15000;
|
||||
|
||||
/**
|
||||
* 自动扩地控制器:扩地任务的核心状态机。
|
||||
*
|
||||
@@ -50,11 +65,31 @@ class ExpansionController {
|
||||
* @param {import('../bot/botManager').BotManager} deps.botManager
|
||||
* @param {import('../core/territoryDataService').TerritoryDataService} deps.dataService
|
||||
* @param {import('../util/logger').Logger} deps.logger
|
||||
* @param {string} [deps.botId] 所属机器人 id(多机器人场景,用于日志归属)
|
||||
* @param {string} [deps.botName] 所属机器人游戏名
|
||||
* @param {import('../core/expansionLog').ExpansionLog} [deps.expansionLog] 开拓日志
|
||||
* @param {import('../core/targetLease').TargetLeaseTable} [deps.targetLeases] 目标区块租约表(多机器人共享)
|
||||
*/
|
||||
constructor(deps) {
|
||||
this.botManager = deps.botManager;
|
||||
this.dataService = deps.dataService;
|
||||
this.logger = deps.logger;
|
||||
/** 所属机器人 id(默认取游戏名) */
|
||||
this.botId = deps.botId || (deps.botManager && deps.botManager.connection
|
||||
? deps.botManager.connection.username : 'bot');
|
||||
/** 所属机器人游戏名 */
|
||||
this.botName = deps.botName || (deps.botManager && deps.botManager.connection
|
||||
? deps.botManager.connection.username : this.botId);
|
||||
/** @type {import('../core/expansionLog').ExpansionLog|null} */
|
||||
this.expansionLog = deps.expansionLog || null;
|
||||
/**
|
||||
* 目标区块租约表(多机器人共享,可空 —— 单机器人场景不需要协调)。
|
||||
* 详见 core/targetLease.js:抢到的机器人独占区块,其余机器人跳过。
|
||||
* @type {import('../core/targetLease').TargetLeaseTable|null}
|
||||
*/
|
||||
this.targetLeases = deps.targetLeases || null;
|
||||
/** 候选区块全被其他机器人预定时,下一次重新规划的时间戳(避免忙等) */
|
||||
this._nextReplanAt = 0;
|
||||
this.planner = new ExpansionPlanner();
|
||||
/** @type {import('../core/subtitleChatMonitor').SubtitleChatMonitor} */
|
||||
this.monitor = new SubtitleChatMonitor({
|
||||
@@ -79,6 +114,10 @@ class ExpansionController {
|
||||
this.retryCount = 0;
|
||||
/** 当前阶段(寻路 / 等待)的开始时间戳 */
|
||||
this.stageStartedMillis = 0;
|
||||
/** 本次连接/本次任务的开始时间戳,用于「刚连上时不许回城」的保护期 */
|
||||
this.sessionStartedMillis = Date.now();
|
||||
/** 上一次记录的「与目标的曼哈顿距离」,用于判断寻路是否在稳步推进 */
|
||||
this._lastTargetDistance = null;
|
||||
/** 最近一次开垦进度(0-100) */
|
||||
this.lastProgress = 0;
|
||||
|
||||
@@ -89,6 +128,15 @@ class ExpansionController {
|
||||
|
||||
/** 等待开拓时段自动开始:不在时段时点击开始会暂存配置(null 表示无等待任务) */
|
||||
this.pendingStart = null;
|
||||
/**
|
||||
* 被「世界退出」打断的任务配置:重连进入世界后用它自动恢复。
|
||||
*
|
||||
* 本服会周期性把机器人踢下线(实测约 1~6 分钟一次),而每次掉线都会走到
|
||||
* 「世界已退出,任务停止」。没有这个字段的话,机器人虽然能被原点自救送回
|
||||
* 真实世界,任务却再也不会继续 —— 扩地永远跑不长。
|
||||
* 手动停止 / 到时段外 / 耐久保护停机都不会写入它。
|
||||
*/
|
||||
this.resumeConfig = null;
|
||||
/** 连续寻路超时累计时长(毫秒) */
|
||||
this.consecutiveTimeoutMillis = 0;
|
||||
/** 发送回城指令的时间戳 */
|
||||
@@ -107,10 +155,35 @@ class ExpansionController {
|
||||
this.sideStepStartPos = null;
|
||||
/** 本次回城是否由耐久保护触发:RETURNING 结束后停止任务而非重新规划 */
|
||||
this.returnThenStop = false;
|
||||
/**
|
||||
* 最近一次回城的前后坐标与距离。
|
||||
*
|
||||
* 回城是破坏性操作(会把机器人拉回安全点、清掉玩家手动摆好的位置),
|
||||
* 用户必须能在控制台上一眼看出「这次回城把机器人从哪挪到了哪」,
|
||||
* 从而判断回城是否值得。
|
||||
* @type {{at: number, reason: string, from: object|null, to: object|null, distance: number|null}|null}
|
||||
*/
|
||||
this.lastReturn = null;
|
||||
/** 待回城时记录的「回城前坐标」(传送完成后与当前位置组成前后对比) */
|
||||
this.pendingReturn = null;
|
||||
/**
|
||||
* 因「原地还能走」而放弃回城的次数。
|
||||
*
|
||||
* 连续超时达到回城阈值并不代表卡死 —— 位置还能走时回城毫无意义,
|
||||
* 只会白白丢掉当前位置,因此这种情况下改为跳过目标并记入这里。
|
||||
*/
|
||||
this.returnSkippedNotStuck = 0;
|
||||
/** 自动攻击当前目标的实体 ID(仅用于避免重复记录战斗日志) */
|
||||
this.combatTargetEntityId = -1;
|
||||
/** 当前是否正持续按住跳跃键(自动游泳用) */
|
||||
this.holdingJump = false;
|
||||
/**
|
||||
* 本机器人实际开拓的邦国名(start() 时解析并固化)。
|
||||
*
|
||||
* 多机器人场景下每个机器人可能属于不同邦国,绝不能依赖领土模型的全局
|
||||
* selfStateName(那会被最后启动的机器人覆盖)。
|
||||
*/
|
||||
this.stateName = '';
|
||||
/** 是否已经发送过开垦模式指令 */
|
||||
this._claimModeSent = false;
|
||||
/** @type {((status: object) => void)|null} 状态变化回调(Web 控制台用) */
|
||||
@@ -177,39 +250,44 @@ class ExpansionController {
|
||||
this.playerChunk = this._playerChunk();
|
||||
|
||||
// ===== 识别己方邦国 =====
|
||||
// 解析结果固化到 this.stateName,并写回本次任务配置,
|
||||
// 使规划器不再依赖领土模型的全局 selfStateName(多机器人会互相覆盖)。
|
||||
const model = this.dataService.getModel();
|
||||
let resolvedName = '';
|
||||
if (!this.config.stateName) {
|
||||
const auto = model.findContainingState(this.playerChunk);
|
||||
if (auto) {
|
||||
model.setSelfStateName(auto.name);
|
||||
this.dataService.setSelectedStateName(auto.name);
|
||||
resolvedName = auto.name;
|
||||
} else {
|
||||
// 兜底:通过 SimpCore API 按玩家名识别
|
||||
const detected = await this.dataService.detectStateByPlayer(bm.connection.username);
|
||||
if (detected) {
|
||||
this.dataService.getModel().setSelfStateName(detected);
|
||||
this.dataService.setSelectedStateName(detected);
|
||||
resolvedName = detected;
|
||||
} else {
|
||||
this.status = '无法自动识别邦国,请在控制台手动选择';
|
||||
this.state = State.IDLE;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
} else if (!model.state(this.config.stateName)) {
|
||||
this.status = '所选邦国不存在:' + this.config.stateName;
|
||||
this.state = State.IDLE;
|
||||
return false;
|
||||
} else {
|
||||
const model2 = this.dataService.getModel();
|
||||
if (!model2.state(this.config.stateName)) {
|
||||
this.status = '所选邦国不存在:' + this.config.stateName;
|
||||
this.state = State.IDLE;
|
||||
return false;
|
||||
}
|
||||
model2.setSelfStateName(this.config.stateName);
|
||||
this.dataService.setSelectedStateName(this.config.stateName);
|
||||
resolvedName = this.config.stateName;
|
||||
}
|
||||
this.stateName = resolvedName;
|
||||
this.config = Object.assign({}, requestedConfig, { stateName: resolvedName });
|
||||
// 全局选中邦国跟随最近启动的机器人,供控制台地图与数据源展示使用
|
||||
this.dataService.setSelectedStateName(resolvedName);
|
||||
|
||||
// ===== 复位任务状态 =====
|
||||
this.completedClaims = 0;
|
||||
this.retryCount = 0;
|
||||
this.consecutiveTimeoutMillis = 0;
|
||||
// 保护期从「本次任务开始」算起:玩家常趁机器人掉线时在客户端把它摆到开阔地,
|
||||
// 刚启动就被回城拉走等于白摆
|
||||
this.sessionStartedMillis = Date.now();
|
||||
this.sideStepCount = 0;
|
||||
this.sideStepping = false;
|
||||
this.returnThenStop = false;
|
||||
@@ -231,7 +309,7 @@ class ExpansionController {
|
||||
}
|
||||
|
||||
this.setState(State.PLANNING, '正在生成扩张计划');
|
||||
this._log('开始自动扩地,邦国:' + this.dataService.getModel().selfStateNameValue());
|
||||
this._log(`开始自动扩地,邦国:` + this.stateName);
|
||||
await this.plan();
|
||||
return true;
|
||||
}
|
||||
@@ -239,6 +317,8 @@ class ExpansionController {
|
||||
/** 手动停止任务 */
|
||||
stop() {
|
||||
const bm = this.botManager;
|
||||
// 任何显式停止都作废「掉线待恢复」——只有 tick() 里因世界退出而停的那次会重新登记
|
||||
this.resumeConfig = null;
|
||||
if (this.pendingStart) {
|
||||
this.pendingStart = null;
|
||||
this.setState(State.IDLE, '已取消自动开始');
|
||||
@@ -250,6 +330,9 @@ class ExpansionController {
|
||||
if (this.sideStepping) this.stopSideStep();
|
||||
this.releaseJump();
|
||||
if (bm.boat) bm.boat.reset(true);
|
||||
// 停止任务时归还全部目标租约,别的机器人可以立刻接手这些区块
|
||||
if (this.targetLeases) this.targetLeases.releaseAll(this.botId);
|
||||
this._nextReplanAt = 0;
|
||||
this.setState(State.STOPPED, '已手动停止');
|
||||
this._log('已手动停止');
|
||||
}
|
||||
@@ -263,12 +346,40 @@ class ExpansionController {
|
||||
if (!this.config) return; // 尚未启动过任务,没有可驱动的状态
|
||||
if (!bm.isSpawned()) {
|
||||
if (this.isRunning()) {
|
||||
// 先记下这次任务的配置:本服会周期性把机器人踢下线,重连回来时若没人管,
|
||||
// 任务就永远停在这里。stop() 会清空 resumeConfig,所以要在它之后重新登记。
|
||||
const interrupted = this.config;
|
||||
this.stop();
|
||||
this.status = '世界已退出,任务停止';
|
||||
this.status = '世界已退出,等待重连后自动恢复';
|
||||
if (interrupted && interrupted.autoResumeAfterReconnect !== false) {
|
||||
this.resumeConfig = interrupted;
|
||||
this._log('世界已退出,任务已暂停;重新进入世界后会自动恢复');
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
// 重新进入世界:把被掉线打断的任务接上。
|
||||
// 必须等 isReady()(含登录完成)才试,否则 start() 会直接返回 false;
|
||||
// 而且只有在真的启动成功后才清掉 resumeConfig —— 否则一次失败的尝试
|
||||
// 就会把这次恢复永久丢掉(实测本服掉线频繁,很容易踩到)。
|
||||
if (this.resumeConfig && !this.isRunning()) {
|
||||
if (!bm.isReady()) return; // 还没就绪,下一 tick 再试
|
||||
const resume = this.resumeConfig;
|
||||
this._log('已重新进入世界,自动恢复扩地任务');
|
||||
Promise.resolve(this.start(resume))
|
||||
.then((ok) => {
|
||||
if (ok) {
|
||||
this.resumeConfig = null;
|
||||
} else {
|
||||
this._log('自动恢复未成功(' + this.status + '),稍后重试', 'warn');
|
||||
}
|
||||
})
|
||||
.catch((err) => this._log('自动恢复任务失败:' + err.message, 'error'));
|
||||
return;
|
||||
}
|
||||
this.playerChunk = this._playerChunk();
|
||||
// 续租当前目标:长距离寻路可能要走几分钟,不能让租约中途过期被别人抢走
|
||||
if (this.isRunning()) this._renewTargetLease();
|
||||
|
||||
// 等待开垦时段自动开始:进入时段后自动启动已登记的任务
|
||||
if (this.pendingStart && this.isWithinClaimTime()) {
|
||||
@@ -324,6 +435,8 @@ class ExpansionController {
|
||||
*/
|
||||
async plan() {
|
||||
const bm = this.botManager;
|
||||
// 重新规划意味着目标可能变了(或被回城传送重置了位置),进度基准必须清空
|
||||
this._lastTargetDistance = null;
|
||||
if (this.config.targetCount > 0 && this.completedClaims >= this.config.targetCount) {
|
||||
this.finish();
|
||||
return;
|
||||
@@ -331,21 +444,39 @@ class ExpansionController {
|
||||
this.queue = [];
|
||||
const model = this.dataService.getModel();
|
||||
const planned = this.planner.generate(model, this.config, this.playerChunk);
|
||||
let leasedByOthers = 0;
|
||||
for (const chunk of planned) {
|
||||
if (!this._isClaimedByOthers(chunk)) this.queue.push(chunk);
|
||||
if (this._isClaimedByOthers(chunk)) continue;
|
||||
// 被其他机器人预定(租约未到期)的区块先不排队,等下轮规划再看
|
||||
if (this.targetLeases && this.targetLeases.isLeasedByOther(chunk, this.botId)) {
|
||||
leasedByOthers++;
|
||||
continue;
|
||||
}
|
||||
this.queue.push(chunk);
|
||||
}
|
||||
// 矩形区域扩地时不受扩圈上限限制(玩家圈选的矩形即为明确边界,需完整填充)
|
||||
const rectangleMode = this.config.strategy === 2 && this.config.regionMaxX >= this.config.regionMinX;
|
||||
if (this.config.maxRings > 0 && !rectangleMode) {
|
||||
this.queue = this.queue.filter((chunk) => this._ringDistance(chunk, model) <= this.config.maxRings);
|
||||
}
|
||||
this._log(`规划完成,共 ${this.queue.length} 个候选区块`);
|
||||
this._log(`规划完成,共 ${this.queue.length} 个候选区块`
|
||||
+ (leasedByOthers > 0 ? `(另有 ${leasedByOthers} 个被其他机器人预定)` : ''));
|
||||
if (this.queue.length === 0) {
|
||||
if (leasedByOthers > 0) {
|
||||
this._waitForLeaseRelease(leasedByOthers);
|
||||
return;
|
||||
}
|
||||
this.setState(State.COMPLETE, '没有可用的相邻无主区块');
|
||||
this._log('没有可用的相邻无主区块');
|
||||
return;
|
||||
}
|
||||
this.target = this.queue.shift();
|
||||
const picked = this._pickNextTarget();
|
||||
if (!picked.target) {
|
||||
this.setState(State.COMPLETE, '没有可用的相邻无主区块');
|
||||
this._log('没有可用的相邻无主区块');
|
||||
return;
|
||||
}
|
||||
this.target = picked.target;
|
||||
this._startPathing();
|
||||
}
|
||||
|
||||
@@ -416,6 +547,20 @@ class ExpansionController {
|
||||
return;
|
||||
}
|
||||
const elapsedSeconds = Math.floor((Date.now() - this.stageStartedMillis) / 1000);
|
||||
// 「有没有在推进」比「花了多久」更能说明问题:
|
||||
// 目标常常在几百格外,而寻路速度受地形与反作弊回弹影响可能只有正常步行的十分之一,
|
||||
// 只看墙钟时间会把「走得慢但在稳步接近」误判成卡死,然后回城传送把进度全部清零。
|
||||
// 因此只要与目标的曼哈顿距离有实质缩短,就重置这一段计时。
|
||||
const distance = chunkPos.manhattan(this.playerChunk, this.target);
|
||||
if (this._lastTargetDistance === null) {
|
||||
// 首次观察只记基准,不动计时 —— 否则每个目标的第一 tick 都会被无条件续期
|
||||
this._lastTargetDistance = distance;
|
||||
} else if (distance <= this._lastTargetDistance - PATH_PROGRESS_MIN_CHUNKS) {
|
||||
this._lastTargetDistance = distance;
|
||||
this.stageStartedMillis = Date.now();
|
||||
this.consecutiveTimeoutMillis = 0;
|
||||
return;
|
||||
}
|
||||
if (elapsedSeconds >= this.config.waitTimeoutSeconds) {
|
||||
this.retryCount++;
|
||||
this.dataService.refreshAsync();
|
||||
@@ -433,26 +578,36 @@ class ExpansionController {
|
||||
}
|
||||
|
||||
/**
|
||||
* 发送回城指令:取消当前寻路,向服务器发送 `/u return`(约 10 秒后自动传送回安全位置),
|
||||
* 随后进入 RETURNING 状态等待传送完成。
|
||||
* 发送回城指令:取消当前寻路,向服务器发送回城指令(默认 `/u return`,
|
||||
* 约 10 秒后自动传送回安全位置),随后进入 RETURNING 状态等待传送完成。
|
||||
*
|
||||
* 指令内容取自 `returnCommand`,方便不同服务器替换成自己的回城命令。
|
||||
*
|
||||
* @param {string} reason 触发回城的原因
|
||||
*/
|
||||
_sendReturnCommand(reason) {
|
||||
const bm = this.botManager;
|
||||
const command = (this.config.returnCommand || 'u return').replace(/^\/+/, '');
|
||||
bm.pathing.cancel();
|
||||
this._log(reason + ',发送 /u return 回城,10 秒后自动传送');
|
||||
bm.sendCommand('u return');
|
||||
this._log(`${reason},发送 /${command} 回城,约 10 秒后自动传送`
|
||||
+ '(注意:这会把机器人拉回安全点,当前位置与玩家手动摆好的位置都会丢失)');
|
||||
bm.sendCommand(command);
|
||||
this.returnStartMillis = Date.now();
|
||||
// 记下回城前坐标:传送完成后与当前位置组成「从 A 挪到了 B」的对比
|
||||
this.pendingReturn = { reason, from: this._precisePos(), at: Date.now() };
|
||||
this.setState(State.RETURNING, '等待回城传送(10 秒后自动传送)');
|
||||
}
|
||||
|
||||
/**
|
||||
* 回城传送等待阶段每 tick 逻辑:等待 returnWaitSeconds 秒后,
|
||||
* 耐久保护触发的回城 → 停止任务;寻路超时触发的回城 → 重新规划扩地计划。
|
||||
*
|
||||
* 传送完成后记录回城前后坐标(控制台据此展示「回城把机器人从 A 挪到了 B」),
|
||||
* 位置几乎没变时明确提示 —— 说明这个卡死点同时也是安全点,回城没有帮助。
|
||||
*/
|
||||
_tickReturning() {
|
||||
if (Date.now() - this.returnStartMillis < this.config.returnWaitSeconds * 1000) return;
|
||||
this._recordReturnResult();
|
||||
if (this.returnThenStop) {
|
||||
this.returnThenStop = false;
|
||||
this._log('耐久保护回城完成,任务已停止;请修复 / 更换装备后重新开始扩地');
|
||||
@@ -464,6 +619,28 @@ class ExpansionController {
|
||||
this.plan();
|
||||
}
|
||||
|
||||
/**
|
||||
* 记录回城结果:前后坐标与直线距离,并写入明确日志。
|
||||
* 没有待记录的回城(`pendingReturn` 为空)时什么也不做。
|
||||
*/
|
||||
_recordReturnResult() {
|
||||
const pending = this.pendingReturn;
|
||||
if (!pending) return;
|
||||
this.pendingReturn = null;
|
||||
const to = this._precisePos();
|
||||
const from = pending.from;
|
||||
const distance = from && to
|
||||
? Math.round(Math.hypot(to.x - from.x, to.z - from.z) * 10) / 10
|
||||
: null;
|
||||
this.lastReturn = { at: Date.now(), reason: pending.reason, from, to, distance };
|
||||
if (distance === null) return;
|
||||
this._log(`回城结果:机器人从 ${formatPosition(from)} 挪到了 ${formatPosition(to)}(直线 ${distance} 格)`);
|
||||
if (distance < 1) {
|
||||
this._log('本次回城几乎没有改变位置 —— 说明卡死点同时也是安全点,回城没有帮助;'
|
||||
+ '可考虑关闭「超时自动回城」,避免白白丢掉手动摆好的位置', 'warn');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 目标寻路重试耗尽时的脱困策略入口:取消当前寻路,改为朝「目标连线垂直方向」
|
||||
* 走开约 2.5 格(左右各试一侧),走开后自动重新寻路原目标。
|
||||
@@ -544,16 +721,80 @@ class ExpansionController {
|
||||
/**
|
||||
* 放弃当前目标(重试与走两步均已尝试)的统一出口:
|
||||
* 连续寻路超时累计达到阈值则回城传送并重新规划;否则跳过当前目标。
|
||||
*
|
||||
* 回城是**破坏性**操作,因此默认关闭(`returnOnTimeout`),且即便打开也有两道护栏:
|
||||
* - 刚建立连接的一段时间内不回城:玩家常常是趁机器人掉线时在客户端把它摆到开阔地,
|
||||
* 一连上就被拉回安全点等于白摆;
|
||||
* - 每次真正回城都明确记日志,避免事后只看到位置莫名其妙变了。
|
||||
*/
|
||||
_giveUpTarget(reason) {
|
||||
if (this.consecutiveTimeoutMillis >= this.config.returnThresholdSeconds * 1000) {
|
||||
this._sendReturnCommand(`连续寻路超时超过 ${this.config.returnThresholdSeconds} 秒`);
|
||||
const config = this.config;
|
||||
if (config.returnOnTimeout && this.consecutiveTimeoutMillis >= config.returnThresholdSeconds * 1000) {
|
||||
const sessionSeconds = Math.floor((Date.now() - this.sessionStartedMillis) / 1000);
|
||||
if (sessionSeconds < config.returnGraceSeconds) {
|
||||
this._log(`连续超时达阈值,但本次连接仅 ${sessionSeconds} 秒(保护期 ${config.returnGraceSeconds} 秒),`
|
||||
+ '不回城以免清掉刚摆好的位置;改为跳过当前目标');
|
||||
this.setState(State.FAIL, reason + '(保护期内不回城)');
|
||||
return;
|
||||
}
|
||||
// 回城前先判断「原地是否真的更差」:位置还能走时回城毫无意义,只会白白丢位置
|
||||
const assess = this._assessReturnWorth();
|
||||
if (!assess.worth) {
|
||||
this.returnSkippedNotStuck++;
|
||||
this._log(`连续超时达阈值,但${assess.reason} —— 放弃回城,改为跳过当前目标`
|
||||
+ '(回城会把机器人拉回安全点,可能丢掉玩家摆好的位置)', 'warn');
|
||||
this.setState(State.FAIL, reason + '(原地还能走,未回城)');
|
||||
return;
|
||||
}
|
||||
this._log(`连续超时达阈值,${assess.reason}`, 'warn');
|
||||
this._sendReturnCommand(`连续寻路超时超过 ${config.returnThresholdSeconds} 秒`);
|
||||
return;
|
||||
}
|
||||
if (this.consecutiveTimeoutMillis >= config.returnThresholdSeconds * 1000 && !config.returnOnTimeout) {
|
||||
this._log('连续寻路超时已达回城阈值,但「超时自动回城」未启用,跳过当前目标(如需自动逃离卡死状态请在配置里打开)');
|
||||
}
|
||||
this._log(this.target ? `${reason},跳过 ${this.target.x},${this.target.z}` : reason);
|
||||
this.setState(State.FAIL, reason);
|
||||
}
|
||||
|
||||
/**
|
||||
* 回城前的「原地是否真的更差」评估。
|
||||
*
|
||||
* 回城是破坏性操作:它把机器人拉回安全点,会清掉玩家手动摆好的位置。
|
||||
* 如果当前位置还能走(寻路器能从脚下节点生成邻居),说明只是走得慢 / 目标不可达,
|
||||
* 回城不会带来任何好处 —— 这种情况应当跳过目标,而不是传送。
|
||||
*
|
||||
* 判据取自 `pathing.diagnostics().neighborCount`(寻路器从脚下节点能生成的可走方向数):
|
||||
* - `0`:完全无路可走,确实卡死,回城值得一试;
|
||||
* - `≥1`:还能走,回城没有意义;
|
||||
* - 拿不到诊断(未连接 / 寻路器未就绪):保守起见仍按卡死处理。
|
||||
*
|
||||
* @returns {{worth: boolean, neighborCount: number|null, reason: string}}
|
||||
*/
|
||||
_assessReturnWorth() {
|
||||
const bm = this.botManager;
|
||||
let neighborCount = null;
|
||||
try {
|
||||
if (bm.pathing && typeof bm.pathing.diagnostics === 'function') {
|
||||
const diag = bm.pathing.diagnostics();
|
||||
if (diag && typeof diag.neighborCount === 'number') neighborCount = diag.neighborCount;
|
||||
}
|
||||
} catch {
|
||||
neighborCount = null;
|
||||
}
|
||||
if (neighborCount === null) {
|
||||
return { worth: true, neighborCount, reason: '拿不到寻路诊断(无法判断原地是否能走),按卡死处理' };
|
||||
}
|
||||
if (neighborCount >= 1) {
|
||||
return {
|
||||
worth: false,
|
||||
neighborCount,
|
||||
reason: `当前位置还有 ${neighborCount} 个可走方向(不是卡死),回城不会更好`
|
||||
};
|
||||
}
|
||||
return { worth: true, neighborCount, reason: `当前位置 0 个可走方向(疑似卡死),回城值得一试` };
|
||||
}
|
||||
|
||||
/** 等待开垦阶段每 tick 逻辑:玩家离开目标区块则重新寻路;等待超时则重试或跳过 */
|
||||
_tickWaiting() {
|
||||
if (!this.target) {
|
||||
@@ -603,16 +844,26 @@ class ExpansionController {
|
||||
|
||||
/** 处理下一个目标:达成目标数量则完成;队列为空时重新规划,否则取队首开始寻路 */
|
||||
_tickNext() {
|
||||
this._releaseTargetLease();
|
||||
this.target = null;
|
||||
// 候选区块正被其他机器人预定:等一会儿再重新规划(避免忙等,见 _waitForLeaseRelease)
|
||||
if (this._nextReplanAt && Date.now() < this._nextReplanAt) return;
|
||||
this._nextReplanAt = 0;
|
||||
if (this.config.targetCount > 0 && this.completedClaims >= this.config.targetCount) {
|
||||
this.finish();
|
||||
return;
|
||||
}
|
||||
if (this.queue.length === 0) {
|
||||
const picked = this._pickNextTarget();
|
||||
if (!picked.target) {
|
||||
if (picked.skippedLease > 0) {
|
||||
this._waitForLeaseRelease(picked.skippedLease);
|
||||
return;
|
||||
}
|
||||
// 队列真的空了:重新规划
|
||||
this.plan();
|
||||
return;
|
||||
}
|
||||
this.target = this.queue.shift();
|
||||
this.target = picked.target;
|
||||
if (this._isClaimedByOthers(this.target)) {
|
||||
this._log(`目标已被占领,跳过 ${this.target.x},${this.target.z}`);
|
||||
this.setState(State.NEXT, '跳过已占领区块');
|
||||
@@ -623,6 +874,7 @@ class ExpansionController {
|
||||
|
||||
/** 完成任务 */
|
||||
finish() {
|
||||
this._releaseTargetLease();
|
||||
this.botManager.pathing.cancel();
|
||||
this.setState(State.COMPLETE, this.config.targetCount > 0
|
||||
? `已完成目标数量 ${this.completedClaims}/${this.config.targetCount}`
|
||||
@@ -669,7 +921,7 @@ class ExpansionController {
|
||||
*/
|
||||
_isAdjacentToOwn(chunk) {
|
||||
const model = this.dataService.getModel();
|
||||
const self = model.selfState();
|
||||
const self = model.state(this.stateName);
|
||||
const ownChunks = self ? self.chunks : null;
|
||||
const sessionClaims = model.sessionClaimsSet();
|
||||
const x = chunk.x;
|
||||
@@ -690,6 +942,55 @@ class ExpansionController {
|
||||
return this.dataService.getModel().allClaimedChunks().has(chunkPos.key(chunk.x, chunk.z));
|
||||
}
|
||||
|
||||
// ==================== 目标区块租约(多机器人协调) ====================
|
||||
|
||||
/**
|
||||
* 从队列里取出下一个可用目标:
|
||||
* 跳过已被占领的区块,以及被其他机器人租约占用的区块(谁先抢到谁去)。
|
||||
*
|
||||
* @returns {{target: {x: number, z: number}|null, skippedLease: number}}
|
||||
*/
|
||||
_pickNextTarget() {
|
||||
let skippedLease = 0;
|
||||
while (this.queue.length > 0) {
|
||||
const chunk = this.queue.shift();
|
||||
if (this._isClaimedByOthers(chunk)) continue;
|
||||
if (this.targetLeases && !this.targetLeases.tryAcquire(chunk, this.botId)) {
|
||||
skippedLease++;
|
||||
this._log(`区块 ${chunk.x},${chunk.z} 已被其他机器人预定,跳过`);
|
||||
continue;
|
||||
}
|
||||
return { target: chunk, skippedLease };
|
||||
}
|
||||
return { target: null, skippedLease };
|
||||
}
|
||||
|
||||
/** 续租当前目标(每个 tick 调用,保证长时间寻路时租约不过期) */
|
||||
_renewTargetLease() {
|
||||
if (!this.targetLeases || !this.target) return;
|
||||
this.targetLeases.renew(this.target, this.botId);
|
||||
}
|
||||
|
||||
/** 释放当前目标的租约(幂等:没有目标或没有租约表时什么都不做) */
|
||||
_releaseTargetLease() {
|
||||
if (!this.targetLeases || !this.target) return;
|
||||
this.targetLeases.release(this.target, this.botId);
|
||||
}
|
||||
|
||||
/**
|
||||
* 候选区块暂时都被其他机器人预定时的处理:等一会儿再重新规划。
|
||||
*
|
||||
* 直接判 COMPLETE 会让机器人在别人还在开垦时提前收工 —— 那些区块可能是
|
||||
* 别人的目标失败了才释放的,稍后再看更合理。这里只设一个时间戳,
|
||||
* 由 {@link _tickNext} 的时间闸门控制,不做定时器,避免并发状态。
|
||||
*/
|
||||
_waitForLeaseRelease(skippedLease) {
|
||||
this._nextReplanAt = Date.now() + LEASE_RETRY_DELAY_MS;
|
||||
this._log(`${skippedLease} 个候选区块正被其他机器人预定,`
|
||||
+ `${Math.round(LEASE_RETRY_DELAY_MS / 1000)} 秒后重新规划`, 'warn');
|
||||
this.setState(State.NEXT, '候选区块被其他机器人预定,等待释放');
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算区块到己方领土的「圈数」(切比雪夫距离的最小值),用于过滤扩圈上限。
|
||||
* @param {{x: number, z: number}} chunk
|
||||
@@ -698,7 +999,7 @@ class ExpansionController {
|
||||
*/
|
||||
_ringDistance(chunk, model) {
|
||||
let min = Infinity;
|
||||
const self = model.selfState();
|
||||
const self = model.state(this.stateName);
|
||||
if (self) {
|
||||
for (const k of self.chunks) {
|
||||
const pos = chunkPos.decode(k);
|
||||
@@ -727,6 +1028,10 @@ class ExpansionController {
|
||||
this._log('寻路事件:AT_GOAL');
|
||||
} else if (event === PathEvent.CALC_FINISHED_NOW_EXECUTING) {
|
||||
this._log(`寻路事件:路径已生成(代价 ${detail ? detail.cost : '?'})`);
|
||||
} else if (event === PathEvent.SEGMENT_REACHED) {
|
||||
// 长距离分段寻路走完一段:这是「有进展」而不是卡住,
|
||||
// 必须重置超时计时,否则走几十段的长途会被 waitTimeoutSeconds 误判为寻路超时
|
||||
this.stageStartedMillis = Date.now();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -740,8 +1045,10 @@ class ExpansionController {
|
||||
/**
|
||||
* 开垦成功(带具体坐标):把新占领区块加入模型与数据服务,累计完成数并进入 SUCCESS 状态。
|
||||
* @param {{x: number, z: number}} chunk
|
||||
* @param {number} [blockX] 方块坐标 X(服务器回报值)
|
||||
* @param {number} [blockZ] 方块坐标 Z(服务器回报值)
|
||||
*/
|
||||
onSuccess(chunk) {
|
||||
onSuccess(chunk, blockX, blockZ) {
|
||||
if (!this.isRunning()) return;
|
||||
const target = chunk || this.target;
|
||||
if (!target) return;
|
||||
@@ -749,8 +1056,8 @@ class ExpansionController {
|
||||
// 去重:同一区块只计一次
|
||||
if (this.claimedSet.has(key)) return;
|
||||
this.claimedSet.add(key);
|
||||
this.dataService.getModel().addSessionClaim(target);
|
||||
this.dataService.addSessionClaim(target);
|
||||
this.dataService.getModel().addSessionClaim(target, this.stateName);
|
||||
this.dataService.addSessionClaim(target, this.stateName);
|
||||
// 占领成功后立即触发一次地图刷新(请求侧已带缓存击穿),缩短「会话占领等待确认」窗口
|
||||
this.dataService.refreshAsync();
|
||||
this.completedClaims++;
|
||||
@@ -758,6 +1065,7 @@ class ExpansionController {
|
||||
this.target = target;
|
||||
this.lastProgress = 100;
|
||||
this._log(`占领成功 ${target.x},${target.z}`);
|
||||
this._recordClaim(target, blockX, blockZ, 'chat');
|
||||
this.setState(State.SUCCESS, `疆土已开拓 ${target.x},${target.z}`);
|
||||
}
|
||||
|
||||
@@ -774,16 +1082,40 @@ class ExpansionController {
|
||||
// 去重:同一区块只计一次
|
||||
if (this.claimedSet.has(key)) return;
|
||||
this.claimedSet.add(key);
|
||||
this.dataService.getModel().addSessionClaim(this.target);
|
||||
this.dataService.addSessionClaim(this.target);
|
||||
this.dataService.getModel().addSessionClaim(this.target, this.stateName);
|
||||
this.dataService.addSessionClaim(this.target, this.stateName);
|
||||
this.dataService.refreshAsync();
|
||||
this.completedClaims++;
|
||||
this.consecutiveTimeoutMillis = 0;
|
||||
this.lastProgress = 100;
|
||||
this._log(`占领成功 ${this.target.x},${this.target.z}`);
|
||||
this._recordClaim(this.target, null, null, 'chat-generic');
|
||||
this.setState(State.SUCCESS, `疆土已开拓 ${this.target.x},${this.target.z}`);
|
||||
}
|
||||
|
||||
/**
|
||||
* 写入开拓日志:详细记录开拓玩家、区块、时间与来源。
|
||||
*
|
||||
* @param {{x: number, z: number}} chunk 区块坐标
|
||||
* @param {number|null} blockX 方块坐标 X
|
||||
* @param {number|null} blockZ 方块坐标 Z
|
||||
* @param {string} source 判定来源
|
||||
*/
|
||||
_recordClaim(chunk, blockX, blockZ, source) {
|
||||
if (!this.expansionLog) return;
|
||||
this.expansionLog.record({
|
||||
botId: this.botId,
|
||||
bot: this.botName,
|
||||
state: this.stateName,
|
||||
chunk,
|
||||
block: Number.isFinite(blockX) && Number.isFinite(blockZ) ? { x: blockX, z: blockZ } : null,
|
||||
source,
|
||||
progress: 100,
|
||||
// 本轮任务已开拓区块数,便于在日志里看出第几个
|
||||
sessionCount: this.completedClaims
|
||||
});
|
||||
}
|
||||
|
||||
// ==================== 生存辅助 ====================
|
||||
|
||||
/**
|
||||
@@ -924,6 +1256,23 @@ class ExpansionController {
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* @returns {{x: number, y: number, z: number}|null} 机器人当前位置(两位小数)
|
||||
*
|
||||
* 与 `_blockPos` 的区别:这里是精确坐标,用于「回城前后挪了多少」这种对比展示,
|
||||
* 取整会把几格的位移抹掉。
|
||||
*/
|
||||
_precisePos() {
|
||||
const bot = this.botManager.bot;
|
||||
if (!bot || !bot.entity) return null;
|
||||
const pos = bot.entity.position;
|
||||
return {
|
||||
x: Math.round(pos.x * 100) / 100,
|
||||
y: Math.round(pos.y * 100) / 100,
|
||||
z: Math.round(pos.z * 100) / 100
|
||||
};
|
||||
}
|
||||
|
||||
_describeChunk(chunk) {
|
||||
return chunk ? `${chunk.x},${chunk.z}` : '无';
|
||||
}
|
||||
@@ -943,7 +1292,9 @@ class ExpansionController {
|
||||
}
|
||||
|
||||
_log(message, level) {
|
||||
if (this.logger) this.logger.log(message, level);
|
||||
if (!this.logger) return;
|
||||
// 多机器人共用一份运行日志:统一加机器人名前缀,便于区分来源
|
||||
this.logger.log(`[${this.botName}] ${message}`, level);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -951,6 +1302,9 @@ class ExpansionController {
|
||||
*/
|
||||
snapshot() {
|
||||
return {
|
||||
botId: this.botId,
|
||||
botName: this.botName,
|
||||
stateName: this.stateName,
|
||||
state: this.state,
|
||||
status: this.status,
|
||||
running: this.isRunning(),
|
||||
@@ -964,6 +1318,10 @@ class ExpansionController {
|
||||
consecutiveTimeoutMs: this.consecutiveTimeoutMillis,
|
||||
sideStepping: this.sideStepping,
|
||||
sideStepCount: this.sideStepCount,
|
||||
/** 因「原地还能走」而放弃回城的次数(回城前评估的结果) */
|
||||
returnSkippedNotStuck: this.returnSkippedNotStuck,
|
||||
/** 最近一次回城的前后坐标与直线距离(控制台展示「从 A 挪到了 B」) */
|
||||
lastReturn: this.lastReturn,
|
||||
autoBoatActive: !!(this.botManager.boat && this.botManager.boat.isActive()),
|
||||
withinClaimTime: this.isWithinClaimTime(),
|
||||
claimModeSent: this._claimModeSent,
|
||||
@@ -989,6 +1347,15 @@ class ExpansionController {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 位置快照 → 日志里可读的文本。
|
||||
* @param {{x: number, y: number, z: number}|null} pos
|
||||
* @returns {string}
|
||||
*/
|
||||
function formatPosition(pos) {
|
||||
return pos ? `(${pos.x}, ${pos.y}, ${pos.z})` : '(未知)';
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化为 HH:mm:ss。
|
||||
* @param {Date} date
|
||||
|
||||
@@ -0,0 +1,514 @@
|
||||
'use strict';
|
||||
|
||||
const fs = require('fs');
|
||||
const path = require('path');
|
||||
|
||||
/**
|
||||
* 大地图瓦片服务:爬取 squaremap 站点(bgjq.simpfun.cn)的地图图片并本地缓存,
|
||||
* 供控制台在一张大地图上展示所有机器人的坐标与领土标记。
|
||||
*
|
||||
* ## 坐标系(已对 source 站点实测标定)
|
||||
*
|
||||
* squaremap 前端用 `L.CRS.Simple` + `tileSize: 512`,瓦片路径为
|
||||
* `tiles/<world>/<z>/<x>_<y>.png`,并且:
|
||||
*
|
||||
* - 瓦片图片固定 512×512 像素;
|
||||
* - 最大原生层级 `zoom.max`(本站为 3),在该层级 1 方块 = 1 像素;
|
||||
* - 因此层级 z 的每张瓦片覆盖 `512 * 2^(maxZoom - z)` 个方块,
|
||||
* 瓦片 (x, y) 覆盖方块区间 `[x*B, (x+1)*B) × [y*B, (y+1)*B)`(B 即上式)。
|
||||
*
|
||||
* 本站实测:王城「现代大陆」(10722, 1547) 落在 z=3 的瓦片 (20, 3) 内,
|
||||
* 与上述换算一致(20*512=10240 ≤ 10722 < 10752,3*512=1536 ≤ 1547 < 2048)。
|
||||
*
|
||||
* ## 缓存策略
|
||||
*
|
||||
* - 磁盘缓存 `data/mapcache/<world>/<z>/<x>_<y>.png`,命中即直接返回,不再回源;
|
||||
* - 低层级(默认 z=0,全世界 10×10=100 张)在启动时批量爬取,保证大地图秒开;
|
||||
* - 高层级按需穿透拉取(浏览器缩放时才请求),拉过就永久缓存。
|
||||
*/
|
||||
|
||||
/** 瓦片图片边长(像素) */
|
||||
const TILE_PIXELS = 512;
|
||||
/** 本站 squaremap 的最大原生层级(settings.json 的 zoom.max) */
|
||||
const DEFAULT_MAX_ZOOM = 3;
|
||||
/** 默认覆盖半径(方块):与服务器世界边界 ±20480 一致 */
|
||||
const DEFAULT_RANGE_BLOCKS = 20480;
|
||||
/** 单张瓦片下载超时(毫秒) */
|
||||
const TILE_TIMEOUT_MS = 20000;
|
||||
|
||||
class BigMapService {
|
||||
/**
|
||||
* @param {object} config 完整配置对象
|
||||
* @param {import('../util/logger').Logger} [logger]
|
||||
* @param {{baseUrl?: string, world?: string, cacheDir?: string, fetchImpl?: Function}} [options]
|
||||
*/
|
||||
constructor(config, logger, options) {
|
||||
const opts = options || {};
|
||||
this.config = config;
|
||||
this.logger = logger || null;
|
||||
this.baseUrl = String(opts.baseUrl || process.env.DYNMAP_BASE || 'http://bgjq.simpfun.cn').replace(/\/+$/, '');
|
||||
this.world = opts.world || (config && config.bigMap && config.bigMap.world) || process.env.DYNMAP_WORLD || 'minecraft_overworld';
|
||||
this.cacheDir = opts.cacheDir || path.join(__dirname, '..', '..', 'data', 'mapcache');
|
||||
this.fetchImpl = opts.fetchImpl || globalThis.fetch;
|
||||
|
||||
/** @type {Map<string, Buffer>} 内存 LRU(瓦片体积小,按层级分目录缓存到磁盘为主) */
|
||||
this._memory = new Map();
|
||||
this._memoryLimit = 256;
|
||||
/** 爬取进度 */
|
||||
this.crawl = {
|
||||
running: false,
|
||||
zoom: 0,
|
||||
total: 0,
|
||||
done: 0,
|
||||
failed: 0,
|
||||
startedAt: 0,
|
||||
finishedAt: 0,
|
||||
lastError: ''
|
||||
};
|
||||
this._crawlAbort = false;
|
||||
/**
|
||||
* 后台预热状态(机器人移动到新区域后顺带拉取周边高层级瓦片)。
|
||||
*
|
||||
* `lastCenterX/lastCenterZ` 用来判断「机器人是否移动够远」,
|
||||
* `lastAt` 用来兜底「很久没预热就再预热一次」。
|
||||
*/
|
||||
this.prewarm = {
|
||||
running: false,
|
||||
lastAt: 0,
|
||||
lastCenterX: null,
|
||||
lastCenterZ: null,
|
||||
/** 最近一次预热覆盖的层级范围(展示用) */
|
||||
minZoom: 0,
|
||||
maxZoom: 0,
|
||||
total: 0,
|
||||
done: 0,
|
||||
failed: 0,
|
||||
finishedAt: 0
|
||||
};
|
||||
this._prewarmAbort = false;
|
||||
}
|
||||
|
||||
// ==================== 坐标系 ====================
|
||||
|
||||
/** @returns {number} 当前允许浏览的最大层级 */
|
||||
get maxZoom() {
|
||||
const configured = this.config && this.config.bigMap ? this.config.bigMap.maxZoom : undefined;
|
||||
return Number.isFinite(configured) ? configured : DEFAULT_MAX_ZOOM;
|
||||
}
|
||||
|
||||
/**
|
||||
* 层级 z 下每张瓦片覆盖的方块数。
|
||||
* @param {number} zoom
|
||||
* @returns {number}
|
||||
*/
|
||||
blocksPerTile(zoom) {
|
||||
return TILE_PIXELS * Math.pow(2, this.maxZoom - clampZoom(zoom, this.maxZoom));
|
||||
}
|
||||
|
||||
/**
|
||||
* 计算覆盖以 `center` 为中心、半径 `rangeBlocks` 的方形区域所需的瓦片下标范围(闭区间)。
|
||||
*
|
||||
* 默认中心是原点(全世界),但实际使用时通常只关心**机器人所在位置周边**的图幅 ——
|
||||
* 全世界层级 0 是 100 张瓦片,而 1024 格半径只需 1 张、4096 格半径只需 4 张,
|
||||
* 爬取和传输的开销差一个数量级。
|
||||
*
|
||||
* @param {number} zoom 层级
|
||||
* @param {number} [rangeBlocks] 覆盖半径(方块),缺省取配置
|
||||
* @param {number} [centerBlockX] 中心方块 X,缺省 0
|
||||
* @param {number} [centerBlockZ] 中心方块 Z,缺省 0
|
||||
* @returns {{minX: number, maxX: number, minZ: number, maxZ: number, count: number,
|
||||
* centerBlockX: number, centerBlockZ: number, rangeBlocks: number}}
|
||||
*/
|
||||
tileRange(zoom, rangeBlocks, centerBlockX, centerBlockZ) {
|
||||
const radius = Number.isFinite(rangeBlocks)
|
||||
? Math.abs(rangeBlocks)
|
||||
: (this.config && this.config.bigMap ? this.config.bigMap.rangeBlocks : DEFAULT_RANGE_BLOCKS);
|
||||
const centerX = Number.isFinite(centerBlockX) ? centerBlockX : 0;
|
||||
const centerZ = Number.isFinite(centerBlockZ) ? centerBlockZ : 0;
|
||||
const perTile = this.blocksPerTile(zoom);
|
||||
const minX = Math.floor((centerX - radius) / perTile);
|
||||
const maxX = Math.ceil((centerX + radius) / perTile) - 1;
|
||||
const minZ = Math.floor((centerZ - radius) / perTile);
|
||||
const maxZ = Math.ceil((centerZ + radius) / perTile) - 1;
|
||||
return {
|
||||
minX,
|
||||
maxX,
|
||||
minZ,
|
||||
maxZ,
|
||||
count: (maxX - minX + 1) * (maxZ - minZ + 1),
|
||||
centerBlockX: centerX,
|
||||
centerBlockZ: centerZ,
|
||||
rangeBlocks: radius
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 瓦片覆盖的方块区间(闭开区间 `[min, max)`)。
|
||||
* @param {number} zoom
|
||||
* @param {number} tileX
|
||||
* @param {number} tileZ
|
||||
* @returns {{minBlockX: number, maxBlockX: number, minBlockZ: number, maxBlockZ: number}}
|
||||
*/
|
||||
tileBlockBounds(zoom, tileX, tileZ) {
|
||||
const perTile = this.blocksPerTile(zoom);
|
||||
return {
|
||||
minBlockX: tileX * perTile,
|
||||
maxBlockX: (tileX + 1) * perTile,
|
||||
minBlockZ: tileZ * perTile,
|
||||
maxBlockZ: (tileZ + 1) * perTile
|
||||
};
|
||||
}
|
||||
|
||||
/** @returns {string} 某个瓦片的回源地址 */
|
||||
tileUrl(zoom, tileX, tileZ) {
|
||||
return `${this.baseUrl}/tiles/${encodeURIComponent(this.world)}/${clampZoom(zoom, this.maxZoom)}/${tileX}_${tileZ}.png`;
|
||||
}
|
||||
|
||||
/** @returns {string} 某个瓦片的磁盘缓存路径 */
|
||||
tilePath(zoom, tileX, tileZ) {
|
||||
return path.join(this.cacheDir, sanitize(this.world), String(clampZoom(zoom, this.maxZoom)), `${tileX}_${tileZ}.png`);
|
||||
}
|
||||
|
||||
// ==================== 瓦片读取 ====================
|
||||
|
||||
/**
|
||||
* 读取一张瓦片:内存 → 磁盘 → 回源。
|
||||
*
|
||||
* @param {number} zoom
|
||||
* @param {number} tileX
|
||||
* @param {number} tileZ
|
||||
* @returns {Promise<Buffer|null>} 瓦片 PNG 数据;失败返回 null
|
||||
*/
|
||||
async getTile(zoom, tileX, tileZ) {
|
||||
const z = clampZoom(zoom, this.maxZoom);
|
||||
const key = `${z}/${tileX}_${tileZ}`;
|
||||
const cached = this._memory.get(key);
|
||||
if (cached) return cached;
|
||||
|
||||
const file = this.tilePath(z, tileX, tileZ);
|
||||
try {
|
||||
const data = fs.readFileSync(file);
|
||||
if (data.length > 0) {
|
||||
this._remember(key, data);
|
||||
return data;
|
||||
}
|
||||
} catch {
|
||||
// 未缓存,继续回源
|
||||
}
|
||||
return this._download(z, tileX, tileZ);
|
||||
}
|
||||
|
||||
/** 从源站下载并落盘;失败返回 null(控制台会画占位色块) */
|
||||
async _download(zoom, tileX, tileZ) {
|
||||
const url = this.tileUrl(zoom, tileX, tileZ);
|
||||
const controller = typeof AbortController === 'function' ? new AbortController() : null;
|
||||
const timer = controller ? setTimeout(() => controller.abort(), TILE_TIMEOUT_MS) : null;
|
||||
try {
|
||||
const response = await this.fetchImpl(url, {
|
||||
signal: controller ? controller.signal : undefined,
|
||||
headers: {
|
||||
'User-Agent': 'Mozilla/5.0 autostore-node/1.0',
|
||||
Accept: 'image/png,image/*,*/*'
|
||||
}
|
||||
});
|
||||
if (!response.ok) return null;
|
||||
const buffer = Buffer.from(await response.arrayBuffer());
|
||||
if (buffer.length === 0) return null;
|
||||
this._remember(`${zoom}/${tileX}_${tileZ}`, buffer);
|
||||
this._writeCache(zoom, tileX, tileZ, buffer);
|
||||
return buffer;
|
||||
} catch {
|
||||
return null;
|
||||
} finally {
|
||||
if (timer) clearTimeout(timer);
|
||||
}
|
||||
}
|
||||
|
||||
/** 落盘缓存(失败静默:缓存只是加速手段,不影响功能) */
|
||||
_writeCache(zoom, tileX, tileZ, buffer) {
|
||||
try {
|
||||
const file = this.tilePath(zoom, tileX, tileZ);
|
||||
fs.mkdirSync(path.dirname(file), { recursive: true });
|
||||
fs.writeFileSync(file, buffer);
|
||||
} catch {
|
||||
// 忽略
|
||||
}
|
||||
}
|
||||
|
||||
/** 写入内存 LRU(简单实现:超限时丢掉最早插入的若干项) */
|
||||
_remember(key, buffer) {
|
||||
this._memory.set(key, buffer);
|
||||
while (this._memory.size > this._memoryLimit) {
|
||||
const oldest = this._memory.keys().next();
|
||||
if (oldest.done) break;
|
||||
this._memory.delete(oldest.value);
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== 批量爬取 ====================
|
||||
|
||||
/**
|
||||
* 批量爬取某一层级、某一区域内的全部瓦片(已缓存则跳过)。
|
||||
*
|
||||
* 区域默认以原点为中心;实际使用时通常传机器人所在坐标,只爬它周边那几平方公里,
|
||||
* 这样图幅可以自由调整而不用把整个世界都拉下来。
|
||||
*
|
||||
* 重复调用时若已有爬取在途则直接返回当前进度,不会并发起多轮。
|
||||
*
|
||||
* @param {number} [zoom] 层级,缺省取配置里的 bigMap.zoom
|
||||
* @param {{force?: boolean, centerBlockX?: number, centerBlockZ?: number, rangeBlocks?: number}} [options]
|
||||
* @returns {Promise<object>} 爬取结果统计
|
||||
*/
|
||||
async crawlAll(zoom, options) {
|
||||
if (this.crawl.running) return this.snapshot().crawl;
|
||||
const opts = options || {};
|
||||
const z = clampZoom(Number.isFinite(zoom) ? zoom : (this.config.bigMap.zoom || 0), this.maxZoom);
|
||||
const range = this.tileRange(z, opts.rangeBlocks, opts.centerBlockX, opts.centerBlockZ);
|
||||
this._crawlAbort = false;
|
||||
this.crawl = {
|
||||
running: true,
|
||||
zoom: z,
|
||||
total: range.count,
|
||||
done: 0,
|
||||
failed: 0,
|
||||
startedAt: Date.now(),
|
||||
finishedAt: 0,
|
||||
lastError: '',
|
||||
centerBlockX: range.centerBlockX,
|
||||
centerBlockZ: range.centerBlockZ,
|
||||
rangeBlocks: range.rangeBlocks
|
||||
};
|
||||
if (this.logger) {
|
||||
this.logger.log(`开始爬取大地图瓦片:层级 ${z},中心 ${range.centerBlockX},${range.centerBlockZ},`
|
||||
+ `半径 ${range.rangeBlocks} 格,瓦片 ${range.minX}..${range.maxX} × ${range.minZ}..${range.maxZ},共 ${range.count} 张`);
|
||||
}
|
||||
|
||||
const tasks = [];
|
||||
for (let x = range.minX; x <= range.maxX; x++) {
|
||||
for (let y = range.minZ; y <= range.maxZ; y++) tasks.push([x, y]);
|
||||
}
|
||||
const concurrency = Math.max(1, Math.min(16, (this.config.bigMap && this.config.bigMap.concurrency) || 4));
|
||||
let cursor = 0;
|
||||
const worker = async () => {
|
||||
while (cursor < tasks.length && !this._crawlAbort) {
|
||||
const task = tasks[cursor++];
|
||||
const buffer = await this._fetchForCrawl(z, task[0], task[1], opts.force === true);
|
||||
if (buffer) this.crawl.done++;
|
||||
else this.crawl.failed++;
|
||||
}
|
||||
};
|
||||
const workers = [];
|
||||
for (let i = 0; i < concurrency; i++) workers.push(worker());
|
||||
await Promise.all(workers);
|
||||
|
||||
this.crawl.running = false;
|
||||
this.crawl.finishedAt = Date.now();
|
||||
if (this.logger) {
|
||||
const seconds = ((this.crawl.finishedAt - this.crawl.startedAt) / 1000).toFixed(1);
|
||||
this.logger.log(`大地图瓦片爬取完成:成功 ${this.crawl.done} / 失败 ${this.crawl.failed},用时 ${seconds} 秒`, 'success');
|
||||
}
|
||||
return this.snapshot().crawl;
|
||||
}
|
||||
|
||||
/** 爬取单张瓦片:非强制模式下已缓存则直接计入成功 */
|
||||
async _fetchForCrawl(zoom, tileX, tileZ, force) {
|
||||
if (!force) {
|
||||
try {
|
||||
if (fs.statSync(this.tilePath(zoom, tileX, tileZ)).size > 0) return true;
|
||||
} catch {
|
||||
// 未缓存
|
||||
}
|
||||
}
|
||||
return (await this._download(zoom, tileX, tileZ)) !== null;
|
||||
}
|
||||
|
||||
/** 中断进行中的爬取 */
|
||||
abortCrawl() {
|
||||
this._crawlAbort = true;
|
||||
}
|
||||
|
||||
// ==================== 后台预热 ====================
|
||||
|
||||
/**
|
||||
* 后台低优先级预热:机器人移动到新区域后,顺带把周边的高层级瓦片拉下来。
|
||||
*
|
||||
* 只有「启动预爬取层级」(默认 0,全世界 10×10 张)会批量爬,层级 1~3 原本
|
||||
* 要靠用户缩放时按需拉取 —— 首次浏览某个区域要等好几秒。预热就是用空闲带宽
|
||||
* 把「以机器人为中心、半径 prewarmRangeBlocks」的较高层级补下来。
|
||||
*
|
||||
* 节流规则(避免频繁骚扰源站):
|
||||
* - 已有批量爬取或预热在途 → 直接跳过;
|
||||
* - 机器人移动不足 `prewarmMinMoveBlocks` 且距上次预热不足 `prewarmIntervalMs` → 跳过;
|
||||
* - 并发取批量爬取的一半(低优先级),已缓存的瓦片只会做一次 statSync。
|
||||
*
|
||||
* @param {number} centerBlockX
|
||||
* @param {number} centerBlockZ
|
||||
* @returns {Promise<object>} 预热结果(跳过关时返回 `{skipped: 原因}`)
|
||||
*/
|
||||
async prewarmAround(centerBlockX, centerBlockZ) {
|
||||
const mapConfig = (this.config && this.config.bigMap) || {};
|
||||
if (mapConfig.prewarm === false) return { skipped: 'disabled' };
|
||||
if (!Number.isFinite(centerBlockX) || !Number.isFinite(centerBlockZ)) return { skipped: 'no-position' };
|
||||
if (this.crawl.running || this.prewarm.running) return { skipped: 'busy' };
|
||||
|
||||
const now = Date.now();
|
||||
const minMove = Number.isFinite(mapConfig.prewarmMinMoveBlocks) ? mapConfig.prewarmMinMoveBlocks : 512;
|
||||
const interval = Number.isFinite(mapConfig.prewarmIntervalMs) ? mapConfig.prewarmIntervalMs : 600000;
|
||||
const moved = this.prewarm.lastCenterX === null
|
||||
? Infinity
|
||||
: Math.hypot(centerBlockX - this.prewarm.lastCenterX, centerBlockZ - this.prewarm.lastCenterZ);
|
||||
if (moved < minMove && now - this.prewarm.lastAt < interval) return { skipped: 'recent' };
|
||||
|
||||
const baseZoom = clampZoom(mapConfig.zoom || 0, this.maxZoom);
|
||||
const levels = Number.isFinite(mapConfig.prewarmLevels) ? Math.max(0, mapConfig.prewarmLevels) : 3;
|
||||
const lastZoom = Math.min(this.maxZoom, baseZoom + levels);
|
||||
if (lastZoom <= baseZoom) return { skipped: 'no-levels' };
|
||||
const radius = Number.isFinite(mapConfig.prewarmRangeBlocks) ? mapConfig.prewarmRangeBlocks : 1024;
|
||||
const batchConcurrency = Math.max(1, Math.min(16, mapConfig.concurrency || 4));
|
||||
const concurrency = Math.max(1, Math.floor(batchConcurrency / 2));
|
||||
|
||||
this.prewarm.running = true;
|
||||
this.prewarm.lastAt = now;
|
||||
this.prewarm.lastCenterX = centerBlockX;
|
||||
this.prewarm.lastCenterZ = centerBlockZ;
|
||||
this.prewarm.minZoom = baseZoom + 1;
|
||||
this.prewarm.maxZoom = lastZoom;
|
||||
this._prewarmAbort = false;
|
||||
let done = 0;
|
||||
let failed = 0;
|
||||
let total = 0;
|
||||
const startedAt = Date.now();
|
||||
try {
|
||||
for (let z = baseZoom + 1; z <= lastZoom; z++) {
|
||||
const range = this.tileRange(z, radius, centerBlockX, centerBlockZ);
|
||||
total += range.count;
|
||||
const tasks = [];
|
||||
for (let x = range.minX; x <= range.maxX; x++) {
|
||||
for (let y = range.minZ; y <= range.maxZ; y++) tasks.push([x, y]);
|
||||
}
|
||||
let cursor = 0;
|
||||
const worker = async () => {
|
||||
while (cursor < tasks.length && !this._prewarmAbort) {
|
||||
const task = tasks[cursor++];
|
||||
if (await this._fetchForCrawl(z, task[0], task[1], false)) done++;
|
||||
else failed++;
|
||||
}
|
||||
};
|
||||
const workers = [];
|
||||
for (let i = 0; i < concurrency; i++) workers.push(worker());
|
||||
await Promise.all(workers);
|
||||
}
|
||||
} finally {
|
||||
this.prewarm.running = false;
|
||||
this.prewarm.total = total;
|
||||
this.prewarm.done = done;
|
||||
this.prewarm.failed = failed;
|
||||
this.prewarm.finishedAt = Date.now();
|
||||
}
|
||||
if (this.logger && total > 0) {
|
||||
const seconds = ((this.prewarm.finishedAt - startedAt) / 1000).toFixed(1);
|
||||
this.logger.log(`大地图预热完成:层级 ${baseZoom + 1}~${lastZoom} 周边 ${total} 张,`
|
||||
+ `成功 ${done} / 失败 ${failed},用时 ${seconds} 秒`);
|
||||
}
|
||||
return Object.assign({}, this.prewarm);
|
||||
}
|
||||
|
||||
/** 中断进行中的预热 */
|
||||
abortPrewarm() {
|
||||
this._prewarmAbort = true;
|
||||
}
|
||||
|
||||
// ==================== 状态 ====================
|
||||
|
||||
/**
|
||||
* @param {{centerBlockX?: number, centerBlockZ?: number, rangeBlocks?: number}} [options]
|
||||
* @returns {object} 大地图状态快照(供控制台与前端渲染使用)
|
||||
*/
|
||||
snapshot(options) {
|
||||
const opts = options || {};
|
||||
const zoom = this.config && this.config.bigMap ? this.config.bigMap.zoom : 0;
|
||||
const centerX = Number.isFinite(opts.centerBlockX) ? opts.centerBlockX : 0;
|
||||
const centerZ = Number.isFinite(opts.centerBlockZ) ? opts.centerBlockZ : 0;
|
||||
const range = this.tileRange(zoom, opts.rangeBlocks, centerX, centerZ);
|
||||
return {
|
||||
enabled: !!(this.config && this.config.bigMap && this.config.bigMap.enabled),
|
||||
baseUrl: this.baseUrl,
|
||||
world: this.world,
|
||||
tilePixels: TILE_PIXELS,
|
||||
maxZoom: this.maxZoom,
|
||||
zoom,
|
||||
blocksPerTile: this.blocksPerTile(zoom),
|
||||
rangeBlocks: range.rangeBlocks,
|
||||
followBot: !!(this.config && this.config.bigMap && this.config.bigMap.followBot),
|
||||
tiles: range,
|
||||
cached: this.countCached(zoom),
|
||||
source: {
|
||||
tileUrlTemplate: `${this.baseUrl}/tiles/${this.world}/{z}/{x}_{y}.png`,
|
||||
markersUrl: `${this.baseUrl}/tiles/${this.world}/markers.json`
|
||||
},
|
||||
crawl: Object.assign({}, this.crawl),
|
||||
/** 后台预热状态:最近一次覆盖的层级、成功 / 失败数与上次位置 */
|
||||
prewarm: Object.assign({}, this.prewarm)
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 统计某层级已缓存的瓦片数量。
|
||||
* @param {number} zoom
|
||||
* @returns {number}
|
||||
*/
|
||||
countCached(zoom) {
|
||||
const dir = path.join(this.cacheDir, sanitize(this.world), String(clampZoom(zoom, this.maxZoom)));
|
||||
try {
|
||||
return fs.readdirSync(dir).filter((name) => name.endsWith('.png')).length;
|
||||
} catch {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 清空磁盘与内存缓存。
|
||||
* @returns {number} 删除的瓦片数
|
||||
*/
|
||||
clearCache() {
|
||||
let removed = 0;
|
||||
const root = path.join(this.cacheDir, sanitize(this.world));
|
||||
try {
|
||||
removed = countFiles(root);
|
||||
fs.rmSync(root, { recursive: true, force: true });
|
||||
} catch {
|
||||
// 忽略
|
||||
}
|
||||
this._memory.clear();
|
||||
return removed;
|
||||
}
|
||||
}
|
||||
|
||||
/** 递归统计目录下的文件数 */
|
||||
function countFiles(dir) {
|
||||
let total = 0;
|
||||
for (const entry of fs.readdirSync(dir, { withFileTypes: true })) {
|
||||
if (entry.isDirectory()) total += countFiles(path.join(dir, entry.name));
|
||||
else total++;
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
/** 世界名可能含路径分隔符,落盘前统一安全化 */
|
||||
function sanitize(name) {
|
||||
return String(name).replace(/[\\/:*?"<>|]/g, '_') || 'world';
|
||||
}
|
||||
|
||||
function clampZoom(zoom, max) {
|
||||
const n = Number(zoom);
|
||||
if (!Number.isFinite(n)) return 0;
|
||||
return Math.min(max, Math.max(0, Math.trunc(n)));
|
||||
}
|
||||
|
||||
module.exports = {
|
||||
BigMapService,
|
||||
TILE_PIXELS,
|
||||
DEFAULT_MAX_ZOOM,
|
||||
DEFAULT_RANGE_BLOCKS,
|
||||
TILE_TIMEOUT_MS
|
||||
};
|
||||
+225
@@ -0,0 +1,225 @@
|
||||
'use strict';
|
||||
|
||||
const fs = require('fs');
|
||||
const path = require('path');
|
||||
|
||||
/** 每个机器人在内存中保留的公屏消息条数上限 */
|
||||
const MAX_ENTRIES_PER_BOT = 2000;
|
||||
/** 单个机器人聊天日志文件大小上限:超过后轮转为 `.1` */
|
||||
const MAX_FILE_BYTES = 16 * 1024 * 1024;
|
||||
|
||||
/** 消息类型 */
|
||||
const ChatKind = {
|
||||
/** 公屏聊天(其他玩家发言) */
|
||||
CHAT: 'chat',
|
||||
/** 系统消息 / 服务器广播 */
|
||||
SYSTEM: 'system',
|
||||
/** 动作栏、Boss 条等游戏信息 */
|
||||
ACTION: 'action',
|
||||
/** 本机器人发出的聊天内容 */
|
||||
OUT: 'out',
|
||||
/** 本机器人发出的指令 */
|
||||
COMMAND: 'command'
|
||||
};
|
||||
|
||||
/**
|
||||
* 游戏公屏日志:把每个机器人收到的**全部**公屏 / 系统消息按机器人分文件留档,
|
||||
* 同时保留内存环形缓冲供控制台实时查看。
|
||||
*
|
||||
* 与原 Java 版只留「开垦相关」消息不同,这里要求「完整日志」:
|
||||
* 所有 messagestr / message 事件都落盘,便于事后核对谁在什么时候说了什么、
|
||||
* 服务器在什么时候发了什么公告。
|
||||
*/
|
||||
class ChatLog {
|
||||
/**
|
||||
* @param {{dir?: string, logger?: import('../util/logger').Logger, maxEntriesPerBot?: number}} [options]
|
||||
*/
|
||||
constructor(options) {
|
||||
const opts = options || {};
|
||||
this.dir = opts.dir || path.join(__dirname, '..', '..', 'data', 'chat');
|
||||
this.logger = opts.logger || null;
|
||||
this.maxEntriesPerBot = opts.maxEntriesPerBot || MAX_ENTRIES_PER_BOT;
|
||||
/** @type {Map<string, Array<object>>} 机器人 id → 消息环形缓冲 */
|
||||
this.buffers = new Map();
|
||||
/** @type {Map<string, number>} 机器人 id → 累计消息数 */
|
||||
this.counters = new Map();
|
||||
/** @type {((entry: object) => void)|null} 新消息回调(WebSocket 实时推送用) */
|
||||
this.onEntry = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 追加一条公屏消息。
|
||||
*
|
||||
* @param {object} event
|
||||
* @param {string} event.botId 机器人 id
|
||||
* @param {string} [event.bot] 机器人游戏名
|
||||
* @param {string} event.message 消息正文
|
||||
* @param {string} [event.kind] 消息类型,见 {@link ChatKind}
|
||||
* @param {string} [event.username] 发言人(公屏消息)
|
||||
* @param {number} [event.time] 时间戳(缺省取当前时间)
|
||||
* @returns {object|null} 写入的记录;消息为空时返回 null
|
||||
*/
|
||||
append(event) {
|
||||
const text = event.message === undefined || event.message === null ? '' : String(event.message);
|
||||
if (!text) return null;
|
||||
const botId = String(event.botId || event.bot || 'bot');
|
||||
const entry = {
|
||||
t: Number.isFinite(event.time) ? event.time : Date.now(),
|
||||
botId,
|
||||
bot: String(event.bot || botId),
|
||||
kind: event.kind || ChatKind.CHAT,
|
||||
username: event.username ? String(event.username) : '',
|
||||
message: text
|
||||
};
|
||||
let buffer = this.buffers.get(botId);
|
||||
if (!buffer) {
|
||||
buffer = [];
|
||||
this.buffers.set(botId, buffer);
|
||||
}
|
||||
buffer.push(entry);
|
||||
while (buffer.length > this.maxEntriesPerBot) buffer.shift();
|
||||
this.counters.set(botId, (this.counters.get(botId) || 0) + 1);
|
||||
this._appendToFile(entry);
|
||||
if (this.onEntry) {
|
||||
try {
|
||||
this.onEntry(entry);
|
||||
} catch {
|
||||
// 订阅者异常不得影响主流程
|
||||
}
|
||||
}
|
||||
return entry;
|
||||
}
|
||||
|
||||
/**
|
||||
* 查询某机器人的公屏消息(时间升序,最新在最后)。
|
||||
*
|
||||
* @param {string} botId
|
||||
* @param {{limit?: number, since?: number, kind?: string, keyword?: string}} [filter]
|
||||
* @returns {Array<object>}
|
||||
*/
|
||||
list(botId, filter) {
|
||||
const opts = filter || {};
|
||||
const buffer = this.buffers.get(String(botId)) || [];
|
||||
let result = buffer;
|
||||
if (Number.isFinite(opts.since)) result = result.filter((e) => e.t >= opts.since);
|
||||
if (opts.kind) result = result.filter((e) => e.kind === opts.kind);
|
||||
if (opts.keyword) {
|
||||
const needle = String(opts.keyword).toLowerCase();
|
||||
result = result.filter((e) => e.message.toLowerCase().includes(needle));
|
||||
}
|
||||
const limit = Number.isFinite(opts.limit) && opts.limit > 0 ? Math.trunc(opts.limit) : 300;
|
||||
return result.length > limit ? result.slice(result.length - limit) : result.slice();
|
||||
}
|
||||
|
||||
/** @returns {object} 公屏日志状态快照(供控制台展示) */
|
||||
snapshot() {
|
||||
const bots = [];
|
||||
for (const [botId, buffer] of this.buffers) {
|
||||
bots.push({
|
||||
botId,
|
||||
count: this.counters.get(botId) || 0,
|
||||
buffered: buffer.length,
|
||||
lastAt: buffer.length > 0 ? buffer[buffer.length - 1].t : 0
|
||||
});
|
||||
}
|
||||
bots.sort((a, b) => b.count - a.count);
|
||||
return { dir: this.dir, bots, total: sumCounters(this.counters) };
|
||||
}
|
||||
|
||||
/**
|
||||
* 导出某机器人的公屏日志为纯文本文件。
|
||||
*
|
||||
* @param {string} botId
|
||||
* @param {string} filePath 目标路径
|
||||
* @returns {string|null} 导出文件路径;失败返回 null
|
||||
*/
|
||||
exportTo(botId, filePath) {
|
||||
try {
|
||||
const rows = this.list(botId, { limit: Number.MAX_SAFE_INTEGER });
|
||||
const lines = [`==== ${botId} 游戏公屏日志(${rows.length} 条)====`];
|
||||
for (const e of rows) {
|
||||
lines.push(`[${formatDateTime(e.t)}] ${kindLabel(e.kind)}${e.username ? e.username + ': ' : ''}${e.message}`);
|
||||
}
|
||||
fs.mkdirSync(path.dirname(filePath), { recursive: true });
|
||||
fs.writeFileSync(filePath, lines.join('\n'), 'utf8');
|
||||
return filePath;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/** 机器人对应的落盘文件名(把不安全字符替换为下划线) */
|
||||
filePathOf(botId) {
|
||||
return path.join(this.dir, `${sanitize(String(botId))}.jsonl`);
|
||||
}
|
||||
|
||||
/** 追加一行到磁盘(失败只记日志,绝不影响机器人运行) */
|
||||
_appendToFile(entry) {
|
||||
const file = this.filePathOf(entry.botId);
|
||||
try {
|
||||
fs.mkdirSync(this.dir, { recursive: true });
|
||||
rotateIfNeeded(file);
|
||||
fs.appendFileSync(file, JSON.stringify(entry) + '\n', 'utf8');
|
||||
} catch (err) {
|
||||
if (this.logger) {
|
||||
this.logger.log('公屏日志写入失败:' + (err && err.message ? err.message : String(err)), 'warn');
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** 文件名安全化:去掉路径分隔符与 Windows 保留字符 */
|
||||
function sanitize(name) {
|
||||
return name.replace(/[\\/:*?"<>|]/g, '_') || 'bot';
|
||||
}
|
||||
|
||||
/** 文件超过上限时轮转为 `.1` */
|
||||
function rotateIfNeeded(file) {
|
||||
let size = 0;
|
||||
try {
|
||||
size = fs.statSync(file).size;
|
||||
} catch {
|
||||
return;
|
||||
}
|
||||
if (size < MAX_FILE_BYTES) return;
|
||||
try {
|
||||
fs.renameSync(file, file + '.1');
|
||||
} catch {
|
||||
// 轮转失败时继续追加,不阻塞
|
||||
}
|
||||
}
|
||||
|
||||
function kindLabel(kind) {
|
||||
if (kind === ChatKind.OUT) return '【发言】';
|
||||
if (kind === ChatKind.COMMAND) return '【指令】';
|
||||
if (kind === ChatKind.SYSTEM) return '【系统】';
|
||||
if (kind === ChatKind.ACTION) return '【动作栏】';
|
||||
return '';
|
||||
}
|
||||
|
||||
function sumCounters(counters) {
|
||||
let total = 0;
|
||||
for (const value of counters.values()) total += value;
|
||||
return total;
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化为 `YYYY-MM-DD HH:mm:ss`。
|
||||
* @param {number} millis
|
||||
* @returns {string}
|
||||
*/
|
||||
function formatDateTime(millis) {
|
||||
const d = new Date(millis);
|
||||
const pad = (n) => String(n).padStart(2, '0');
|
||||
return `${d.getFullYear()}-${pad(d.getMonth() + 1)}-${pad(d.getDate())} `
|
||||
+ `${pad(d.getHours())}:${pad(d.getMinutes())}:${pad(d.getSeconds())}`;
|
||||
}
|
||||
|
||||
module.exports = {
|
||||
ChatLog,
|
||||
ChatKind,
|
||||
sanitize,
|
||||
formatDateTime,
|
||||
MAX_ENTRIES_PER_BOT,
|
||||
MAX_FILE_BYTES
|
||||
};
|
||||
@@ -0,0 +1,264 @@
|
||||
'use strict';
|
||||
|
||||
const fs = require('fs');
|
||||
const path = require('path');
|
||||
|
||||
/** 内存中保留的开拓日志条数上限(磁盘上的 JSONL 不受此限制) */
|
||||
const MAX_ENTRIES = 5000;
|
||||
/** 单文件大小上限:超过后轮转为 `.1`,避免长期挂机把磁盘写满 */
|
||||
const MAX_FILE_BYTES = 16 * 1024 * 1024;
|
||||
|
||||
/**
|
||||
* 开拓日志:逐条记录「哪个机器人、在什么时间、开拓了哪个区块」。
|
||||
*
|
||||
* 之所以单独成模块而不是复用 {@link module:util/logger}:
|
||||
* - 运行日志是给人看的文本,会被环形缓冲滚掉;
|
||||
* - 开拓日志是结构化数据,需要按机器人 / 时间 / 邦国筛选、统计与导出,
|
||||
* 并且必须落盘(挂机数天后仍能查到第一个区块是谁开的)。
|
||||
*
|
||||
* 落盘格式为 JSONL(每行一条 JSON),追加写入,崩溃时最多丢最后一行。
|
||||
*/
|
||||
class ExpansionLog {
|
||||
/**
|
||||
* @param {{filePath?: string, logger?: import('../util/logger').Logger, maxEntries?: number}} [options]
|
||||
*/
|
||||
constructor(options) {
|
||||
const opts = options || {};
|
||||
this.filePath = opts.filePath || path.join(__dirname, '..', '..', 'data', 'expansion-log.jsonl');
|
||||
this.logger = opts.logger || null;
|
||||
this.maxEntries = opts.maxEntries || MAX_ENTRIES;
|
||||
/** @type {Array<object>} 最近的开拓记录(时间升序) */
|
||||
this.entries = [];
|
||||
/** @type {((entry: object) => void)|null} 新记录回调(WebSocket 实时推送用) */
|
||||
this.onEntry = null;
|
||||
/** 累计写入条数(含被环形缓冲滚掉与进程重启前写入的) */
|
||||
this.totalRecorded = 0;
|
||||
/** 按机器人统计的开拓数 */
|
||||
this.byBot = new Map();
|
||||
this._load();
|
||||
}
|
||||
|
||||
/**
|
||||
* 记录一次开拓。
|
||||
*
|
||||
* @param {object} event
|
||||
* @param {string} event.botId 机器人 id
|
||||
* @param {string} event.bot 机器人游戏名
|
||||
* @param {string} [event.state] 邦国名
|
||||
* @param {{x: number, z: number}} event.chunk 区块坐标
|
||||
* @param {{x: number, z: number}|null} [event.block] 方块坐标(服务器回报)
|
||||
* @param {string} [event.source] 判定来源:chat / chat-generic / subtitle
|
||||
* @param {number} [event.sessionCount] 本轮任务已开拓数
|
||||
* @returns {object} 写入的记录
|
||||
*/
|
||||
record(event) {
|
||||
const chunk = event.chunk || { x: 0, z: 0 };
|
||||
const entry = {
|
||||
t: Date.now(),
|
||||
botId: String(event.botId || event.bot || 'bot'),
|
||||
bot: String(event.bot || event.botId || 'bot'),
|
||||
state: event.state || '',
|
||||
cx: toInt(chunk.x),
|
||||
cz: toInt(chunk.z),
|
||||
bx: event.block ? toInt(event.block.x) : null,
|
||||
bz: event.block ? toInt(event.block.z) : null,
|
||||
source: event.source || 'chat',
|
||||
sessionCount: Number.isFinite(event.sessionCount) ? event.sessionCount : null
|
||||
};
|
||||
this.entries.push(entry);
|
||||
while (this.entries.length > this.maxEntries) this.entries.shift();
|
||||
this.totalRecorded++;
|
||||
this.byBot.set(entry.botId, (this.byBot.get(entry.botId) || 0) + 1);
|
||||
this._appendToFile(entry);
|
||||
if (this.onEntry) {
|
||||
try {
|
||||
this.onEntry(entry);
|
||||
} catch {
|
||||
// 订阅者异常不得影响主流程
|
||||
}
|
||||
}
|
||||
return entry;
|
||||
}
|
||||
|
||||
/**
|
||||
* 查询开拓日志(时间升序返回,最新在最后)。
|
||||
*
|
||||
* @param {{limit?: number, botId?: string, state?: string, since?: number, until?: number}} [filter]
|
||||
* @returns {Array<object>}
|
||||
*/
|
||||
list(filter) {
|
||||
const opts = filter || {};
|
||||
let result = this.entries;
|
||||
if (opts.botId) result = result.filter((e) => e.botId === opts.botId);
|
||||
if (opts.state) result = result.filter((e) => e.state === opts.state);
|
||||
if (Number.isFinite(opts.since)) result = result.filter((e) => e.t >= opts.since);
|
||||
if (Number.isFinite(opts.until)) result = result.filter((e) => e.t <= opts.until);
|
||||
const limit = Number.isFinite(opts.limit) && opts.limit > 0 ? Math.trunc(opts.limit) : 200;
|
||||
// 取最新的 limit 条,但仍按时间升序返回,方便前端直接追加渲染
|
||||
return result.length > limit ? result.slice(result.length - limit) : result.slice();
|
||||
}
|
||||
|
||||
/**
|
||||
* 统计信息:总数、按机器人分布、时间跨度、今日开拓数。
|
||||
* @returns {object}
|
||||
*/
|
||||
stats() {
|
||||
const bots = [];
|
||||
for (const [botId, count] of this.byBot) {
|
||||
let name = botId;
|
||||
for (let i = this.entries.length - 1; i >= 0; i--) {
|
||||
if (this.entries[i].botId === botId) {
|
||||
name = this.entries[i].bot;
|
||||
break;
|
||||
}
|
||||
}
|
||||
bots.push({ botId, bot: name, count });
|
||||
}
|
||||
bots.sort((a, b) => b.count - a.count);
|
||||
const first = this.entries.length > 0 ? this.entries[0].t : 0;
|
||||
const last = this.entries.length > 0 ? this.entries[this.entries.length - 1].t : 0;
|
||||
return {
|
||||
total: this.totalRecorded,
|
||||
buffered: this.entries.length,
|
||||
byBot: bots,
|
||||
firstAt: first,
|
||||
lastAt: last,
|
||||
today: this._countToday()
|
||||
};
|
||||
}
|
||||
|
||||
/** @returns {number} 本地时区「今天」的开拓条数 */
|
||||
_countToday() {
|
||||
const start = new Date();
|
||||
start.setHours(0, 0, 0, 0);
|
||||
const since = start.getTime();
|
||||
let count = 0;
|
||||
for (let i = this.entries.length - 1; i >= 0; i--) {
|
||||
if (this.entries[i].t < since) break;
|
||||
count++;
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
/** 清空内存缓冲(磁盘文件保留,便于事后追溯) */
|
||||
clearBuffer() {
|
||||
this.entries.length = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 导出为 CSV 文件。
|
||||
*
|
||||
* @param {string} filePath 目标路径
|
||||
* @param {{botId?: string, since?: number}} [filter]
|
||||
* @returns {string|null} 导出文件路径;失败返回 null
|
||||
*/
|
||||
exportCsv(filePath, filter) {
|
||||
try {
|
||||
const rows = this.list(Object.assign({ limit: Number.MAX_SAFE_INTEGER }, filter || {}));
|
||||
const lines = ['时间,时间戳,机器人,邦国,区块X,区块Z,方块X,方块Z,来源,本轮第几个'];
|
||||
for (const e of rows) {
|
||||
lines.push([
|
||||
formatDateTime(e.t),
|
||||
e.t,
|
||||
csvCell(e.bot),
|
||||
csvCell(e.state),
|
||||
e.cx,
|
||||
e.cz,
|
||||
e.bx === null ? '' : e.bx,
|
||||
e.bz === null ? '' : e.bz,
|
||||
e.source,
|
||||
e.sessionCount === null ? '' : e.sessionCount
|
||||
].join(','));
|
||||
}
|
||||
fs.mkdirSync(path.dirname(filePath), { recursive: true });
|
||||
// 加 BOM,Excel 打开中文不乱码
|
||||
fs.writeFileSync(filePath, '\ufeff' + lines.join('\r\n'), 'utf8');
|
||||
return filePath;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== 持久化 ====================
|
||||
|
||||
/** 启动时把磁盘上的历史记录读回内存(只保留最后 maxEntries 条) */
|
||||
_load() {
|
||||
let raw;
|
||||
try {
|
||||
raw = fs.readFileSync(this.filePath, 'utf8');
|
||||
} catch {
|
||||
return;
|
||||
}
|
||||
const lines = raw.split('\n');
|
||||
for (const line of lines) {
|
||||
const text = line.trim();
|
||||
if (!text) continue;
|
||||
let parsed;
|
||||
try {
|
||||
parsed = JSON.parse(text);
|
||||
} catch {
|
||||
// 进程被杀时最后一行可能不完整:跳过即可
|
||||
continue;
|
||||
}
|
||||
if (!parsed || typeof parsed !== 'object') continue;
|
||||
this.entries.push(parsed);
|
||||
this.totalRecorded++;
|
||||
this.byBot.set(parsed.botId, (this.byBot.get(parsed.botId) || 0) + 1);
|
||||
}
|
||||
while (this.entries.length > this.maxEntries) this.entries.shift();
|
||||
}
|
||||
|
||||
/** 追加一行到磁盘(失败只记日志,绝不影响扩地主流程) */
|
||||
_appendToFile(entry) {
|
||||
try {
|
||||
fs.mkdirSync(path.dirname(this.filePath), { recursive: true });
|
||||
this._rotateIfNeeded();
|
||||
fs.appendFileSync(this.filePath, JSON.stringify(entry) + '\n', 'utf8');
|
||||
} catch (err) {
|
||||
if (this.logger) {
|
||||
this.logger.log('开拓日志写入失败:' + (err && err.message ? err.message : String(err)), 'warn');
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** 文件超过上限时轮转为 `.1`(只保留一份历史,避免无限增长) */
|
||||
_rotateIfNeeded() {
|
||||
let size = 0;
|
||||
try {
|
||||
size = fs.statSync(this.filePath).size;
|
||||
} catch {
|
||||
return;
|
||||
}
|
||||
if (size < MAX_FILE_BYTES) return;
|
||||
try {
|
||||
fs.renameSync(this.filePath, this.filePath + '.1');
|
||||
} catch {
|
||||
// 轮转失败时继续追加,不阻塞
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 格式化为 `YYYY-MM-DD HH:mm:ss`。
|
||||
* @param {number} millis
|
||||
* @returns {string}
|
||||
*/
|
||||
function formatDateTime(millis) {
|
||||
const d = new Date(millis);
|
||||
const pad = (n) => String(n).padStart(2, '0');
|
||||
return `${d.getFullYear()}-${pad(d.getMonth() + 1)}-${pad(d.getDate())} `
|
||||
+ `${pad(d.getHours())}:${pad(d.getMinutes())}:${pad(d.getSeconds())}`;
|
||||
}
|
||||
|
||||
/** CSV 字段转义:含逗号 / 引号 / 换行时用双引号包裹 */
|
||||
function csvCell(value) {
|
||||
const text = value === undefined || value === null ? '' : String(value);
|
||||
return /[",\r\n]/.test(text) ? '"' + text.replace(/"/g, '""') + '"' : text;
|
||||
}
|
||||
|
||||
function toInt(value) {
|
||||
const n = Number(value);
|
||||
return Number.isFinite(n) ? Math.trunc(n) : 0;
|
||||
}
|
||||
|
||||
module.exports = { ExpansionLog, formatDateTime, MAX_ENTRIES, MAX_FILE_BYTES };
|
||||
+43
-32
@@ -21,33 +21,37 @@ class ExpansionPlanner {
|
||||
/**
|
||||
* 根据配置的策略分发到对应的扩地算法。
|
||||
*
|
||||
* 己方邦国的解析顺序为「配置里的 stateName → 模型全局 selfStateName」。
|
||||
* 多机器人同时挂机时,每个机器人可能属于不同邦国,因此绝不能只读全局值。
|
||||
*
|
||||
* @param {import('./territoryModel').TerritoryModel} model 当前邦国领土模型
|
||||
* @param {object} config 扩地配置
|
||||
* @param {{x: number, z: number}} playerChunk 玩家当前所在区块
|
||||
* @returns {Array<{x: number, z: number}>} 建议占领的区块列表(按优先级排序)
|
||||
*/
|
||||
generate(model, config, playerChunk) {
|
||||
const stateName = resolveStateName(model, config);
|
||||
let result;
|
||||
if (config.strategy === 1) {
|
||||
result = this.generateHolePriority(model, config, playerChunk);
|
||||
result = this.generateHolePriority(model, config, playerChunk, stateName);
|
||||
} else if (config.strategy === 4) {
|
||||
result = this.generatePerimeter(model, config, playerChunk);
|
||||
result = this.generatePerimeter(model, config, playerChunk, stateName);
|
||||
} else if (config.strategy === 3) {
|
||||
result = this.generateAroundPlayer(model, config, playerChunk);
|
||||
result = this.generateAroundPlayer(model, config, playerChunk, stateName);
|
||||
} else if (config.strategy === 2 && config.regionMaxX >= config.regionMinX) {
|
||||
result = this.generateRectangle(model, config, playerChunk);
|
||||
result = this.generateRectangle(model, config, playerChunk, stateName);
|
||||
} else {
|
||||
result = this.generateLine(model, config, playerChunk);
|
||||
result = this.generateLine(model, config, playerChunk, stateName);
|
||||
}
|
||||
return this.prefixFlyingChunks(model, config, playerChunk, result);
|
||||
return this.prefixFlyingChunks(model, config, playerChunk, result, stateName);
|
||||
}
|
||||
|
||||
/**
|
||||
* 将己方领土内的「飞地(疏漏区块)」提到队列最前,优先填补。
|
||||
* @returns {Array<{x: number, z: number}>}
|
||||
*/
|
||||
prefixFlyingChunks(model, config, playerChunk, planned) {
|
||||
const flying = model.selfFlyingChunks();
|
||||
prefixFlyingChunks(model, config, playerChunk, planned, stateName) {
|
||||
const flying = model.flyingChunksOf(stateName || model.selfStateNameValue());
|
||||
if (!flying || flying.size === 0) return planned;
|
||||
const limit = config.targetCount > 0
|
||||
? config.targetCount
|
||||
@@ -79,8 +83,8 @@ class ExpansionPlanner {
|
||||
* 候选必须未被占领、与己方领土相邻、且在配置区域内。
|
||||
* 先排矩形内部的空洞,再排外部边界,最后按「离玩家近、己方邻居多」排序。
|
||||
*/
|
||||
generateHolePriority(model, config, playerChunk) {
|
||||
const actualOwn = this.ownChunks(model);
|
||||
generateHolePriority(model, config, playerChunk, stateName) {
|
||||
const actualOwn = this.ownChunks(model, stateName);
|
||||
const allClaimed = model.allClaimedChunks();
|
||||
if (actualOwn.size === 0) return [];
|
||||
const limit = config.targetCount > 0 ? config.targetCount : 256;
|
||||
@@ -135,12 +139,12 @@ class ExpansionPlanner {
|
||||
* 收集所有与己方领土相邻的合法区块,以领土质心(或王城)为中心按方位角排序,
|
||||
* 使扩张点均匀分布在领土四周。支持多圈扩张。
|
||||
*/
|
||||
generatePerimeter(model, config, playerChunk) {
|
||||
const actualOwn = this.ownChunks(model);
|
||||
generatePerimeter(model, config, playerChunk, stateName) {
|
||||
const actualOwn = this.ownChunks(model, stateName);
|
||||
const allClaimed = model.allClaimedChunks();
|
||||
const plannedOwn = new Set(actualOwn);
|
||||
const candidates = new Set();
|
||||
const center = this.capital(model, this.centroid(actualOwn, playerChunk));
|
||||
const center = this.capital(model, stateName, this.centroid(actualOwn, playerChunk));
|
||||
const limit = config.targetCount > 0 ? config.targetCount : 128;
|
||||
const rings = config.maxRings > 0 ? config.maxRings : 1;
|
||||
const result = [];
|
||||
@@ -169,8 +173,8 @@ class ExpansionPlanner {
|
||||
* 收集所有与己方领土相邻的合法区块,以玩家当前位置为中心,
|
||||
* 按与玩家的曼哈顿距离由近到远排序(距离相同者优先己方邻居多的),围绕玩家一圈圈向外铺开。
|
||||
*/
|
||||
generateAroundPlayer(model, config, playerChunk) {
|
||||
const actualOwn = this.ownChunks(model);
|
||||
generateAroundPlayer(model, config, playerChunk, stateName) {
|
||||
const actualOwn = this.ownChunks(model, stateName);
|
||||
const allClaimed = model.allClaimedChunks();
|
||||
if (actualOwn.size === 0) return [];
|
||||
const limit = config.targetCount > 0 ? config.targetCount : 64;
|
||||
@@ -195,8 +199,8 @@ class ExpansionPlanner {
|
||||
* 每步挑选评分最优的区块:距离近、方向一致、邻居多、形状规整者优先。
|
||||
* 当扩张形状长宽比超过 2:1 时切换方向补短边,避免领土过于细长。
|
||||
*/
|
||||
generateLine(model, config, playerChunk) {
|
||||
const actualOwn = this.ownChunks(model);
|
||||
generateLine(model, config, playerChunk, stateName) {
|
||||
const actualOwn = this.ownChunks(model, stateName);
|
||||
const allClaimed = model.allClaimedChunks();
|
||||
const plannedOwn = new Set(actualOwn);
|
||||
const candidates = new Set();
|
||||
@@ -247,8 +251,8 @@ class ExpansionPlanner {
|
||||
* - 首条扫描线的行内起始端同样选取离王城更近的一端;
|
||||
* - 每个入选区块必须与「己方领土(含本次已选)」四正方向接壤,保证服务器接受开拓。
|
||||
*/
|
||||
generateRectangle(model, config, playerChunk) {
|
||||
const actualOwn = this.ownChunks(model);
|
||||
generateRectangle(model, config, playerChunk, stateName) {
|
||||
const actualOwn = this.ownChunks(model, stateName);
|
||||
const allClaimed = model.allClaimedChunks();
|
||||
if (actualOwn.size === 0) return [];
|
||||
const minX = config.regionMinX;
|
||||
@@ -256,7 +260,7 @@ class ExpansionPlanner {
|
||||
const minZ = config.regionMinZ;
|
||||
const maxZ = config.regionMaxZ;
|
||||
const limit = config.targetCount > 0 ? config.targetCount : Infinity;
|
||||
const capital = this.capital(model, playerChunk);
|
||||
const capital = this.capital(model, stateName, playerChunk);
|
||||
|
||||
// ===== 1. 四条边到王城的距离(点到线段距离的平方),选最近者为起始边 =====
|
||||
const dxEdge = Math.max(0, Math.max(minX - capital.x, capital.x - maxX));
|
||||
@@ -525,21 +529,28 @@ class ExpansionPlanner {
|
||||
return { x: Math.trunc(x / chunkKeys.size), z: Math.trunc(z / chunkKeys.size) };
|
||||
}
|
||||
|
||||
/** 汇总「己方」区块:本次会话新占领的区块 + 己方邦国已拥有的区块 */
|
||||
ownChunks(model) {
|
||||
const result = new Set(model.sessionClaimsSet());
|
||||
const self = model.selfState();
|
||||
if (self) {
|
||||
for (const k of self.chunks) result.add(k);
|
||||
}
|
||||
return result;
|
||||
/** 汇总「己方」区块:本次会话新占领的区块 + 指定邦国已拥有的区块 */
|
||||
ownChunks(model, stateName) {
|
||||
return model.ownChunksOf(stateName || model.selfStateNameValue());
|
||||
}
|
||||
|
||||
/** 获取己方邦国的王城位置;未识别邦国时回退到 fallback */
|
||||
capital(model, fallback) {
|
||||
const self = model.selfState();
|
||||
/** 获取指定邦国的王城位置;未识别邦国时回退到 fallback */
|
||||
capital(model, stateName, fallback) {
|
||||
const self = model.state(stateName || model.selfStateNameValue());
|
||||
return self && self.capital ? self.capital : fallback;
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = { ExpansionPlanner, WORLD_BORDER_CHUNK_RADIUS };
|
||||
/**
|
||||
* 解析本次规划使用的邦国名:配置里显式指定的优先,其次回退到模型的全局己方邦国。
|
||||
*
|
||||
* @param {import('./territoryModel').TerritoryModel} model
|
||||
* @param {object} config
|
||||
* @returns {string}
|
||||
*/
|
||||
function resolveStateName(model, config) {
|
||||
if (config && typeof config.stateName === 'string' && config.stateName) return config.stateName;
|
||||
return model.selfStateNameValue();
|
||||
}
|
||||
|
||||
module.exports = { ExpansionPlanner, WORLD_BORDER_CHUNK_RADIUS, resolveStateName };
|
||||
|
||||
+140
@@ -0,0 +1,140 @@
|
||||
'use strict';
|
||||
|
||||
/**
|
||||
* 通知提醒(Webhook):需要人工介入时把消息推到飞书机器人等渠道。
|
||||
*
|
||||
* 服务器只给 120 秒输入登录验证码,错过就要等下一次重登 —— 这是整个机器人流程里
|
||||
* 几乎唯一必须人工介入的环节(另一个是「原点自救失败」说明可能被切到了登录服),
|
||||
* 因此值得在手机上也收到提醒,而不是只写在日志里等人翻。
|
||||
*
|
||||
* 实现刻意做到最小:POST 一个 JSON,默认按飞书 / Lark 自定义机器人的文本消息格式
|
||||
* (`{"msgtype":"text","content":{"text":"…"}}`)—— 在群聊里加一个自定义机器人
|
||||
* 就能拿到 Webhook 地址,零依赖。
|
||||
*/
|
||||
|
||||
/** 同一 key 的最小提醒间隔(毫秒):重连循环里同一个问题只提醒一次 */
|
||||
const DEFAULT_MIN_INTERVAL_MS = 60000;
|
||||
/** 单次请求超时(毫秒) */
|
||||
const REQUEST_TIMEOUT_MS = 10000;
|
||||
|
||||
class Notifier {
|
||||
/**
|
||||
* @param {object} config 完整配置对象
|
||||
* @param {import('../util/logger').Logger} [logger]
|
||||
* @param {{fetchImpl?: Function, minIntervalMs?: number}} [options]
|
||||
*/
|
||||
constructor(config, logger, options) {
|
||||
const opts = options || {};
|
||||
this.config = config;
|
||||
this.logger = logger || null;
|
||||
this.fetchImpl = opts.fetchImpl || globalThis.fetch;
|
||||
this.minIntervalMs = Number.isFinite(opts.minIntervalMs) ? opts.minIntervalMs : DEFAULT_MIN_INTERVAL_MS;
|
||||
/** @type {Map<string, number>} 去重 key → 上次发送时间 */
|
||||
this._lastSentAt = new Map();
|
||||
this.sent = 0;
|
||||
this.failed = 0;
|
||||
this.lastError = '';
|
||||
this.lastSentAt = 0;
|
||||
}
|
||||
|
||||
/** @returns {string} Webhook 地址(配置优先,其次环境变量 NOTIFY_WEBHOOK_URL) */
|
||||
get webhookUrl() {
|
||||
const cfg = (this.config && this.config.notify) || {};
|
||||
const configured = typeof cfg.webhookUrl === 'string' ? cfg.webhookUrl.trim() : '';
|
||||
if (configured) return configured;
|
||||
return String(process.env.NOTIFY_WEBHOOK_URL || '').trim();
|
||||
}
|
||||
|
||||
/** @returns {boolean} 是否已开启且配了地址 */
|
||||
isEnabled() {
|
||||
const cfg = (this.config && this.config.notify) || {};
|
||||
return cfg.enabled === true && this.webhookUrl !== '';
|
||||
}
|
||||
|
||||
/**
|
||||
* 发送一条提醒。
|
||||
*
|
||||
* @param {string} text 正文
|
||||
* @param {{key?: string, force?: boolean}} [options]
|
||||
* key 用于去重:同一个 key 在 `minIntervalMs` 内只会发一次(force 可跳过去重)
|
||||
* @returns {Promise<boolean>} 是否成功发出
|
||||
*/
|
||||
async notify(text, options) {
|
||||
const opts = options || {};
|
||||
if (!this.isEnabled()) return false;
|
||||
const key = opts.key || 'default';
|
||||
const now = Date.now();
|
||||
const last = this._lastSentAt.get(key);
|
||||
if (opts.force !== true && Number.isFinite(last) && now - last < this.minIntervalMs) {
|
||||
return false; // 刚提醒过同一个问题,不重复打扰
|
||||
}
|
||||
this._lastSentAt.set(key, now);
|
||||
const payload = {
|
||||
msgtype: 'text',
|
||||
content: { text: String(text) }
|
||||
};
|
||||
const controller = typeof AbortController === 'function' ? new AbortController() : null;
|
||||
const timer = controller ? setTimeout(() => controller.abort(), REQUEST_TIMEOUT_MS) : null;
|
||||
try {
|
||||
const response = await this.fetchImpl(this.webhookUrl, {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify(payload),
|
||||
signal: controller ? controller.signal : undefined
|
||||
});
|
||||
if (!response || response.ok !== true) {
|
||||
this.failed++;
|
||||
this.lastError = `HTTP ${response ? response.status : '???'}`;
|
||||
this._log('通知发送失败:' + this.lastError, 'warn');
|
||||
return false;
|
||||
}
|
||||
this.sent++;
|
||||
this.lastSentAt = Date.now();
|
||||
this.lastError = '';
|
||||
this._log('已发送通知提醒:' + firstLine(text));
|
||||
return true;
|
||||
} catch (err) {
|
||||
this.failed++;
|
||||
this.lastError = err && err.message ? err.message : String(err);
|
||||
this._log('通知发送异常:' + this.lastError, 'warn');
|
||||
return false;
|
||||
} finally {
|
||||
if (timer) clearTimeout(timer);
|
||||
}
|
||||
}
|
||||
|
||||
/** @returns {object} 供控制台展示的状态(不暴露完整 Webhook 地址) */
|
||||
snapshot() {
|
||||
const url = this.webhookUrl;
|
||||
return {
|
||||
enabled: this.isEnabled(),
|
||||
configured: url !== '',
|
||||
/** 只显示域名部分,避免把带凭证的完整 Webhook 打进接口响应 */
|
||||
host: url ? safeHost(url) : '',
|
||||
sent: this.sent,
|
||||
failed: this.failed,
|
||||
lastError: this.lastError,
|
||||
lastSentAt: this.lastSentAt
|
||||
};
|
||||
}
|
||||
|
||||
_log(message, level) {
|
||||
if (this.logger) this.logger.log(message, level);
|
||||
}
|
||||
}
|
||||
|
||||
/** 取 URL 的域名(拿不到就返回空串) */
|
||||
function safeHost(url) {
|
||||
try {
|
||||
return new URL(url).host;
|
||||
} catch {
|
||||
return '';
|
||||
}
|
||||
}
|
||||
|
||||
/** 取多行文本的第一行(日志里只记一行摘要) */
|
||||
function firstLine(text) {
|
||||
return String(text).split('\n')[0].slice(0, 120);
|
||||
}
|
||||
|
||||
module.exports = { Notifier, DEFAULT_MIN_INTERVAL_MS };
|
||||
@@ -0,0 +1,267 @@
|
||||
'use strict';
|
||||
|
||||
/**
|
||||
* 出站包抓取:把机器人真正写出的协议包按时间顺序录下来,供逐包对照。
|
||||
*
|
||||
* 为什么需要它(TODO.md 问题 1 · 假设 5):
|
||||
* 现有的 `packetStats.outboundTypes` 只能回答「发了哪几种包、各多少次」,
|
||||
* 回答不了「发出去的内容对不对」—— 而反作弊拒绝移动的典型原因恰恰在内容里:
|
||||
* 上报的 `onGround` / `hasHorizontalCollision` 与服务端预测不一致、
|
||||
* `player_input` 的位标志不对、位置与朝向没放在同一次更新里……
|
||||
* 所以需要一个能录下原始出站序列、并能在「能走」与「走不动」两种状态下 diff 的工具。
|
||||
*
|
||||
* 设计取舍:
|
||||
* - **只在录制期间挂钩 `client.write`**:这个钩子每个出站包都要过一遍,
|
||||
* 常驻会平白给正常发包加开销,所以录制结束立刻摘掉;
|
||||
* - 录到的内容做**降深 + 截断**的 JSON 化处理,向量对象只留坐标 ——
|
||||
* 否则一个 `move_minecart` 包就能把缓冲区撑爆(实测该包能带上万个浮点数);
|
||||
* - 只放内存、有上限(默认 4000 包),不写盘,进程重启即清空。
|
||||
*/
|
||||
|
||||
/** 默认最多录多少个包(超出后丢弃并计数,避免长时间录制吃内存) */
|
||||
const DEFAULT_MAX_PACKETS = 4000;
|
||||
/** 单个字符串字段截断长度 */
|
||||
const MAX_STRING_LENGTH = 120;
|
||||
/** 数组字段最多保留多少项 */
|
||||
const MAX_ARRAY_ITEMS = 40;
|
||||
/** 对象展开的最大深度 */
|
||||
const MAX_DEPTH = 4;
|
||||
/** 浮点保留位数:够 diff,又不至于把接口响应撑大 */
|
||||
const ROUND_DIGITS = 5;
|
||||
/** 单次录制时长上限(秒),防止忘了停 */
|
||||
const MAX_SECONDS = 60;
|
||||
|
||||
class PacketCapture {
|
||||
/**
|
||||
* @param {{maxPackets?: number}} [options]
|
||||
*/
|
||||
constructor(options) {
|
||||
const opts = options || {};
|
||||
this.maxPackets = Number.isFinite(opts.maxPackets) && opts.maxPackets > 0
|
||||
? Math.floor(opts.maxPackets)
|
||||
: DEFAULT_MAX_PACKETS;
|
||||
/** @type {object|null} 当前要录制的 mineflayer client(重连后会换成新连接) */
|
||||
this._client = null;
|
||||
/** @type {Function|null} 被替换掉的原始 write */
|
||||
this._originalWrite = null;
|
||||
/** @type {Array<{t: number, name: string, params: object}>} 按时间顺序录到的出站包 */
|
||||
this.packets = [];
|
||||
this.running = false;
|
||||
this.startedAt = 0;
|
||||
this.stoppedAt = 0;
|
||||
/** 因超出上限被丢弃的包数(>0 说明这段录制不完整) */
|
||||
this.dropped = 0;
|
||||
this._timer = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 记住当前连接的 client。
|
||||
*
|
||||
* 每次装配事件时都会调用,重连后自动换成新连接;
|
||||
* 正在录制时换连接说明旧连接已经没了,先把录制收尾。
|
||||
*
|
||||
* @param {object|null} client
|
||||
*/
|
||||
setClient(client) {
|
||||
if (this._client === client) return;
|
||||
if (this.running) this.stop();
|
||||
this._client = client || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 开始录制。
|
||||
*
|
||||
* @param {number} [seconds] 录制时长(秒);给定时到点自动停止
|
||||
* @returns {{ok: boolean, message: string}}
|
||||
*/
|
||||
start(seconds) {
|
||||
if (!this._client || typeof this._client.write !== 'function') {
|
||||
return { ok: false, message: '当前没有可录制的连接' };
|
||||
}
|
||||
if (this.running) this.stop();
|
||||
this.packets = [];
|
||||
this.dropped = 0;
|
||||
this.startedAt = Date.now();
|
||||
this.stoppedAt = 0;
|
||||
this.running = true;
|
||||
this._patch();
|
||||
|
||||
const duration = Number(seconds);
|
||||
if (Number.isFinite(duration) && duration > 0) {
|
||||
const bounded = Math.min(MAX_SECONDS, duration);
|
||||
this._timer = setTimeout(() => this.stop(), bounded * 1000);
|
||||
if (this._timer.unref) this._timer.unref();
|
||||
return { ok: true, message: `已开始抓包(${bounded} 秒后自动停止)` };
|
||||
}
|
||||
return { ok: true, message: '已开始抓包(需手动停止)' };
|
||||
}
|
||||
|
||||
/**
|
||||
* 停止录制并摘掉钩子。已录到的内容保留,供 `snapshot()` 读取。
|
||||
*
|
||||
* @returns {{ok: boolean, message: string}}
|
||||
*/
|
||||
stop() {
|
||||
if (this._timer) {
|
||||
clearTimeout(this._timer);
|
||||
this._timer = null;
|
||||
}
|
||||
if (!this.running) return { ok: true, message: '当前没有在抓包' };
|
||||
this.running = false;
|
||||
this.stoppedAt = Date.now();
|
||||
this._unpatch();
|
||||
return { ok: true, message: `抓包已停止,共录到 ${this.packets.length} 个包` };
|
||||
}
|
||||
|
||||
/** 清空已录内容(不影响是否正在录制) */
|
||||
clear() {
|
||||
this.packets = [];
|
||||
this.dropped = 0;
|
||||
this.startedAt = this.running ? Date.now() : 0;
|
||||
this.stoppedAt = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 取出录制结果。
|
||||
*
|
||||
* @param {{types?: string|string[], limit?: number}} [options]
|
||||
* types 只看这些包(逗号分隔或数组);limit 最多返回多少个包
|
||||
* @returns {object}
|
||||
*/
|
||||
snapshot(options) {
|
||||
const opts = options || {};
|
||||
const byType = {};
|
||||
for (const packet of this.packets) {
|
||||
byType[packet.name] = (byType[packet.name] || 0) + 1;
|
||||
}
|
||||
|
||||
const wanted = normalizeTypes(opts.types);
|
||||
let packets = wanted ? this.packets.filter((p) => wanted.includes(p.name)) : this.packets;
|
||||
const limit = Number.isFinite(opts.limit) && opts.limit > 0 ? Math.floor(opts.limit) : packets.length;
|
||||
if (packets.length > limit) packets = packets.slice(0, limit);
|
||||
|
||||
return {
|
||||
running: this.running,
|
||||
startedAt: this.startedAt,
|
||||
stoppedAt: this.stoppedAt,
|
||||
elapsedMs: this.startedAt ? (this.stoppedAt || Date.now()) - this.startedAt : 0,
|
||||
/** 录到的总包数(未按 types 过滤前) */
|
||||
count: this.packets.length,
|
||||
dropped: this.dropped,
|
||||
byType,
|
||||
/** 本次实际返回的包数 */
|
||||
returned: packets.length,
|
||||
packets
|
||||
};
|
||||
}
|
||||
|
||||
// ==================== 内部 ====================
|
||||
|
||||
/** 替换 client.write:先记录,再原样发出去 */
|
||||
_patch() {
|
||||
const client = this._client;
|
||||
const original = client.write;
|
||||
this._originalWrite = original;
|
||||
const capture = this;
|
||||
client.write = function patchedWrite(name, params) {
|
||||
capture._record(name, params);
|
||||
return original.apply(this, arguments);
|
||||
};
|
||||
}
|
||||
|
||||
/** 还原 client.write */
|
||||
_unpatch() {
|
||||
const client = this._client;
|
||||
if (client && this._originalWrite && client.write !== this._originalWrite) {
|
||||
client.write = this._originalWrite;
|
||||
}
|
||||
this._originalWrite = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 记录一个出站包。
|
||||
*
|
||||
* 整个过程包在 try 里:抓包是诊断手段,绝不能因为它自己的异常把发包搞挂。
|
||||
*
|
||||
* @param {string} name 包名
|
||||
* @param {object} params 包内容
|
||||
*/
|
||||
_record(name, params) {
|
||||
if (!this.running) return;
|
||||
try {
|
||||
if (this.packets.length >= this.maxPackets) {
|
||||
this.dropped++;
|
||||
return;
|
||||
}
|
||||
this.packets.push({
|
||||
t: Date.now() - this.startedAt,
|
||||
name: String(name),
|
||||
params: toPlain(params, MAX_DEPTH)
|
||||
});
|
||||
} catch {
|
||||
// 忽略:不能让诊断影响正常发包
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 把包内容转成「能进 JSON、又保留可比对信息」的普通对象。
|
||||
*
|
||||
* @param {*} value
|
||||
* @param {number} depth 还能往下展开几层
|
||||
* @returns {*}
|
||||
*/
|
||||
function toPlain(value, depth) {
|
||||
// undefined 显式转成 null 而不是删掉键:字段「没传」本身就是重要线索
|
||||
// (例如 mineflayer 把 hasHorizontalCollision 置为 undefined)
|
||||
if (value === undefined || value === null) return null;
|
||||
const type = typeof value;
|
||||
if (type === 'number') return roundNumber(value);
|
||||
if (type === 'boolean') return value;
|
||||
if (type === 'string') {
|
||||
return value.length > MAX_STRING_LENGTH ? value.slice(0, MAX_STRING_LENGTH) + '…' : value;
|
||||
}
|
||||
if (type === 'bigint') return Number(value);
|
||||
if (type === 'function') return '[function]';
|
||||
if (type !== 'object') return String(value);
|
||||
if (depth <= 0) return '[depth]';
|
||||
if (Array.isArray(value)) {
|
||||
return value.slice(0, MAX_ARRAY_ITEMS).map((item) => toPlain(item, depth - 1));
|
||||
}
|
||||
// 向量对象(Vec3 之类的类实例)只留坐标。
|
||||
// 注意这里必须排除「普通对象」:`position_look` 的参数本身就是
|
||||
// `{x, y, z, yaw, pitch, onGround, flags}`,若按向量处理会把
|
||||
// yaw / pitch / onGround / flags 全部丢掉 —— 而那正是最需要对照的字段。
|
||||
if (!isPlainObject(value)
|
||||
&& typeof value.x === 'number' && typeof value.y === 'number' && typeof value.z === 'number') {
|
||||
return { x: roundNumber(value.x), y: roundNumber(value.y), z: roundNumber(value.z) };
|
||||
}
|
||||
const out = {};
|
||||
for (const [key, item] of Object.entries(value)) {
|
||||
out[key] = toPlain(item, depth - 1);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/** 是否是「普通对象」(对象字面量 / Object.create(null)),而不是类实例 */
|
||||
function isPlainObject(value) {
|
||||
const proto = Object.getPrototypeOf(value);
|
||||
return proto === Object.prototype || proto === null;
|
||||
}
|
||||
|
||||
/** 浮点取整;NaN / Infinity 转成字符串,免得 JSON 里变成 null 看不出区别 */
|
||||
function roundNumber(value) {
|
||||
if (!Number.isFinite(value)) return String(value);
|
||||
const factor = 10 ** ROUND_DIGITS;
|
||||
return Math.round(value * factor) / factor;
|
||||
}
|
||||
|
||||
/** 把 types 参数统一成数组;没给就返回 null(表示不过滤) */
|
||||
function normalizeTypes(types) {
|
||||
if (types === undefined || types === null || types === '') return null;
|
||||
const list = Array.isArray(types) ? types : String(types).split(',');
|
||||
const cleaned = list.map((item) => String(item).trim()).filter(Boolean);
|
||||
return cleaned.length > 0 ? cleaned : null;
|
||||
}
|
||||
|
||||
module.exports = { PacketCapture, DEFAULT_MAX_PACKETS, MAX_SECONDS };
|
||||
@@ -0,0 +1,300 @@
|
||||
'use strict';
|
||||
|
||||
/**
|
||||
* 物理 tick 录制器:逐 tick 记录「输入 → 输出」,用来定位「走不动」到底卡在哪一层。
|
||||
*
|
||||
* 为什么需要它:出站包抓取(`packetCapture`)已经证明 —— 手动按住方向键 3 秒时
|
||||
* 客户端自己的坐标与朝向一个字节都没变、服务端也没有下发任何位置包(入站 0 个),
|
||||
* 而 `player_input` 如实上报了按键。也就是说问题在 prismarine-physics 这一层,
|
||||
* 但抓包只能看到「发出去的包」,看不到物理引擎内部。
|
||||
*
|
||||
* 本录制器补上的正是这一段。逐 tick 记录下面这些量,就能把两种完全不同的故障切开:
|
||||
*
|
||||
* | 观察 | 结论 |
|
||||
* | --- | --- |
|
||||
* | `control.forward = true` 但速度恒为 0、位置不动、`collidedHorizontally = false` | **输入没进物理**(applyHeading 没被调用 / control 快照是空的) |
|
||||
* | 速度非 0 但位置不动、`collidedHorizontally = true` | **被方块挡住**(地形问题,或脚下/身旁方块读错) |
|
||||
* | 速度非 0、位置不动、`collidedHorizontally = false` | **被服务端推回**(推回发生在 tick 之间,所以 tick 级位移为 0) |
|
||||
*
|
||||
* 所以 `isCollidedHorizontally` 与「速度是否非零」是这里最关键的两个字段:
|
||||
* 前者把「被挡住」与其余情况分开,后者把「输入没生效」与「被推回」分开。
|
||||
*/
|
||||
|
||||
/** 默认保留多少个 tick(20 TPS 下约 12 秒) */
|
||||
const DEFAULT_MAX_TICKS = 240;
|
||||
/** 判定「这一 tick 真的动了」的阈值(格) */
|
||||
const MOVE_EPSILON = 1e-6;
|
||||
/** 单次录制时长上限(秒) */
|
||||
const MAX_SECONDS = 120;
|
||||
/** 浮点保留位数 */
|
||||
const ROUND_DIGITS = 5;
|
||||
|
||||
class PhysicsRecorder {
|
||||
/**
|
||||
* @param {{maxTicks?: number}} [options]
|
||||
*/
|
||||
constructor(options) {
|
||||
const opts = options || {};
|
||||
this.maxTicks = Number.isFinite(opts.maxTicks) && opts.maxTicks > 0
|
||||
? Math.floor(opts.maxTicks)
|
||||
: DEFAULT_MAX_TICKS;
|
||||
/** @type {object|null} 当前要录制的 bot(重连后会换新的) */
|
||||
this._bot = null;
|
||||
/** @type {Function|null} 挂在 bot 上的 physicsTick 处理器 */
|
||||
this._handler = null;
|
||||
/** @type {Array<object>} 滚动缓冲:只保留最近 maxTicks 个 tick */
|
||||
this.ticks = [];
|
||||
this.running = false;
|
||||
this.startedAt = 0;
|
||||
this.stoppedAt = 0;
|
||||
this._timer = null;
|
||||
/** 上一 tick 的位置,用来算增量 */
|
||||
this._prev = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 记住当前连接的 bot。
|
||||
*
|
||||
* 每次装配事件时都会调用,重连后自动换成新 bot;
|
||||
* 正在录制时换连接说明旧连接已经没了,先把录制收尾。
|
||||
*
|
||||
* @param {object|null} bot
|
||||
*/
|
||||
setBot(bot) {
|
||||
if (this._bot === bot) return;
|
||||
if (this.running) this.stop();
|
||||
this._bot = bot || null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 开始录制。
|
||||
*
|
||||
* @param {number} [seconds] 录制时长(秒);给定时到点自动停止
|
||||
* @returns {{ok: boolean, message: string}}
|
||||
*/
|
||||
start(seconds) {
|
||||
const bot = this._bot;
|
||||
if (!bot || typeof bot.on !== 'function') {
|
||||
return { ok: false, message: '当前没有可录制的连接' };
|
||||
}
|
||||
if (this.running) this.stop();
|
||||
|
||||
this.ticks = [];
|
||||
this.startedAt = Date.now();
|
||||
this.stoppedAt = 0;
|
||||
this.running = true;
|
||||
this._handler = () => this._record();
|
||||
bot.on('physicsTick', this._handler);
|
||||
|
||||
// 先取一次当前位置当基线:否则第一个 tick 没有「上一 tick」可比,
|
||||
// 位移会被记成 0,在统计里白白多出一个「有输入但没动」的假样本。
|
||||
const pos = bot.entity && bot.entity.position;
|
||||
this._prev = pos && Number.isFinite(pos.x) ? { x: pos.x, y: pos.y, z: pos.z } : null;
|
||||
|
||||
const duration = Number(seconds);
|
||||
if (Number.isFinite(duration) && duration > 0) {
|
||||
const bounded = Math.min(MAX_SECONDS, duration);
|
||||
this._timer = setTimeout(() => this.stop(), bounded * 1000);
|
||||
if (this._timer.unref) this._timer.unref();
|
||||
return { ok: true, message: `已开始录制物理 tick(${bounded} 秒后自动停止)` };
|
||||
}
|
||||
return { ok: true, message: '已开始录制物理 tick(需手动停止)' };
|
||||
}
|
||||
|
||||
/**
|
||||
* 停止录制并摘掉监听。已录到的内容保留,供 `snapshot()` 读取。
|
||||
*
|
||||
* @returns {{ok: boolean, message: string}}
|
||||
*/
|
||||
stop() {
|
||||
if (this._timer) {
|
||||
clearTimeout(this._timer);
|
||||
this._timer = null;
|
||||
}
|
||||
if (!this.running) return { ok: true, message: '当前没有在录制物理 tick' };
|
||||
this.running = false;
|
||||
this.stoppedAt = Date.now();
|
||||
if (this._bot && this._handler) {
|
||||
try {
|
||||
this._bot.removeListener('physicsTick', this._handler);
|
||||
} catch {
|
||||
// 忽略:连接可能已经断开
|
||||
}
|
||||
}
|
||||
this._handler = null;
|
||||
return { ok: true, message: `物理 tick 录制已停止,共 ${this.ticks.length} 个 tick` };
|
||||
}
|
||||
|
||||
/** 清空已录内容(不影响是否正在录制) */
|
||||
clear() {
|
||||
this.ticks = [];
|
||||
this._prev = null;
|
||||
this.startedAt = this.running ? Date.now() : 0;
|
||||
this.stoppedAt = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 取出录制结果。
|
||||
*
|
||||
* @param {{limit?: number}} [options] limit 最多返回最后多少个 tick(默认全给)
|
||||
* @returns {object}
|
||||
*/
|
||||
snapshot(options) {
|
||||
const opts = options || {};
|
||||
const all = this.ticks;
|
||||
const hasInput = (t) => t.control.forward || t.control.back || t.control.left || t.control.right;
|
||||
const hasMoved = (t) => Math.abs(t.dx) > MOVE_EPSILON || Math.abs(t.dz) > MOVE_EPSILON;
|
||||
const hasHorizVelocity = (t) => Math.hypot(t.vx, t.vz) > MOVE_EPSILON;
|
||||
|
||||
const inputTicks = all.filter(hasInput);
|
||||
const inputMoved = inputTicks.filter(hasMoved);
|
||||
const blocked = inputTicks.filter((t) => !hasMoved(t) && t.collidedHorizontally);
|
||||
// 有输入、无位移、物理也没报告碰撞时,还要看速度:
|
||||
// 速度非零说明物理确实动了,只是位移被服务端的位置包抹掉了(推回发生在 tick 之间);
|
||||
// 速度也是 0 才是「输入根本没进物理」。
|
||||
const pushedBack = inputTicks.filter((t) => !hasMoved(t) && !t.collidedHorizontally && hasHorizVelocity(t));
|
||||
const frozen = inputTicks.filter((t) => !hasMoved(t) && !t.collidedHorizontally && !hasHorizVelocity(t));
|
||||
|
||||
let ticks = all;
|
||||
const limit = Number.isFinite(opts.limit) && opts.limit > 0 ? Math.floor(opts.limit) : all.length;
|
||||
if (ticks.length > limit) ticks = ticks.slice(ticks.length - limit);
|
||||
|
||||
const maxHoriz = all.reduce((max, t) => Math.max(max, Math.hypot(t.dx, t.dz)), 0);
|
||||
|
||||
return {
|
||||
running: this.running,
|
||||
startedAt: this.startedAt,
|
||||
stoppedAt: this.stoppedAt,
|
||||
elapsedMs: this.startedAt ? (this.stoppedAt || Date.now()) - this.startedAt : 0,
|
||||
count: all.length,
|
||||
/**
|
||||
* 有移动输入的 tick 数,与其中「真的产生了水平位移」的 tick 数。
|
||||
* 前者 > 0 而后者 = 0,就是「按了键但物理没动」—— 一眼看出输入没进物理。
|
||||
*/
|
||||
inputTicks: inputTicks.length,
|
||||
inputMovedTicks: inputMoved.length,
|
||||
/** 有输入、没位移、且物理报告水平碰撞:被方块挡住 */
|
||||
blockedTicks: blocked.length,
|
||||
/**
|
||||
* 有输入、没位移、物理没报告碰撞、但**水平速度非零**:
|
||||
* 物理确实在动,位移却被服务端的位置包抹掉了(实测大厅里就是这个形态)。
|
||||
*/
|
||||
pushedBackTicks: pushedBack.length,
|
||||
/**
|
||||
* 有输入、没位移、物理没报告碰撞、**水平速度也是 0**:
|
||||
* 这才是「输入根本没进物理」(applyHeading 没被调用 / control 快照为空)。
|
||||
*/
|
||||
frozenTicks: frozen.length,
|
||||
movedTicks: all.filter(hasMoved).length,
|
||||
maxHorizDelta: Number(maxHoriz.toFixed(ROUND_DIGITS)),
|
||||
physicsEnabled: all.length > 0 ? all[all.length - 1].physicsEnabled : null,
|
||||
last: all.length > 0 ? all[all.length - 1] : null,
|
||||
returned: ticks.length,
|
||||
ticks
|
||||
};
|
||||
}
|
||||
|
||||
// ==================== 内部 ====================
|
||||
|
||||
/**
|
||||
* 记录一个物理 tick。
|
||||
*
|
||||
* 挂在 `physicsTick` 上,因此这里读到的是**物理引擎算完之后**的状态
|
||||
* (mineflayer 的顺序是 simulatePlayer → emit('physicsTick') → updatePosition)。
|
||||
* 输入侧读 `bot.controlState`(mineflayer 用 getter 暴露的实时控制键)。
|
||||
*
|
||||
* 整个过程包在 try 里:录制是诊断手段,绝不能因为它自己的异常影响物理循环。
|
||||
*/
|
||||
_record() {
|
||||
if (!this.running) return;
|
||||
try {
|
||||
const bot = this._bot;
|
||||
const entity = bot && bot.entity;
|
||||
const pos = entity && entity.position;
|
||||
if (!pos || !Number.isFinite(pos.x)) return;
|
||||
const vel = entity.velocity || { x: 0, y: 0, z: 0 };
|
||||
const prev = this._prev;
|
||||
|
||||
const row = {
|
||||
t: Date.now() - this.startedAt,
|
||||
x: round(pos.x),
|
||||
y: round(pos.y),
|
||||
z: round(pos.z),
|
||||
dx: prev ? round(pos.x - prev.x) : 0,
|
||||
dy: prev ? round(pos.y - prev.y) : 0,
|
||||
dz: prev ? round(pos.z - prev.z) : 0,
|
||||
vx: round(vel.x),
|
||||
vy: round(vel.y),
|
||||
vz: round(vel.z),
|
||||
onGround: entity.onGround === true,
|
||||
/** 物理引擎是否认为撞到了东西 —— 区分「输入没生效」与「被方块挡住」的关键 */
|
||||
collidedHorizontally: entity.isCollidedHorizontally === true,
|
||||
collidedVertically: entity.isCollidedVertically === true,
|
||||
physicsEnabled: bot.physicsEnabled !== false,
|
||||
inWater: entity.isInWater === true,
|
||||
inWeb: entity.isInWeb === true,
|
||||
control: {
|
||||
forward: controlOf(bot, 'forward'),
|
||||
back: controlOf(bot, 'back'),
|
||||
left: controlOf(bot, 'left'),
|
||||
right: controlOf(bot, 'right'),
|
||||
jump: controlOf(bot, 'jump'),
|
||||
sprint: controlOf(bot, 'sprint'),
|
||||
sneak: controlOf(bot, 'sneak')
|
||||
},
|
||||
/** 物理引擎脚下/脚下所读到的方块(null = 该区块未加载) */
|
||||
blockBelow: blockName(bot, pos, 0, -1, 0),
|
||||
blockAtFeet: blockName(bot, pos, 0, 0, 0),
|
||||
blockAtHead: blockName(bot, pos, 0, 1, 0)
|
||||
};
|
||||
|
||||
this._prev = { x: pos.x, y: pos.y, z: pos.z };
|
||||
if (this.ticks.length >= this.maxTicks) this.ticks.shift();
|
||||
this.ticks.push(row);
|
||||
} catch {
|
||||
// 忽略:不能让诊断影响物理循环
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** 读某个偏移处的方块名;区块未加载返回 null(与物理引擎看到的一致) */
|
||||
function blockName(bot, pos, dx, dy, dz) {
|
||||
try {
|
||||
const block = bot.blockAt(pos.offset(dx, dy, dz), false);
|
||||
return block ? block.name : null;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 读某个控制键是否按下。
|
||||
*
|
||||
* mineflayer 用带 getter 的 `bot.controlState` 暴露实时控制键(见其 physics.js),
|
||||
* 那正是传给物理引擎的那个对象,所以优先读它;测试替身只有 `getControlState` 时回退。
|
||||
*
|
||||
* @param {object} bot
|
||||
* @param {string} name
|
||||
* @returns {boolean}
|
||||
*/
|
||||
function controlOf(bot, name) {
|
||||
const state = bot.controlState;
|
||||
if (state && state[name] !== undefined) return state[name] === true;
|
||||
if (typeof bot.getControlState === 'function') {
|
||||
try {
|
||||
return bot.getControlState(name) === true;
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/** 浮点取整;NaN / Infinity 转字符串,免得 JSON 里变成 null 看不出区别 */
|
||||
function round(value) {
|
||||
if (!Number.isFinite(value)) return String(value);
|
||||
const factor = 10 ** ROUND_DIGITS;
|
||||
return Math.round(value * factor) / factor;
|
||||
}
|
||||
|
||||
module.exports = { PhysicsRecorder, DEFAULT_MAX_TICKS, MAX_SECONDS };
|
||||
+618
-12
@@ -6,24 +6,48 @@ const chunkPos = require('./chunkPos');
|
||||
* SimpCore 开放 API 客户端(文档:https://open.bgjq.top/api-docs.html)。
|
||||
*
|
||||
* 邦国崛起服务器的只读查询服务,作为占领判定的第四数据源
|
||||
* (游戏字幕、游戏消息、Dynmap JSON 之外的补充),提供:
|
||||
* - 己方邦国领土区块明细(区块坐标、忠诚度、占领时间)——修正本地领土模型
|
||||
* - 全服领土区块(手动触发)——交叉修正他人区块归属
|
||||
* - 玩家所属邦国查询——辅助识别玩家邦国
|
||||
* - 邦国列表(含王城坐标)——王城数据兜底
|
||||
* (游戏字幕、游戏消息、Dynmap JSON 之外的补充),同时把服务端的公开信息
|
||||
* 完整暴露到控制台供人工查阅。
|
||||
*
|
||||
* 鉴权:`Authorization: Bearer <KEY>`;限流:按 Key × 接口每分钟限流。
|
||||
* 已实现的接口(与官方文档一一对应):
|
||||
*
|
||||
* | 分类 | 接口 | 用途 |
|
||||
* | --- | --- | --- |
|
||||
* | 健康 | `GET /health` | 连通性测试(免鉴权) |
|
||||
* | 玩家 | `GET /info/players` | 全部玩家(含邦国、职位、职业、称号) |
|
||||
* | 玩家 | `GET /info/players/{key}` | 单个玩家详情 |
|
||||
* | 玩家 | `GET /info/players/{key}/union` | 玩家所属邦国 |
|
||||
* | 邦国 | `GET /info/unions` | 全部邦国(君主、成员数、区块数、面积、特产) |
|
||||
* | 邦国 | `GET /info/unions/{key}` | 单个邦国详情 |
|
||||
* | 邦国 | `GET /info/unions/{key}/members` | 成员列表(职位 / 职业) |
|
||||
* | 邦国 | `GET /info/unions/{key}/territory` | 领土区块明细(忠诚度、占领时间) |
|
||||
* | 邦国 | `GET /info/unions/{key}/tech` | 已激活科技 |
|
||||
* | 邦国 | `GET /info/unions/{key}/contributions` | 捐献记录 |
|
||||
* | 全服 | `GET /info/territory` | 全服领土(可按 union_id 过滤) |
|
||||
* | 全服 | `GET /info/buffs` | 全服生效加成 |
|
||||
* | 全服 | `GET /info/diplomacy` | 邦国外交关系 |
|
||||
* | 全服 | `GET /info/bans` | 封禁记录 |
|
||||
* | 全服 | `GET /info/logs` | 玩家上下线日志 |
|
||||
* | 全服 | `GET /info/announcements` | 公告历史 |
|
||||
*
|
||||
* 鉴权:`Authorization: Bearer <KEY>`(也支持 `X-API-Key`);限流:按 Key × 接口每分钟限流。
|
||||
* 全服数据类接口限流较严且数据量大(实测全服 territory 单次请求可超 2 分钟),
|
||||
* 因此本客户端**只适合低频调用**:自动轮询仅用单邦国轻接口,全服接口仅手动触发。
|
||||
* 因此本客户端**只适合低频调用**:自动轮询仅用单邦国轻接口,其余全部按需手动触发。
|
||||
* 服务端响应带缓存,数据最多有 1 小时延迟。
|
||||
*/
|
||||
|
||||
/** API 服务基础地址 */
|
||||
const BASE_URL = 'https://bgjq.simpfun.cn/api/';
|
||||
|
||||
/** API-V2(ServerOpenAPI 插件,独立密钥体系)服务基础地址 */
|
||||
const BASE_URL_V2 = 'https://bgjq.simpfun.cn/api-v2/';
|
||||
|
||||
/** 默认缓存 TTL:5 分钟。服务端数据本身最多延迟 1 小时,更短的 TTL 意义不大 */
|
||||
const DEFAULT_CACHE_TTL_MS = 5 * 60 * 1000;
|
||||
|
||||
/** API-V2 的接口级配额很小(最低 1 QPM),缓存给长一点 */
|
||||
const DEFAULT_CACHE_TTL_V2_MS = 30 * 1000;
|
||||
|
||||
class SimpApiClient {
|
||||
/**
|
||||
* @param {import('../util/logger').Logger} [logger]
|
||||
@@ -42,6 +66,10 @@ class SimpApiClient {
|
||||
this._lastHttpStatus = 0;
|
||||
/** 最近一次请求失败的错误描述(空串表示无错误) */
|
||||
this._lastError = '';
|
||||
/** 累计请求数(含缓存命中统计,供控制台展示用量) */
|
||||
this._requestCount = 0;
|
||||
/** 缓存命中次数 */
|
||||
this._cacheHits = 0;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -187,6 +215,265 @@ class SimpApiClient {
|
||||
};
|
||||
}
|
||||
|
||||
// ==================== 查询接口(补充:官方文档里的其余接口) ====================
|
||||
|
||||
/**
|
||||
* 全部玩家:`GET /info/players`。
|
||||
* 实测字段:`uuid, username, union_id, union_name, role, profession, profession_level,
|
||||
* title, manual_claiming, first_join_time, last_join_time, last_quit_time`
|
||||
*
|
||||
* @returns {Promise<Array<object>>}
|
||||
*/
|
||||
async getPlayers() {
|
||||
const body = await this._getCachedOrFetch('info/players?limit=1000');
|
||||
if (body === null) return [];
|
||||
return parseArray(body).map((element) => ({
|
||||
name: stringOr(element, 'username', ''),
|
||||
uuid: stringOr(element, 'uuid', ''),
|
||||
unionId: intOr(element, 'union_id', -1),
|
||||
unionName: stringOr(element, 'union_name', ''),
|
||||
role: stringOr(element, 'role', ''),
|
||||
job: stringOr(element, 'profession', ''),
|
||||
jobLevel: intOr(element, 'profession_level', 0),
|
||||
title: stringOr(element, 'title', ''),
|
||||
firstJoinAt: stringOr(element, 'first_join_time', ''),
|
||||
lastJoinAt: stringOr(element, 'last_join_time', ''),
|
||||
lastQuitAt: stringOr(element, 'last_quit_time', '')
|
||||
})).filter((player) => player.name);
|
||||
}
|
||||
|
||||
/**
|
||||
* 邦国成员列表:`GET /info/unions/{key}/members`。
|
||||
*
|
||||
* 实测字段:`uuid, username, union_id, union_name, role, profession, profession_level,
|
||||
* title, manual_claiming, union_action_cooldown, first_join_time, last_join_time, last_quit_time`
|
||||
*
|
||||
* @param {string|number} key
|
||||
* @returns {Promise<Array<object>>}
|
||||
*/
|
||||
async getUnionMembers(key) {
|
||||
const body = await this._getCachedOrFetch(`info/unions/${encodeURIComponent(String(key))}/members`);
|
||||
if (body === null) return [];
|
||||
return parseArray(body).map((element) => ({
|
||||
name: stringOr(element, 'username', ''),
|
||||
uuid: stringOr(element, 'uuid', ''),
|
||||
role: stringOr(element, 'role', ''),
|
||||
job: stringOr(element, 'profession', ''),
|
||||
jobLevel: intOr(element, 'profession_level', 0),
|
||||
title: stringOr(element, 'title', ''),
|
||||
firstJoinAt: stringOr(element, 'first_join_time', ''),
|
||||
lastJoinAt: stringOr(element, 'last_join_time', ''),
|
||||
lastQuitAt: stringOr(element, 'last_quit_time', '')
|
||||
})).filter((member) => member.name);
|
||||
}
|
||||
|
||||
/**
|
||||
* 邦国已激活(未过期)科技:`GET /info/unions/{key}/tech`。
|
||||
* 实测多数邦国返回空数组(当前没有生效中的科技)。
|
||||
* @param {string|number} key
|
||||
* @returns {Promise<Array<object>>}
|
||||
*/
|
||||
async getUnionTech(key) {
|
||||
const body = await this._getCachedOrFetch(`info/unions/${encodeURIComponent(String(key))}/tech`);
|
||||
if (body === null) return [];
|
||||
return parseArray(body).map((element) => ({
|
||||
name: stringOr(element, 'name', stringOr(element, 'buff_name', stringOr(element, 'tech_name', ''))),
|
||||
effect: stringOr(element, 'effect', stringOr(element, 'description', '')),
|
||||
level: intOr(element, 'level', intOr(element, 'buff_level', 0)),
|
||||
expiresAt: stringOr(element, 'expires_at', stringOr(element, 'expire_at', ''))
|
||||
}));
|
||||
}
|
||||
|
||||
/**
|
||||
* 邦国捐献记录:`GET /info/unions/{key}/contributions?limit=N`。
|
||||
*
|
||||
* **实测响应里只有 `player_uuid`,没有玩家名**;数量可以为负(负数代表支出,
|
||||
* 例如「恢复民心」消耗金锭 / 钻石),并带 `reason` 说明用途。
|
||||
*
|
||||
* @param {string|number} key
|
||||
* @param {number} [limit]
|
||||
* @returns {Promise<Array<object>>}
|
||||
*/
|
||||
async getUnionContributions(key, limit) {
|
||||
const path = `info/unions/${encodeURIComponent(String(key))}/contributions?limit=${normalizeLimit(limit)}`;
|
||||
const body = await this._getCachedOrFetch(path);
|
||||
if (body === null) return [];
|
||||
return parseArray(body).map((element) => ({
|
||||
uuid: stringOr(element, 'player_uuid', stringOr(element, 'uuid', '')),
|
||||
material: stringOr(element, 'material', ''),
|
||||
amount: round4(doubleOr(element, 'amount', 0)),
|
||||
reason: stringOr(element, 'reason', ''),
|
||||
createdAt: stringOr(element, 'contributed_at', stringOr(element, 'created_at', ''))
|
||||
}));
|
||||
}
|
||||
|
||||
/**
|
||||
* 全服玩家表(uuid → 玩家名)。
|
||||
*
|
||||
* 捐献记录只有 UUID,要显示玩家名得查这张表;它数据量大(实测 1600+ 行)但有 5 分钟缓存,
|
||||
* 因此只在确实有未知 UUID 时才懒加载一次。
|
||||
*
|
||||
* @returns {Promise<Map<string, string>>}
|
||||
*/
|
||||
async getPlayerNameMap() {
|
||||
if (this._nameMap) return this._nameMap;
|
||||
const body = await this._getCachedOrFetch('info/players?limit=1000');
|
||||
const map = new Map();
|
||||
if (body !== null) {
|
||||
for (const element of parseArray(body)) {
|
||||
const uuid = stringOr(element, 'uuid', '');
|
||||
const name = stringOr(element, 'username', '');
|
||||
if (uuid && name) map.set(uuid, name);
|
||||
}
|
||||
}
|
||||
this._nameMap = map;
|
||||
return map;
|
||||
}
|
||||
|
||||
/**
|
||||
* 全服生效加成:`GET /info/buffs`。
|
||||
* @returns {Promise<Array<object>>}
|
||||
*/
|
||||
async getBuffs() {
|
||||
const body = await this._getCachedOrFetch('info/buffs');
|
||||
if (body === null) return [];
|
||||
return parseArray(body).map((element) => ({
|
||||
unionId: intOr(element, 'union_id', -1),
|
||||
unionName: stringOr(element, 'union_name', ''),
|
||||
name: stringOr(element, 'name', stringOr(element, 'buff_name', '')),
|
||||
effect: stringOr(element, 'effect', ''),
|
||||
level: intOr(element, 'level', 0),
|
||||
expiresAt: stringOr(element, 'expires_at', '')
|
||||
}));
|
||||
}
|
||||
|
||||
/**
|
||||
* 邦国外交关系:`GET /info/diplomacy`。
|
||||
* 实测字段:`grantor_union_id, grantor_name, grantee_union_id, grantee_name, permission_level`
|
||||
*
|
||||
* @returns {Promise<Array<object>>}
|
||||
*/
|
||||
async getDiplomacy() {
|
||||
const body = await this._getCachedOrFetch('info/diplomacy');
|
||||
if (body === null) return [];
|
||||
return parseArray(body).map((element) => ({
|
||||
grantor: stringOr(element, 'grantor_name', ''),
|
||||
grantee: stringOr(element, 'grantee_name', ''),
|
||||
level: stringOr(element, 'permission_level', stringOr(element, 'level', ''))
|
||||
}));
|
||||
}
|
||||
|
||||
/**
|
||||
* 封禁记录:`GET /info/bans?limit=N`。
|
||||
* 实测字段:`banned_player_name, banned_by_player_name, reason, banned_at, unbanned, unbanned_at`
|
||||
*
|
||||
* @param {number} [limit]
|
||||
* @returns {Promise<Array<object>>}
|
||||
*/
|
||||
async getBans(limit) {
|
||||
const body = await this._getCachedOrFetch(`info/bans?limit=${normalizeLimit(limit)}`);
|
||||
if (body === null) return [];
|
||||
return parseArray(body).map((element) => ({
|
||||
name: stringOr(element, 'banned_player_name', ''),
|
||||
reason: stringOr(element, 'reason', ''),
|
||||
operator: stringOr(element, 'banned_by_player_name', ''),
|
||||
createdAt: stringOr(element, 'banned_at', ''),
|
||||
unbanned: element.unbanned === true,
|
||||
unbannedAt: stringOr(element, 'unbanned_at', '')
|
||||
}));
|
||||
}
|
||||
|
||||
/**
|
||||
* 玩家上下线等日志:`GET /info/logs?limit=N`。
|
||||
* 实测字段:`username, action(JOIN/QUIT), timestamp`
|
||||
*
|
||||
* @param {number} [limit]
|
||||
* @returns {Promise<Array<object>>}
|
||||
*/
|
||||
async getLogs(limit) {
|
||||
const body = await this._getCachedOrFetch(`info/logs?limit=${normalizeLimit(limit)}`);
|
||||
if (body === null) return [];
|
||||
return parseArray(body).map((element) => ({
|
||||
name: stringOr(element, 'username', ''),
|
||||
action: stringOr(element, 'action', ''),
|
||||
detail: stringOr(element, 'detail', ''),
|
||||
createdAt: stringOr(element, 'timestamp', stringOr(element, 'created_at', ''))
|
||||
}));
|
||||
}
|
||||
|
||||
/**
|
||||
* 公告历史:`GET /info/announcements?limit=N`。
|
||||
*
|
||||
* **实测 `message` 是 Minecraft 聊天组件的 JSON 字符串**(带 color / extra 等),
|
||||
* 这里统一提取成纯文本再返回,免得前端拿到一串乱码。
|
||||
*
|
||||
* @param {number} [limit]
|
||||
* @returns {Promise<Array<object>>}
|
||||
*/
|
||||
async getAnnouncements(limit) {
|
||||
const body = await this._getCachedOrFetch(`info/announcements?limit=${normalizeLimit(limit)}`);
|
||||
if (body === null) return [];
|
||||
return parseArray(body).map((element) => ({
|
||||
content: componentToText(stringOr(element, 'message', stringOr(element, 'content', ''))),
|
||||
author: stringOr(element, 'author_name', ''),
|
||||
createdAt: stringOr(element, 'created_at', '')
|
||||
}));
|
||||
}
|
||||
|
||||
/**
|
||||
* 邦国领土的统计摘要(不把几万个区块全丢给前端)。
|
||||
* @param {string|number} key
|
||||
* @returns {Promise<object|null>}
|
||||
*/
|
||||
async getUnionTerritoryStats(key) {
|
||||
const chunks = await this.getUnionTerritory(key);
|
||||
if (chunks.size === 0) return null;
|
||||
let minX = Infinity;
|
||||
let maxX = -Infinity;
|
||||
let minZ = Infinity;
|
||||
let maxZ = -Infinity;
|
||||
let loyaltySum = 0;
|
||||
let loyaltyCount = 0;
|
||||
let earliest = '';
|
||||
let latest = '';
|
||||
for (const chunk of chunks.values()) {
|
||||
if (chunk.x < minX) minX = chunk.x;
|
||||
if (chunk.x > maxX) maxX = chunk.x;
|
||||
if (chunk.z < minZ) minZ = chunk.z;
|
||||
if (chunk.z > maxZ) maxZ = chunk.z;
|
||||
if (chunk.loyalty >= 0) {
|
||||
loyaltySum += chunk.loyalty;
|
||||
loyaltyCount++;
|
||||
}
|
||||
if (chunk.lastClaimedAt) {
|
||||
if (!earliest || chunk.lastClaimedAt < earliest) earliest = chunk.lastClaimedAt;
|
||||
if (!latest || chunk.lastClaimedAt > latest) latest = chunk.lastClaimedAt;
|
||||
}
|
||||
}
|
||||
return {
|
||||
chunkCount: chunks.size,
|
||||
blockArea: chunks.size * 256,
|
||||
bounds: { minX, maxX, minZ, maxZ },
|
||||
avgLoyalty: loyaltyCount > 0 ? Math.round((loyaltySum / loyaltyCount) * 10) / 10 : null,
|
||||
earliestClaimAt: earliest,
|
||||
latestClaimAt: latest
|
||||
};
|
||||
}
|
||||
|
||||
/** @returns {object} 客户端状态快照(供控制台「API 数据」面板展示) */
|
||||
snapshot() {
|
||||
return {
|
||||
baseUrl: this.baseUrl,
|
||||
hasKey: this.hasApiKey(),
|
||||
lastHttpStatus: this._lastHttpStatus,
|
||||
lastError: this._lastError,
|
||||
requestCount: this._requestCount,
|
||||
cacheHits: this._cacheHits,
|
||||
cachedPaths: this.cache.size,
|
||||
cacheTtlMs: this.cacheTtlMs
|
||||
};
|
||||
}
|
||||
|
||||
// ==================== 网络与缓存底层 ====================
|
||||
|
||||
/**
|
||||
@@ -201,12 +488,16 @@ class SimpApiClient {
|
||||
const opts = options || {};
|
||||
const entry = this.cache.get(path);
|
||||
const now = Date.now();
|
||||
if (entry && entry.expiresAt > now) return entry.body;
|
||||
if (entry && entry.expiresAt > now) {
|
||||
this._cacheHits++;
|
||||
return entry.body;
|
||||
}
|
||||
if (!this.hasApiKey()) {
|
||||
this._lastError = '未配置 API Key';
|
||||
return null;
|
||||
}
|
||||
try {
|
||||
this._requestCount++;
|
||||
const response = await this._request(path, { auth: true, timeoutMs: opts.timeoutMs || 30000 });
|
||||
this._lastHttpStatus = response.status;
|
||||
if (response.status === 200) {
|
||||
@@ -252,6 +543,248 @@ class SimpApiClient {
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== API-V2(ServerOpenAPI 插件,独立密钥体系) ====================
|
||||
|
||||
/**
|
||||
* SimpCore API-V2 客户端。
|
||||
*
|
||||
* 官方文档明确说明:**API 与 API-V2 是两套相互独立、互不通用的接口系统**,
|
||||
* 需要在密钥中心分别申请。V2 由 ServerOpenAPI 插件提供,用于查询服务器**实时**状态:
|
||||
*
|
||||
* | 接口 | 说明 | 接口级限速 |
|
||||
* | --- | --- | --- |
|
||||
* | `GET /players` | 在线玩家列表 | 10 QPM |
|
||||
* | `GET /players/{name}/equipment` | 玩家装备与手持物品 | 30 QPM |
|
||||
* | `GET /time` | 游戏内时间 | 10 QPM |
|
||||
* | `GET /dragon` | 末影龙是否存活 | **1 QPM** |
|
||||
*
|
||||
* 因为配额很小(末影龙接口每分钟只能问一次),这里**一律不做自动轮询**,
|
||||
* 只在控制台里按需手动查询,并带 30 秒本地缓存兜底。
|
||||
*/
|
||||
class SimpApiV2Client {
|
||||
/**
|
||||
* @param {import('../util/logger').Logger} [logger]
|
||||
* @param {{baseUrl?: string, cacheTtlMs?: number, fetchImpl?: Function}} [options]
|
||||
*/
|
||||
constructor(logger, options) {
|
||||
const opts = options || {};
|
||||
this.logger = logger || null;
|
||||
this.baseUrl = opts.baseUrl || BASE_URL_V2;
|
||||
this.cacheTtlMs = opts.cacheTtlMs || DEFAULT_CACHE_TTL_V2_MS;
|
||||
/** 可注入的 fetch,便于测试替换 */
|
||||
this.fetchImpl = opts.fetchImpl || globalThis.fetch;
|
||||
this.apiKey = '';
|
||||
this.cache = new Map();
|
||||
this._lastHttpStatus = 0;
|
||||
this._lastError = '';
|
||||
this._requestCount = 0;
|
||||
this._cacheHits = 0;
|
||||
}
|
||||
|
||||
/** @param {string} key */
|
||||
setApiKey(key) {
|
||||
const fresh = key ? key.trim() : '';
|
||||
if (fresh !== this.apiKey) this.cache.clear();
|
||||
this.apiKey = fresh;
|
||||
}
|
||||
|
||||
/** @returns {boolean} */
|
||||
hasApiKey() {
|
||||
return this.apiKey.length > 0;
|
||||
}
|
||||
|
||||
/** @returns {number} */
|
||||
lastHttpStatus() {
|
||||
return this._lastHttpStatus;
|
||||
}
|
||||
|
||||
/** @returns {string} */
|
||||
lastError() {
|
||||
return this._lastError;
|
||||
}
|
||||
|
||||
/**
|
||||
* 在线玩家:`GET /players`。
|
||||
*
|
||||
* 实测响应是**对象**而不是数组:
|
||||
* `{"online":8,"max":5000,"players":[{"name","displayName","uuid","world"}]}`
|
||||
* 注意里面**没有坐标与延迟**,只有所在世界。
|
||||
*
|
||||
* @returns {Promise<{online: number, max: number, players: Array<object>}>}
|
||||
*/
|
||||
async getOnlinePlayers() {
|
||||
const body = await this._getCachedOrFetch('players');
|
||||
const object = body === null ? null : parseObject(body);
|
||||
if (!object) return { online: 0, max: 0, players: [] };
|
||||
const list = Array.isArray(object.players) ? object.players : [];
|
||||
return {
|
||||
online: intOr(object, 'online', list.length),
|
||||
max: intOr(object, 'max', 0),
|
||||
players: list.map((element) => ({
|
||||
name: stringOr(element, 'name', stringOr(element, 'displayName', '')),
|
||||
displayName: stringOr(element, 'displayName', ''),
|
||||
uuid: stringOr(element, 'uuid', ''),
|
||||
world: stringOr(element, 'world', '')
|
||||
})).filter((player) => player.name)
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 玩家装备与手持物品:`GET /players/{name}/equipment`。
|
||||
*
|
||||
* 实测响应:
|
||||
* `{"name","displayName","uuid","equipment":{"mainHand":{...},"offHand":null,"helmet":{...},...}}`
|
||||
* 物品结构为 `{type, key, amount, damage, maxDurability, unbreakable}` ——
|
||||
* 注意 `damage` 是**已损耗值**,剩余耐久要自己算 `maxDurability - damage`。
|
||||
*
|
||||
* @param {string} name
|
||||
* @returns {Promise<object|null>}
|
||||
*/
|
||||
async getPlayerEquipment(name) {
|
||||
const body = await this._getCachedOrFetch(`players/${encodeURIComponent(String(name))}/equipment`);
|
||||
const object = body === null ? null : parseObject(body);
|
||||
if (!object) return null;
|
||||
const equipment = object.equipment || {};
|
||||
return {
|
||||
player: stringOr(object, 'name', String(name)),
|
||||
displayName: stringOr(object, 'displayName', ''),
|
||||
uuid: stringOr(object, 'uuid', ''),
|
||||
mainHand: v2ItemOf(equipment.mainHand),
|
||||
offHand: v2ItemOf(equipment.offHand),
|
||||
helmet: v2ItemOf(equipment.helmet),
|
||||
chestplate: v2ItemOf(equipment.chestplate),
|
||||
leggings: v2ItemOf(equipment.leggings),
|
||||
boots: v2ItemOf(equipment.boots)
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 游戏内时间:`GET /time`。
|
||||
*
|
||||
* 实测响应:`{"world":"world","tick":10085,"phase":"DAY","time12":"04:05 PM","time24":"16:05"}`
|
||||
* —— 服务端已经把时刻算好了,不需要客户端再用 tick 换算。
|
||||
*
|
||||
* @returns {Promise<object|null>}
|
||||
*/
|
||||
async getGameTime() {
|
||||
const body = await this._getCachedOrFetch('time');
|
||||
const object = body === null ? null : parseObject(body);
|
||||
if (!object) return null;
|
||||
return {
|
||||
world: stringOr(object, 'world', ''),
|
||||
tick: longOr(object, 'tick', 0),
|
||||
phase: stringOr(object, 'phase', ''),
|
||||
time12: stringOr(object, 'time12', ''),
|
||||
time24: stringOr(object, 'time24', '')
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 末影龙状态:`GET /dragon`。
|
||||
*
|
||||
* 实测响应:`{"dragonAlive":false,"world":"world_the_end"}`。
|
||||
* **该接口限速 1 次/分钟**,超限返回 429 并带 `retryAfterSeconds`。
|
||||
*
|
||||
* @returns {Promise<object|null>}
|
||||
*/
|
||||
async getDragon() {
|
||||
const body = await this._getCachedOrFetch('dragon');
|
||||
const object = body === null ? null : parseObject(body);
|
||||
if (!object) return null;
|
||||
return {
|
||||
alive: object.dragonAlive === true,
|
||||
world: stringOr(object, 'world', '')
|
||||
};
|
||||
}
|
||||
|
||||
/** @returns {object} 状态快照 */
|
||||
snapshot() {
|
||||
return {
|
||||
baseUrl: this.baseUrl,
|
||||
hasKey: this.hasApiKey(),
|
||||
lastHttpStatus: this._lastHttpStatus,
|
||||
lastError: this._lastError,
|
||||
requestCount: this._requestCount,
|
||||
cacheHits: this._cacheHits,
|
||||
cachedPaths: this.cache.size,
|
||||
cacheTtlMs: this.cacheTtlMs
|
||||
};
|
||||
}
|
||||
|
||||
/** 与 v1 相同的「缓存优先 + 鉴权 + 错误归类」逻辑 */
|
||||
async _getCachedOrFetch(path) {
|
||||
const entry = this.cache.get(path);
|
||||
const now = Date.now();
|
||||
if (entry && entry.expiresAt > now) {
|
||||
this._cacheHits++;
|
||||
return entry.body;
|
||||
}
|
||||
if (!this.hasApiKey()) {
|
||||
this._lastError = '未配置 API-V2 Key';
|
||||
return null;
|
||||
}
|
||||
const controller = new AbortController();
|
||||
const timer = setTimeout(() => controller.abort(), 20000);
|
||||
try {
|
||||
this._requestCount++;
|
||||
const response = await this.fetchImpl(this.baseUrl + path, {
|
||||
headers: { 'User-Agent': 'AutoStore-Node/1.0', Authorization: 'Bearer ' + this.apiKey },
|
||||
signal: controller.signal
|
||||
});
|
||||
const text = await response.text();
|
||||
this._lastHttpStatus = response.status;
|
||||
if (response.status === 200) {
|
||||
this.cache.set(path, { body: text, expiresAt: now + this.cacheTtlMs });
|
||||
this._lastError = '';
|
||||
return text;
|
||||
}
|
||||
if (response.status === 401) {
|
||||
this._lastError = 'API-V2 Key 无效(401)——注意 V2 需要单独申请密钥';
|
||||
this.cache.clear();
|
||||
} else if (response.status === 429) {
|
||||
// 服务端会带 retryAfterSeconds,直接告诉用户还要等多久,比「稍后重试」有用得多
|
||||
const wait = intOr(parseObject(text) || {}, 'retryAfterSeconds', -1);
|
||||
this._lastError = '触发限流(429)'
|
||||
+ (wait > 0 ? `:还需等待 ${wait} 秒` : '')
|
||||
+ '。V2 接口配额很小(末影龙仅 1 次/分钟)';
|
||||
} else {
|
||||
const detail = parseObject(text);
|
||||
this._lastError = detail && detail.error ? String(detail.error) : 'HTTP ' + response.status;
|
||||
}
|
||||
} catch (err) {
|
||||
this._lastError = err && err.message ? err.message : String(err);
|
||||
} finally {
|
||||
clearTimeout(timer);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 解析 API-V2 的物品对象。
|
||||
*
|
||||
* 实测结构:`{type, key, amount, damage, maxDurability, unbreakable}`。
|
||||
* `damage` 是**已损耗值**而不是剩余耐久,所以这里同时给出两者,
|
||||
* 免得界面上把「损耗 157」显示成「剩余 157」。
|
||||
*
|
||||
* @param {object|null} item
|
||||
* @returns {object|null}
|
||||
*/
|
||||
function v2ItemOf(item) {
|
||||
if (!item || typeof item !== 'object') return null;
|
||||
const maxDurability = intOr(item, 'maxDurability', 0);
|
||||
const damage = intOr(item, 'damage', 0);
|
||||
return {
|
||||
type: stringOr(item, 'type', ''),
|
||||
key: stringOr(item, 'key', ''),
|
||||
amount: intOr(item, 'amount', 1),
|
||||
damage,
|
||||
maxDurability,
|
||||
remainingDurability: maxDurability > 0 ? Math.max(0, maxDurability - damage) : -1,
|
||||
unbreakable: item.unbreakable === true
|
||||
};
|
||||
}
|
||||
|
||||
// ==================== JSON 解析(字段名以实测响应为准) ====================
|
||||
|
||||
/**
|
||||
@@ -263,8 +796,8 @@ function parseUnionSummary(element) {
|
||||
if (!element || typeof element !== 'object') return null;
|
||||
const name = stringOr(element, 'name', '');
|
||||
if (!name) return null;
|
||||
const capitalX = doubleOr(element, 'capital_x', Number.NaN);
|
||||
const capitalZ = doubleOr(element, 'capital_z', Number.NaN);
|
||||
const capitalX = optionalNumber(element, 'capital_x');
|
||||
const capitalZ = optionalNumber(element, 'capital_z');
|
||||
return {
|
||||
id: intOr(element, 'id', -1),
|
||||
name,
|
||||
@@ -273,12 +806,30 @@ function parseUnionSummary(element) {
|
||||
chunkCount: intOr(element, 'territory_chunk_count', 0),
|
||||
blockArea: longOr(element, 'territory_block_area', 0),
|
||||
specialOutput: stringOr(element, 'special_output_material', ''),
|
||||
capital: Number.isNaN(capitalX) || Number.isNaN(capitalZ)
|
||||
// 王城坐标可能为 null(文档明确「空值输出 null」),此时不能换算成 (0,0) 假装有效
|
||||
capital: capitalX === null || capitalZ === null
|
||||
? null
|
||||
: chunkPos.fromBlock(Math.floor(capitalX), Math.floor(capitalZ))
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* 取一个可能为 null 的数值字段。
|
||||
*
|
||||
* 直接用 `Number(null)` 会得到 0,把「没有王城」误判成「王城在 (0,0)」——
|
||||
* 而 (0,0) 正好是世界原点,看起来完全像个合法坐标,排查起来很坑。
|
||||
*
|
||||
* @param {object} object
|
||||
* @param {string} key
|
||||
* @returns {number|null}
|
||||
*/
|
||||
function optionalNumber(object, key) {
|
||||
const value = object[key];
|
||||
if (value === undefined || value === null || value === '') return null;
|
||||
const n = Number(value);
|
||||
return Number.isFinite(n) ? n : null;
|
||||
}
|
||||
|
||||
/**
|
||||
* 解析领土区块。实测字段:`id, x, z, union_id, union_name, last_claimed_at, loyalty`
|
||||
*/
|
||||
@@ -338,10 +889,65 @@ function doubleOr(object, key, fallback) {
|
||||
return Number.isFinite(value) ? value : fallback;
|
||||
}
|
||||
|
||||
/**
|
||||
* 把 Minecraft 聊天组件提取成纯文本。
|
||||
*
|
||||
* 公告接口返回的 `message` 是组件 JSON(形如 `{"color":"gold","extra":[{"text":"公告: "}, ...]}`),
|
||||
* 直接显示会是一串带转义符的 JSON,必须先压平。
|
||||
*
|
||||
* @param {string} raw
|
||||
* @returns {string}
|
||||
*/
|
||||
function componentToText(raw) {
|
||||
const text = String(raw || '');
|
||||
if (!text) return '';
|
||||
const walk = (value) => {
|
||||
if (typeof value === 'string') return value;
|
||||
if (Array.isArray(value)) return value.map(walk).join('');
|
||||
if (value && typeof value === 'object') {
|
||||
const parts = [];
|
||||
if (typeof value.text === 'string') parts.push(value.text);
|
||||
if (value.translate && typeof value.translate === 'string') parts.push(value.translate);
|
||||
for (const key of ['extra', 'with', 'children']) {
|
||||
if (value[key] !== undefined) parts.push(walk(value[key]));
|
||||
}
|
||||
return parts.join('');
|
||||
}
|
||||
return '';
|
||||
};
|
||||
// 先尝试按 JSON 解析(公告字段是 JSON 字符串,不是对象)
|
||||
try {
|
||||
return walk(JSON.parse(text));
|
||||
} catch {
|
||||
return text;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 把 limit 参数钳制到 1..1000(文档默认 100)。
|
||||
* @param {*} value
|
||||
* @returns {number}
|
||||
*/
|
||||
function normalizeLimit(value) {
|
||||
const n = Number(value);
|
||||
if (!Number.isFinite(n)) return 100;
|
||||
return Math.min(1000, Math.max(1, Math.trunc(n)));
|
||||
}
|
||||
|
||||
/** 保留 4 位小数,避免捐献数量出现 -0.5520000000000004 这种浮点尾巴 */
|
||||
function round4(value) {
|
||||
return Math.round(value * 10000) / 10000;
|
||||
}
|
||||
|
||||
module.exports = {
|
||||
SimpApiClient,
|
||||
SimpApiV2Client,
|
||||
BASE_URL,
|
||||
BASE_URL_V2,
|
||||
DEFAULT_CACHE_TTL_MS,
|
||||
DEFAULT_CACHE_TTL_V2_MS,
|
||||
parseUnionSummary,
|
||||
parseTerritoryChunk
|
||||
parseTerritoryChunk,
|
||||
normalizeLimit,
|
||||
componentToText
|
||||
};
|
||||
|
||||
@@ -0,0 +1,160 @@
|
||||
'use strict';
|
||||
|
||||
const chunkPos = require('./chunkPos');
|
||||
|
||||
/**
|
||||
* 目标区块租约表(多机器人协调用)。
|
||||
*
|
||||
* 背景(TODO.md 4.3):领土模型是全局共享的,但「谁要去占哪一块」只存在各机器人
|
||||
* 自己的队列里,彼此看不见 —— 多个机器人同时扩地时很容易撞在同一批候选区块上:
|
||||
* 两个机器人同时跑到同一区块、只有一个能开垦成功,另一半时间全白花。
|
||||
*
|
||||
* 这里给「目标区块」加一张带租约的占用表:
|
||||
* - **抢占**:`tryAcquire` 是「检查 + 写入」的原子操作,谁先抢到谁去;
|
||||
* - **租约**:占用有有效期(默认 3 分钟),持有者持续续租;机器人掉线 / 卡死时
|
||||
* 租约到期自动失效,区块不会被永久锁死;
|
||||
* - **释放**:开垦成功 / 放弃目标 / 停止任务时主动释放,其他机器人立刻可用。
|
||||
*
|
||||
* 同一 Node 进程内管理所有机器人,因此不需要真正的分布式锁,
|
||||
* 一张内存表就足以覆盖「同进程多机器人」这个实际场景。
|
||||
*/
|
||||
|
||||
/** 默认租约时长(毫秒) */
|
||||
const DEFAULT_TTL_MS = 180000;
|
||||
|
||||
class TargetLeaseTable {
|
||||
/**
|
||||
* @param {{ttlMs?: number}} [options]
|
||||
*/
|
||||
constructor(options) {
|
||||
const opts = options || {};
|
||||
this.ttlMs = Number.isFinite(opts.ttlMs) && opts.ttlMs > 0 ? opts.ttlMs : DEFAULT_TTL_MS;
|
||||
/** @type {Map<string, {botId: string, expiresAt: number, acquiredAt: number}>} */
|
||||
this._leases = new Map();
|
||||
}
|
||||
|
||||
/**
|
||||
* 尝试占用一个区块(同一个机器人可重复占用 / 续租)。
|
||||
*
|
||||
* @param {{x: number, z: number}} chunk
|
||||
* @param {string} botId
|
||||
* @param {number} [ttlMs] 本次租约时长,缺省取表上的 ttlMs
|
||||
* @returns {boolean} 是否占用成功(已被其他机器人占用时返回 false)
|
||||
*/
|
||||
tryAcquire(chunk, botId, ttlMs) {
|
||||
if (!chunk) return false;
|
||||
const key = chunkPos.key(chunk.x, chunk.z);
|
||||
const now = Date.now();
|
||||
const existing = this._leases.get(key);
|
||||
if (existing && existing.expiresAt > now && existing.botId !== botId) return false;
|
||||
const ttl = Number.isFinite(ttlMs) && ttlMs > 0 ? ttlMs : this.ttlMs;
|
||||
this._leases.set(key, {
|
||||
botId,
|
||||
expiresAt: now + ttl,
|
||||
acquiredAt: existing && existing.botId === botId ? existing.acquiredAt : now
|
||||
});
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 续租(只有当前持有者能续)。
|
||||
* @param {{x: number, z: number}} chunk
|
||||
* @param {string} botId
|
||||
* @param {number} [ttlMs]
|
||||
* @returns {boolean} 是否续租成功
|
||||
*/
|
||||
renew(chunk, botId, ttlMs) {
|
||||
if (!chunk) return false;
|
||||
const key = chunkPos.key(chunk.x, chunk.z);
|
||||
const existing = this._leases.get(key);
|
||||
if (!existing || existing.botId !== botId) return false;
|
||||
const ttl = Number.isFinite(ttlMs) && ttlMs > 0 ? ttlMs : this.ttlMs;
|
||||
existing.expiresAt = Date.now() + ttl;
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 释放占用(只有当前持有者能释放;已过期的占用直接清掉)。
|
||||
* @param {{x: number, z: number}} chunk
|
||||
* @param {string} botId
|
||||
* @returns {boolean} 是否释放了一个占用
|
||||
*/
|
||||
release(chunk, botId) {
|
||||
if (!chunk) return false;
|
||||
const key = chunkPos.key(chunk.x, chunk.z);
|
||||
const existing = this._leases.get(key);
|
||||
if (!existing) return false;
|
||||
if (existing.botId !== botId) return false;
|
||||
this._leases.delete(key);
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* 释放某个机器人的全部占用(停止任务 / 断线 / 退出时调用)。
|
||||
* @param {string} botId
|
||||
* @returns {number} 释放的数量
|
||||
*/
|
||||
releaseAll(botId) {
|
||||
let released = 0;
|
||||
for (const [key, lease] of this._leases) {
|
||||
if (lease.botId === botId) {
|
||||
this._leases.delete(key);
|
||||
released++;
|
||||
}
|
||||
}
|
||||
return released;
|
||||
}
|
||||
|
||||
/**
|
||||
* 区块是否被**其他**机器人占用(已过期的占用视为空闲,顺手清理)。
|
||||
* @param {{x: number, z: number}} chunk
|
||||
* @param {string} botId 自己
|
||||
* @returns {boolean}
|
||||
*/
|
||||
isLeasedByOther(chunk, botId) {
|
||||
if (!chunk) return false;
|
||||
const key = chunkPos.key(chunk.x, chunk.z);
|
||||
const lease = this._leases.get(key);
|
||||
if (!lease) return false;
|
||||
if (lease.expiresAt <= Date.now()) {
|
||||
this._leases.delete(key);
|
||||
return false;
|
||||
}
|
||||
return lease.botId !== botId;
|
||||
}
|
||||
|
||||
/**
|
||||
* 清理过期租约。
|
||||
* @returns {number} 清理掉的数量
|
||||
*/
|
||||
sweep() {
|
||||
const now = Date.now();
|
||||
let removed = 0;
|
||||
for (const [key, lease] of this._leases) {
|
||||
if (lease.expiresAt <= now) {
|
||||
this._leases.delete(key);
|
||||
removed++;
|
||||
}
|
||||
}
|
||||
return removed;
|
||||
}
|
||||
|
||||
/** @returns {number} 当前有效占用数量 */
|
||||
get size() {
|
||||
this.sweep();
|
||||
return this._leases.size;
|
||||
}
|
||||
|
||||
/** @returns {Array<{chunk: string, botId: string, remainingMs: number}>} 供控制台展示 */
|
||||
snapshot() {
|
||||
const now = Date.now();
|
||||
const rows = [];
|
||||
for (const [key, lease] of this._leases) {
|
||||
if (lease.expiresAt <= now) continue;
|
||||
rows.push({ chunk: key, botId: lease.botId, remainingMs: lease.expiresAt - now });
|
||||
}
|
||||
return rows;
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = { TargetLeaseTable, DEFAULT_TTL_MS };
|
||||
@@ -4,7 +4,7 @@ const crypto = require('crypto');
|
||||
|
||||
const chunkPos = require('./chunkPos');
|
||||
const { TerritoryModel } = require('./territoryModel');
|
||||
const { SimpApiClient } = require('./simpApiClient');
|
||||
const { SimpApiClient, SimpApiV2Client } = require('./simpApiClient');
|
||||
|
||||
/**
|
||||
* 领土数据服务:定时从远程地图服务拉取邦国领土数据(Dynmap markers.json),
|
||||
@@ -71,6 +71,13 @@ class TerritoryDataService {
|
||||
|
||||
/** @type {SimpApiClient} SimpCore 开放 API 客户端(第四占领判定数据源) */
|
||||
this.apiClient = new SimpApiClient(logger);
|
||||
/**
|
||||
* @type {SimpApiV2Client} SimpCore API-V2 客户端(实时状态查询)
|
||||
*
|
||||
* 与上面那套是**互相独立的两套密钥体系**,所以单独一个实例、单独一个 Key。
|
||||
* 只在控制台按需查询,不参与自动轮询。
|
||||
*/
|
||||
this.apiV2Client = new SimpApiV2Client(logger);
|
||||
/** API 最近一次成功拉取的 邦国名 → 区块键集合 */
|
||||
this.apiTerritory = new Map();
|
||||
/** API 最近一次成功拉取的 邦国名 → 王城区块 */
|
||||
@@ -79,6 +86,8 @@ class TerritoryDataService {
|
||||
this.lastApiSuccessMillis = 0;
|
||||
/** API 轮询间隔(秒);0 表示未启用 */
|
||||
this._apiPollIntervalSeconds = 0;
|
||||
/** API-V2 是否启用 */
|
||||
this.apiV2Enabled = false;
|
||||
|
||||
this._refreshTimer = null;
|
||||
this._apiTimer = null;
|
||||
@@ -134,6 +143,25 @@ class TerritoryDataService {
|
||||
this._rescheduleApi();
|
||||
}
|
||||
|
||||
/**
|
||||
* 配置 API-V2(ServerOpenAPI)。
|
||||
*
|
||||
* V2 的接口级配额极小(末影龙 1 次/分钟),因此**只设置 Key,不做任何自动轮询**,
|
||||
* 全部由控制台按需触发。
|
||||
*
|
||||
* @param {boolean} enabled
|
||||
* @param {string} apiKey
|
||||
*/
|
||||
applyApiV2Config(enabled, apiKey) {
|
||||
this.apiV2Enabled = !!enabled && !!(apiKey && apiKey.trim());
|
||||
this.apiV2Client.setApiKey(this.apiV2Enabled ? apiKey : '');
|
||||
}
|
||||
|
||||
/** @returns {boolean} API-V2 是否已启用(开关打开且配了 Key) */
|
||||
isApiV2Enabled() {
|
||||
return this.apiV2Enabled === true && this.apiV2Client.hasApiKey();
|
||||
}
|
||||
|
||||
/** 按 _apiPollIntervalSeconds 重新调度 API 轮询(≤0 表示停用) */
|
||||
_rescheduleApi() {
|
||||
if (this._apiTimer) clearInterval(this._apiTimer);
|
||||
@@ -367,10 +395,11 @@ class TerritoryDataService {
|
||||
/**
|
||||
* 记录一次会话内新占领的区块。
|
||||
* @param {{x: number, z: number}} chunk
|
||||
* @param {string} [stateName] 归属邦国名(多机器人各自记录时使用)
|
||||
*/
|
||||
addSessionClaim(chunk) {
|
||||
addSessionClaim(chunk, stateName) {
|
||||
this.sessionClaimTimes.set(chunkPos.key(chunk.x, chunk.z), Date.now());
|
||||
this.model.addSessionClaim(chunk);
|
||||
this.model.addSessionClaim(chunk, stateName);
|
||||
}
|
||||
|
||||
/** @returns {object} 数据源状态快照(供 Web 控制台展示) */
|
||||
@@ -389,7 +418,29 @@ class TerritoryDataService {
|
||||
apiLastSuccessMillis: this.lastApiSuccessMillis,
|
||||
apiError: this.apiClient.lastError(),
|
||||
apiHttpStatus: this.apiClient.lastHttpStatus(),
|
||||
apiTerritoryCount: this.apiTerritory.size
|
||||
apiTerritoryCount: this.apiTerritory.size,
|
||||
apiV2Enabled: this.isApiV2Enabled(),
|
||||
apiV2Error: this.apiV2Client.lastError(),
|
||||
apiV2HttpStatus: this.apiV2Client.lastHttpStatus()
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* API 相关状态快照(供控制台「API 数据」面板展示用量与配额情况)。
|
||||
* @returns {object}
|
||||
*/
|
||||
apiSnapshot() {
|
||||
return {
|
||||
v1: Object.assign(this.apiClient.snapshot(), {
|
||||
enabled: this.isApiEnabled(),
|
||||
pollIntervalSeconds: this._apiPollIntervalSeconds,
|
||||
lastSuccessMillis: this.lastApiSuccessMillis,
|
||||
territoryUnions: this.apiTerritory.size,
|
||||
capitalUnions: this.apiCapitals.size
|
||||
}),
|
||||
v2: Object.assign(this.apiV2Client.snapshot(), { enabled: this.isApiV2Enabled() }),
|
||||
/** 官方文档说明:API 与 API-V2 是两套独立、互不通用的密钥体系 */
|
||||
note: 'API 与 API-V2 是两套独立密钥体系,需在密钥中心分别申请;列表类接口支持 limit,响应带最多 1 小时缓存延迟'
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -428,13 +479,15 @@ function parseMarkers(json) {
|
||||
const claimColors = new Map();
|
||||
/** @type {Map<string, {x: number, z: number}>} */
|
||||
const capitals = new Map();
|
||||
/** @type {Map<string, number[][]>} 邦国名 → 扁平多边形列表(大地图直接绘制用) */
|
||||
const claimPolygons = new Map();
|
||||
|
||||
for (const layer of root) {
|
||||
if (!layer || typeof layer !== 'object') continue;
|
||||
const markers = layer.markers;
|
||||
if (!Array.isArray(markers)) continue;
|
||||
if (layer.id === 'union_claims') {
|
||||
for (const marker of markers) parseClaimMarker(marker, claims, claimColors);
|
||||
for (const marker of markers) parseClaimMarker(marker, claims, claimColors, claimPolygons);
|
||||
} else if (layer.id === 'union_capitals') {
|
||||
for (const marker of markers) parseCapitalMarker(marker, capitals);
|
||||
}
|
||||
@@ -448,7 +501,13 @@ function parseMarkers(json) {
|
||||
capital = first.done ? { x: 0, z: 0 } : chunkPos.decode(first.value);
|
||||
}
|
||||
const color = claimColors.has(name) ? claimColors.get(name) : DEFAULT_COLOR;
|
||||
states.set(name, { name, capital, chunks: chunkKeys, color });
|
||||
states.set(name, {
|
||||
name,
|
||||
capital,
|
||||
chunks: chunkKeys,
|
||||
color,
|
||||
polygons: claimPolygons.get(name) || []
|
||||
});
|
||||
}
|
||||
return new TerritoryModel(states);
|
||||
}
|
||||
@@ -456,8 +515,11 @@ function parseMarkers(json) {
|
||||
/**
|
||||
* 解析一个领土多边形 marker:从弹窗文本提取邦国名,
|
||||
* 将多边形覆盖的区块按 even-odd 规则填充进该邦国的区块集合,并记录颜色。
|
||||
*
|
||||
* 同时把原始多边形(方块坐标,扁平为 `[x1, z1, x2, z2, ...]`)保留下来,
|
||||
* 供大地图按几何直接绘制——低缩放级别下逐个区块画矩形既慢又糊。
|
||||
*/
|
||||
function parseClaimMarker(marker, claims, colors) {
|
||||
function parseClaimMarker(marker, claims, colors, polygons) {
|
||||
if (!marker || typeof marker !== 'object') return;
|
||||
const popup = typeof marker.popup === 'string' ? marker.popup : '';
|
||||
const matcher = CLAIM_PATTERN.exec(popup);
|
||||
@@ -471,12 +533,36 @@ function parseClaimMarker(marker, claims, colors) {
|
||||
}
|
||||
// 一个 marker 的多个多边形遵循 dynmap 的 even-odd 填充规则:
|
||||
// 外圈为正,内圈多边形(国中飞地的边界)作为孔洞被减去,而非作为独立领土并集填充。
|
||||
fillPolygonEvenOdd(chunks, extractPolygons(marker.points));
|
||||
const extracted = extractPolygons(marker.points);
|
||||
fillPolygonEvenOdd(chunks, extracted);
|
||||
if (polygons) {
|
||||
let list = polygons.get(name);
|
||||
if (!list) {
|
||||
list = [];
|
||||
polygons.set(name, list);
|
||||
}
|
||||
for (const polygon of extracted) list.push(flattenPolygon(polygon));
|
||||
}
|
||||
if (!colors.has(name)) {
|
||||
colors.set(name, parseColor(typeof marker.color === 'string' ? marker.color : '#75bd20'));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 把多边形压平成 `[x1, z1, x2, z2, ...]`,减少 JSON 体积与对象开销。
|
||||
* @param {Array<[number, number]>} polygon
|
||||
* @returns {number[]}
|
||||
*/
|
||||
function flattenPolygon(polygon) {
|
||||
const flat = new Array(polygon.length * 2);
|
||||
let i = 0;
|
||||
for (const point of polygon) {
|
||||
flat[i++] = point[0];
|
||||
flat[i++] = point[1];
|
||||
}
|
||||
return flat;
|
||||
}
|
||||
|
||||
/** 解析一个王城 marker:从弹窗文本提取邦国名,记录王城的区块坐标 */
|
||||
function parseCapitalMarker(marker, capitals) {
|
||||
if (!marker || typeof marker !== 'object') return;
|
||||
@@ -613,6 +699,7 @@ module.exports = {
|
||||
fillPolygonEvenOdd,
|
||||
pointInPolygon,
|
||||
extractPolygons,
|
||||
flattenPolygon,
|
||||
parseColor,
|
||||
buildMarkersUrl,
|
||||
CLAIM_CONFIRM_GRACE_MS,
|
||||
|
||||
+41
-7
@@ -19,10 +19,12 @@ const API_DEFAULT_COLOR = 0xff43de;
|
||||
|
||||
class TerritoryModel {
|
||||
/**
|
||||
* @param {Map<string, {name: string, capital: {x: number, z: number}|null, chunks: Set<number>, color: number}>} [states]
|
||||
* @param {Map<string, {name: string, capital: {x: number, z: number}|null, chunks: Set<number>, color: number, polygons?: number[][]}>} [states]
|
||||
*/
|
||||
constructor(states) {
|
||||
/** @type {Map<string, {name: string, capital: {x: number, z: number}|null, chunks: Set<number>, color: number}>} */
|
||||
/**
|
||||
* @type {Map<string, {name: string, capital: {x: number, z: number}|null, chunks: Set<number>, color: number, polygons?: number[][]}>}
|
||||
*/
|
||||
this.states = new Map(states || []);
|
||||
/** @type {Set<number>} 所有邦国已占领区块的并集 */
|
||||
this.allClaimed = new Set();
|
||||
@@ -126,7 +128,36 @@ class TerritoryModel {
|
||||
|
||||
/** @returns {Set<number>} 己方邦国的飞地(疏漏区块);未选择邦国时为空集 */
|
||||
selfFlyingChunks() {
|
||||
return this._flyingByStateMap().get(this.selfStateName) || EMPTY_SET;
|
||||
return this.flyingChunksOf(this.selfStateName);
|
||||
}
|
||||
|
||||
/**
|
||||
* 指定邦国的飞地(疏漏区块)。
|
||||
*
|
||||
* 多机器人场景下每个机器人可能在不同邦国,因此不能只依赖全局的 selfStateName,
|
||||
* 必须支持按邦国名查询。
|
||||
*
|
||||
* @param {string} name 邦国名
|
||||
* @returns {Set<number>}
|
||||
*/
|
||||
flyingChunksOf(name) {
|
||||
if (!name) return EMPTY_SET;
|
||||
return this._flyingByStateMap().get(name) || EMPTY_SET;
|
||||
}
|
||||
|
||||
/**
|
||||
* 取「己方」区块集合:指定邦国领土 ∪ 会话新占领区块。
|
||||
*
|
||||
* @param {string} name 邦国名
|
||||
* @returns {Set<number>} 新区块集合(调用方可安全修改)
|
||||
*/
|
||||
ownChunksOf(name) {
|
||||
const result = new Set(this.sessionClaims);
|
||||
const state = name ? this.states.get(name) : null;
|
||||
if (state) {
|
||||
for (const k of state.chunks) result.add(k);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/** @returns {Map<string, Set<number>>} 各邦国飞地区块(懒计算并缓存) */
|
||||
@@ -176,14 +207,16 @@ class TerritoryModel {
|
||||
/**
|
||||
* 记录一次会话内新占领的区块:加入会话集合与全局已占领集合,
|
||||
* 并同步更新己方邦国的区块集合。
|
||||
*
|
||||
* @param {{x: number, z: number}} chunk
|
||||
* @param {string} [stateName] 归属邦国名;缺省时使用全局 selfStateName
|
||||
*/
|
||||
addSessionClaim(chunk) {
|
||||
addSessionClaim(chunk, stateName) {
|
||||
const k = chunkPos.key(chunk.x, chunk.z);
|
||||
this.sessionClaims.add(k);
|
||||
this.allClaimed.add(k);
|
||||
this._invalidateFlying();
|
||||
const self = this.states.get(this.selfStateName);
|
||||
const self = this.states.get(stateName || this.selfStateName);
|
||||
if (self) {
|
||||
self.chunks.add(k);
|
||||
}
|
||||
@@ -224,7 +257,7 @@ class TerritoryModel {
|
||||
const first = chunks.values().next();
|
||||
capital = first.done ? { x: 0, z: 0 } : chunkPos.decode(first.value);
|
||||
}
|
||||
rebuilt.set(name, { name, capital, chunks, color });
|
||||
rebuilt.set(name, { name, capital, chunks, color, polygons: [] });
|
||||
} else {
|
||||
const chunks = new Set(existing.chunks);
|
||||
for (const k of chunkKeys) chunks.add(k);
|
||||
@@ -232,7 +265,8 @@ class TerritoryModel {
|
||||
if (apiCapital && (!capital || (capital.x === 0 && capital.z === 0))) {
|
||||
capital = apiCapital;
|
||||
}
|
||||
rebuilt.set(name, { name, capital, chunks, color: existing.color });
|
||||
// 多边形是 Dynmap 独有的原始几何,API 合并时原样保留(大地图绘制用)
|
||||
rebuilt.set(name, { name, capital, chunks, color: existing.color, polygons: existing.polygons || [] });
|
||||
}
|
||||
}
|
||||
// 未被 API 覆盖的邦国原样保留
|
||||
|
||||
+106
-31
@@ -7,30 +7,31 @@ require('dotenv').config({ path: path.join(__dirname, '..', '.env') });
|
||||
const chalk = require('chalk');
|
||||
|
||||
const { ConfigStore } = require('./config/configStore');
|
||||
const { BotStore, BotCredentialStore } = require('./config/botStore');
|
||||
const { parseBotsFromEnv } = require('./config/botsConfig');
|
||||
const { normalizeConfig } = require('./config/expansionConfig');
|
||||
const { Logger } = require('./util/logger');
|
||||
const { BotManager } = require('./bot/botManager');
|
||||
const { BotPool } = require('./bot/botPool');
|
||||
const { TerritoryDataService } = require('./core/territoryDataService');
|
||||
const { ExpansionController } = require('./controller/expansionController');
|
||||
const { ExpansionLog } = require('./core/expansionLog');
|
||||
const { ChatLog } = require('./core/chatLog');
|
||||
const { BigMapService } = require('./core/bigMapService');
|
||||
const { Notifier } = require('./core/notifier');
|
||||
const { WebConsole } = require('./web/server');
|
||||
|
||||
/** 控制器 tick 间隔(毫秒),50ms ≈ 20 TPS */
|
||||
const TICK_INTERVAL_MS = 50;
|
||||
/** 启动时等待机器人进入世界的上限(毫秒),超时后大地图退回以世界原点为中心 */
|
||||
const WAIT_FOR_BOT_MS = 60000;
|
||||
|
||||
async function main() {
|
||||
const logger = new Logger({ echo: true });
|
||||
logger.log(chalk.bold('==== AutoStore Bot 启动 ===='));
|
||||
|
||||
// ==================== 连接参数(全部来自环境变量,密钥不落代码) ====================
|
||||
const connection = {
|
||||
host: process.env.MC_HOST || 'bgjq.simpfun.cn',
|
||||
port: Number.parseInt(process.env.MC_PORT || '25565', 10),
|
||||
username: process.env.MC_USERNAME || 'AutoStoreBot',
|
||||
version: process.env.MC_VERSION || '1.21.4',
|
||||
auth: process.env.MC_AUTH || 'offline',
|
||||
password: process.env.MC_PASSWORD || ''
|
||||
};
|
||||
if (!Number.isFinite(connection.port) || connection.port <= 0) connection.port = 25565;
|
||||
const dataDir = path.join(__dirname, '..', 'data');
|
||||
|
||||
// ==================== 机器人凭据(全部来自环境变量,密钥不落代码 / 不落配置文件) ====================
|
||||
const connections = parseBotsFromEnv(process.env);
|
||||
|
||||
// ==================== 配置 ====================
|
||||
const configStore = new ConfigStore();
|
||||
@@ -38,29 +39,58 @@ async function main() {
|
||||
config = normalizeConfig(config, config);
|
||||
// 环境变量里的 API Key 作为兜底(配置文件为空时)
|
||||
if (!config.apiKey && process.env.SIMP_API_KEY) config.apiKey = process.env.SIMP_API_KEY.trim();
|
||||
// API-V2 是独立的一套密钥体系,单独兜底
|
||||
if (!config.apiV2Key && process.env.SIMP_API_V2_KEY) {
|
||||
config.apiV2Key = process.env.SIMP_API_V2_KEY.trim();
|
||||
config.apiV2Enabled = true;
|
||||
}
|
||||
|
||||
logger.log(`配置文件:${configStore.filePath}`);
|
||||
logger.log(`服务器:${connection.host}:${connection.port} / ${connection.username} / ${connection.version} / ${connection.auth}`);
|
||||
|
||||
// ==================== 各模块 ====================
|
||||
const botManager = new BotManager(connection, config, logger);
|
||||
const expansionLog = new ExpansionLog({ filePath: path.join(dataDir, 'expansion-log.jsonl'), logger });
|
||||
const chatLog = new ChatLog({ dir: path.join(dataDir, 'chat'), logger });
|
||||
const dataService = new TerritoryDataService(config, logger);
|
||||
const controller = new ExpansionController({ botManager, dataService, logger });
|
||||
|
||||
// 寻路事件转发给控制器(与 Baritone 的 PathEvent 语义一致)
|
||||
botManager.on('modulesReady', () => {
|
||||
if (botManager.pathing) {
|
||||
botManager.pathing.onPathEvent = (event, detail) => controller.onPathEvent(event, detail);
|
||||
}
|
||||
const bigMap = new BigMapService(config, logger, {
|
||||
baseUrl: process.env.DYNMAP_BASE,
|
||||
world: config.bigMap.world || process.env.DYNMAP_WORLD,
|
||||
cacheDir: path.join(dataDir, 'mapcache')
|
||||
});
|
||||
const botStore = new BotStore();
|
||||
// 控制台新增玩家的凭据单独落盘(0600),与 .env 互为补充、.env 优先
|
||||
const credentialStore = new BotCredentialStore();
|
||||
// 通知提醒(Webhook):等待验证码 / 原点自救失败时把消息推到飞书等渠道
|
||||
const notifier = new Notifier(config, logger);
|
||||
const pool = new BotPool({
|
||||
connections,
|
||||
config,
|
||||
logger,
|
||||
dataService,
|
||||
expansionLog,
|
||||
chatLog,
|
||||
botStore,
|
||||
credentialStore,
|
||||
notifier
|
||||
});
|
||||
|
||||
// 账号来源有两个:.env 的 MC_BOTS / MC_USERNAME,以及控制台「添加玩家」写入的本地凭据文件
|
||||
const botNames = pool.snapshot().map((b) => `${b.username}(${b.source === 'env' ? '.env' : '控制台'})`);
|
||||
logger.log(`机器人数量:${pool.size}`
|
||||
+ (botNames.length > 0 ? '(' + botNames.join('、') + ')' : ''));
|
||||
if (pool.size === 0) {
|
||||
logger.log('未配置任何机器人:请在 .env 设置 MC_BOTS,或启动后到控制台用「添加玩家」新增', 'error');
|
||||
}
|
||||
|
||||
// ==================== Web 控制台 ====================
|
||||
const webConsole = new WebConsole(
|
||||
{
|
||||
botManager,
|
||||
controller,
|
||||
pool,
|
||||
dataService,
|
||||
logger,
|
||||
expansionLog,
|
||||
chatLog,
|
||||
bigMap,
|
||||
notifier,
|
||||
getConfig: () => config,
|
||||
applyConfig: (next) => applyConfig(next)
|
||||
},
|
||||
@@ -68,7 +98,8 @@ async function main() {
|
||||
host: process.env.WEB_HOST || '127.0.0.1',
|
||||
port: Number.parseInt(process.env.WEB_PORT || '3081', 10),
|
||||
token: process.env.WEB_TOKEN || '',
|
||||
exportDir: path.join(__dirname, '..', 'data')
|
||||
password: process.env.WEB_PASSWORD || '',
|
||||
exportDir: dataDir
|
||||
}
|
||||
);
|
||||
|
||||
@@ -80,23 +111,35 @@ async function main() {
|
||||
function applyConfig(next) {
|
||||
config = normalizeConfig(next, config);
|
||||
configStore.save(config);
|
||||
botManager.applyConfig(config);
|
||||
controller.config = config;
|
||||
pool.applyGlobalConfig(config);
|
||||
dataService.config = config;
|
||||
dataService.applyApiConfig(config.apiEnabled, config.apiKey, config.apiRefreshIntervalSeconds);
|
||||
dataService.applyApiV2Config(config.apiV2Enabled, config.apiV2Key || process.env.SIMP_API_V2_KEY);
|
||||
dataService.reschedule(config.refreshIntervalSeconds);
|
||||
if (bigMap) {
|
||||
bigMap.config = config;
|
||||
bigMap.world = config.bigMap.world || process.env.DYNMAP_WORLD || bigMap.world;
|
||||
}
|
||||
notifier.config = config;
|
||||
logger.log('配置已更新并应用');
|
||||
return config;
|
||||
}
|
||||
|
||||
// ==================== 启动 ====================
|
||||
dataService.applyApiConfig(config.apiEnabled, config.apiKey, config.apiRefreshIntervalSeconds);
|
||||
dataService.applyApiV2Config(config.apiV2Enabled, config.apiV2Key || process.env.SIMP_API_V2_KEY);
|
||||
dataService.start(config.refreshIntervalSeconds);
|
||||
botManager.connect();
|
||||
pool.start();
|
||||
|
||||
// 大地图:启动时预爬取「机器人所在位置周边」的瓦片。
|
||||
// 机器人还没进世界时先等一会儿 —— 以世界原点为中心爬是没意义的。
|
||||
if (config.bigMap.enabled && config.bigMap.crawlOnStart) {
|
||||
scheduleInitialCrawl(pool, bigMap, config, logger);
|
||||
}
|
||||
|
||||
const tickTimer = setInterval(() => {
|
||||
try {
|
||||
controller.tick();
|
||||
pool.tick();
|
||||
} catch (err) {
|
||||
logger.error('tick 异常:' + (err && err.stack ? err.stack : err));
|
||||
}
|
||||
@@ -114,8 +157,7 @@ async function main() {
|
||||
shuttingDown = true;
|
||||
logger.log(`收到 ${signal},正在退出…`);
|
||||
clearInterval(tickTimer);
|
||||
controller.stop();
|
||||
botManager.disconnect();
|
||||
pool.stop();
|
||||
dataService.stop();
|
||||
try {
|
||||
await webConsole.stop();
|
||||
@@ -131,6 +173,39 @@ async function main() {
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 启动时预爬取大地图瓦片:优先等机器人进入世界,以它的位置为中心。
|
||||
*
|
||||
* 大地图的用途是看自己机器人周边,所以「以世界原点为中心爬」几乎总是爬错地方。
|
||||
* 这里最多等 `WAIT_FOR_BOT_MS`,等到任意一个机器人有坐标就用它当中心;
|
||||
* 等不到(比如机器人被禁用)再退回世界原点,保证控制台至少不是空白。
|
||||
*
|
||||
* @param {import('./bot/botPool').BotPool} pool
|
||||
* @param {import('./core/bigMapService').BigMapService} bigMap
|
||||
* @param {object} config
|
||||
* @param {import('./util/logger').Logger} logger
|
||||
*/
|
||||
function scheduleInitialCrawl(pool, bigMap, config, logger) {
|
||||
const deadline = Date.now() + WAIT_FOR_BOT_MS;
|
||||
const attempt = () => {
|
||||
const position = pool.positions().find((bot) => bot.position) || null;
|
||||
if (!position && Date.now() < deadline) {
|
||||
setTimeout(attempt, 3000).unref?.();
|
||||
return;
|
||||
}
|
||||
const center = position
|
||||
? { centerBlockX: position.position.x, centerBlockZ: position.position.z }
|
||||
: { centerBlockX: 0, centerBlockZ: 0 };
|
||||
if (!position) {
|
||||
logger.log('等待机器人进入世界超时,大地图改以世界原点为中心预爬取', 'warn');
|
||||
}
|
||||
bigMap.crawlAll(config.bigMap.zoom, center).catch((err) => {
|
||||
logger.log('大地图预爬取失败:' + (err && err.message ? err.message : String(err)), 'warn');
|
||||
});
|
||||
};
|
||||
setTimeout(attempt, 3000).unref?.();
|
||||
}
|
||||
|
||||
// 仅在作为入口运行时启动(被 require 时只导出工厂,便于测试与语法自检)
|
||||
if (require.main === module) {
|
||||
main().catch((err) => {
|
||||
@@ -139,4 +214,4 @@ if (require.main === module) {
|
||||
});
|
||||
}
|
||||
|
||||
module.exports = { main };
|
||||
module.exports = { main, scheduleInitialCrawl };
|
||||
|
||||
+2379
-140
文件差异内容过多而无法显示
加载差异
+274
-48
@@ -2,7 +2,8 @@
|
||||
<html lang="zh-CN">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0, viewport-fit=cover">
|
||||
<meta name="theme-color" content="#0d1117">
|
||||
<title>AutoStore Bot 控制台</title>
|
||||
<link rel="stylesheet" href="style.css">
|
||||
</head>
|
||||
@@ -10,23 +11,65 @@
|
||||
<header class="topbar">
|
||||
<div class="brand">
|
||||
<span class="logo">AS</span>
|
||||
<div>
|
||||
<div class="brand-text">
|
||||
<h1>AutoStore Bot</h1>
|
||||
<p>Minecraft 自动扩地机器人 · mineflayer · Grim 合规</p>
|
||||
<p>多机器人自动扩地 · mineflayer · Grim 合规 · 大地图</p>
|
||||
</div>
|
||||
</div>
|
||||
<div class="topbar-right">
|
||||
<span id="connBadge" class="badge badge-offline">未连接</span>
|
||||
<span id="taskBadge" class="badge badge-idle">空闲</span>
|
||||
<button id="btnStart" class="btn btn-primary">开始扩地</button>
|
||||
<button id="btnStop" class="btn btn-danger">停止</button>
|
||||
<button id="btnReconnect" class="btn">重连</button>
|
||||
<label class="field-inline">
|
||||
<span class="field-label">当前机器人</span>
|
||||
<select id="botSelect" class="input input-sm"></select>
|
||||
</label>
|
||||
<div class="badges">
|
||||
<span id="connBadge" class="badge badge-offline">未连接</span>
|
||||
<span id="taskBadge" class="badge badge-idle">空闲</span>
|
||||
<span id="authBadge" class="badge badge-idle" title="控制台登录状态">未登录</span>
|
||||
</div>
|
||||
<div class="topbar-actions">
|
||||
<button id="btnStart" class="btn btn-primary">开始扩地</button>
|
||||
<button id="btnStop" class="btn btn-danger">停止</button>
|
||||
<button id="btnReconnect" class="btn">重连</button>
|
||||
<button id="btnOffline" class="btn" title="让机器人断开且不再自动重连(需要在游戏客户端登同一账号时用)">下线</button>
|
||||
</div>
|
||||
</div>
|
||||
</header>
|
||||
|
||||
<nav class="mobile-nav" id="mobileNav">
|
||||
<button class="mobile-nav-item active" data-scroll="panelStatus">状态</button>
|
||||
<button class="mobile-nav-item" data-scroll="panelMap">地图</button>
|
||||
<button class="mobile-nav-item" data-scroll="panelLogs">日志</button>
|
||||
<button class="mobile-nav-item" data-scroll="panelConfig">配置</button>
|
||||
</nav>
|
||||
|
||||
<main class="layout">
|
||||
<!-- ==================== 左栏:状态面板 ==================== -->
|
||||
<section class="column col-left">
|
||||
<section class="column col-left" id="panelStatus">
|
||||
<div class="card">
|
||||
<div class="card-head">
|
||||
<h2>机器人(<span id="botCount">0</span>)</h2>
|
||||
<div class="row row-compact">
|
||||
<button id="btnStartAll" class="btn btn-sm">全部开始</button>
|
||||
<button id="btnStopAll" class="btn btn-sm">全部停止</button>
|
||||
</div>
|
||||
</div>
|
||||
<div id="botList" class="bot-list"></div>
|
||||
<details class="add-bot">
|
||||
<summary>+ 添加玩家</summary>
|
||||
<div class="field">
|
||||
<input id="newBotName" class="input" type="text" placeholder="玩家名(1-16 位字母/数字/下划线)" maxlength="16">
|
||||
</div>
|
||||
<div class="field">
|
||||
<input id="newBotPass" class="input" type="password" placeholder="服务器密码(可留空)" autocomplete="new-password">
|
||||
</div>
|
||||
<div class="field">
|
||||
<input id="newBotLabel" class="input" type="text" placeholder="备注(可留空)">
|
||||
</div>
|
||||
<button id="btnAddBot" class="btn btn-sm btn-primary btn-block">添加</button>
|
||||
<p class="hint">密码只保存在服务器本地凭据文件(权限 0600),不会进仓库、也不会出现在任何接口响应里。.env 里配置的账号需改 .env 才能移除。</p>
|
||||
</details>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<h2>连接</h2>
|
||||
<dl class="kv">
|
||||
@@ -37,8 +80,15 @@
|
||||
<dt>所在区块</dt><dd id="kChunk">-</dd>
|
||||
<dt>生命 / 饥饿</dt><dd id="kHealth">-</dd>
|
||||
<dt>状态</dt><dd id="kBotState">-</dd>
|
||||
<dt>登录验证</dt><dd id="kLogin">-</dd>
|
||||
<dt>原点自救</dt><dd id="kOriginRescue">-</dd>
|
||||
<dt>重连次数</dt><dd id="kReconnect">0</dd>
|
||||
</dl>
|
||||
<div class="row">
|
||||
<label class="chk"><input type="checkbox" id="chkEnabled"> 启用该机器人</label>
|
||||
<label class="chk"><input type="checkbox" id="chkAutoStart"> 启动后自动扩地</label>
|
||||
<button id="btnSaveBotSetting" class="btn btn-sm">保存</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
@@ -46,17 +96,70 @@
|
||||
<dl class="kv">
|
||||
<dt>状态机</dt><dd id="kTaskState">IDLE</dd>
|
||||
<dt>描述</dt><dd id="kTaskStatus">未启动</dd>
|
||||
<dt>开拓邦国</dt><dd id="kTaskStateName">-</dd>
|
||||
<dt>当前目标</dt><dd id="kTarget">-</dd>
|
||||
<dt>队列</dt><dd id="kQueue">0</dd>
|
||||
<dt>已完成</dt><dd id="kCompleted">0</dd>
|
||||
<dt>重试</dt><dd id="kRetry">0</dd>
|
||||
<dt>开垦进度</dt><dd id="kProgress">0%</dd>
|
||||
<dt>连续寻路超时</dt><dd id="kTimeout">0s</dd>
|
||||
<dt>最近回城</dt><dd id="kLastReturn">-</dd>
|
||||
<dt>开垦时段</dt><dd id="kClaimTime">-</dd>
|
||||
</dl>
|
||||
<div class="progress"><div id="progressBar" class="progress-fill"></div></div>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<div class="card-head">
|
||||
<h2>定时消息</h2>
|
||||
<button id="btnAddSchedule" class="btn btn-sm">+ 新增</button>
|
||||
</div>
|
||||
<div id="scheduleList" class="schedule-list"></div>
|
||||
<div id="scheduleEditor" class="schedule-editor hidden">
|
||||
<div class="field">
|
||||
<label>内容(以 / 开头按游戏指令发送)</label>
|
||||
<input id="schedContent" class="input" type="text" placeholder="/u restore confirm">
|
||||
</div>
|
||||
<div class="field-row">
|
||||
<div class="field">
|
||||
<label>调度方式</label>
|
||||
<select id="schedMode" class="input">
|
||||
<option value="interval">固定间隔</option>
|
||||
<option value="cron">cron 表达式</option>
|
||||
</select>
|
||||
</div>
|
||||
<div class="field">
|
||||
<label>间隔(秒)</label>
|
||||
<input id="schedInterval" class="input" type="number" min="5" value="300">
|
||||
</div>
|
||||
</div>
|
||||
<div class="field hidden" id="schedCronField">
|
||||
<label>cron 表达式(分 时 日 月 周,本地时间)</label>
|
||||
<input id="schedCron" class="input" type="text" placeholder="0 9 * * *">
|
||||
<div class="hint">例:<code>*/30 * * * *</code> 每 30 分钟 · <code>0 9 * * *</code> 每天 09:00 · <code>0 12 * * 1-5</code> 工作日 12:00</div>
|
||||
</div>
|
||||
<div class="field-row">
|
||||
<div class="field">
|
||||
<label>期望回复(正则,可留空)</label>
|
||||
<input id="schedExpect" class="input" type="text" placeholder="民心.*恢复">
|
||||
</div>
|
||||
<div class="field">
|
||||
<label>确认超时(秒)</label>
|
||||
<input id="schedConfirm" class="input" type="number" min="1" max="120" value="10">
|
||||
</div>
|
||||
</div>
|
||||
<div class="field">
|
||||
<label>备注</label>
|
||||
<input id="schedLabel" class="input" type="text" placeholder="恢复民心">
|
||||
</div>
|
||||
<div class="row row-compact">
|
||||
<button id="btnSaveSchedule" class="btn btn-sm btn-primary">保存</button>
|
||||
<button id="btnCancelSchedule" class="btn btn-sm">取消</button>
|
||||
</div>
|
||||
<p class="hint">只会在机器人已连接且通过登录验证时发送;未就绪的周期会跳过,不会补发。填了「期望回复」时,发出后会等待服务器回复,超时未回复会在日志里给出警告。</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<h2>领土数据源</h2>
|
||||
<dl class="kv">
|
||||
@@ -69,9 +172,10 @@
|
||||
<dt>己方飞地</dt><dd id="kFlying">0</dd>
|
||||
<dt>SimpCore API</dt><dd id="kApi">未启用</dd>
|
||||
</dl>
|
||||
<div class="row">
|
||||
<div class="row row-compact">
|
||||
<button id="btnRefreshMap" class="btn btn-sm">刷新地图</button>
|
||||
<button id="btnFetchAll" class="btn btn-sm">拉取全服领土</button>
|
||||
<button id="btnOpenSimp" class="btn btn-sm btn-primary">查看 API 数据</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
@@ -83,6 +187,8 @@
|
||||
<dt>朝向已同步</dt><dd id="kGrimSettled">-</dd>
|
||||
<dt>攻击距离</dt><dd id="kGrimReach">-</dd>
|
||||
<dt>攻击冷却</dt><dd id="kGrimCooldown">-</dd>
|
||||
<dt>协议补包</dt><dd id="kGrimPackets">-</dd>
|
||||
<dt>地面修正</dt><dd id="kGrimGround">-</dd>
|
||||
<dt>已拦下动作</dt><dd id="kGrimBlocked">0</dd>
|
||||
<dt>物理自检</dt><dd id="kGrimAudit">-</dd>
|
||||
</dl>
|
||||
@@ -90,82 +196,202 @@
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<!-- ==================== 中栏:地图 ==================== -->
|
||||
<section class="column col-center">
|
||||
<!-- ==================== 中栏:地图与日志 ==================== -->
|
||||
<section class="column col-center" id="panelMap">
|
||||
<div class="card card-map">
|
||||
<div class="card-head">
|
||||
<h2>领土地图</h2>
|
||||
<div class="row">
|
||||
<label class="chk"><input type="checkbox" id="chkFull" checked> 显示全部邦国</label>
|
||||
<label class="chk"><input type="checkbox" id="chkFlying" checked> 标出飞地</label>
|
||||
<div class="card-head card-head-wrap">
|
||||
<div class="tabs tabs-inline" id="mapTabs">
|
||||
<button class="tab active" data-view="big">大地图</button>
|
||||
<button class="tab" data-view="territory">领土地图</button>
|
||||
</div>
|
||||
<div class="row row-compact" id="bigMapControls">
|
||||
<label class="field-inline">
|
||||
<span class="field-label">图幅</span>
|
||||
<select id="bigMapRange" class="input input-sm">
|
||||
<option value="512">±512 格</option>
|
||||
<option value="1024">±1024 格</option>
|
||||
<option value="2048">±2048 格</option>
|
||||
<option value="4096" selected>±4096 格</option>
|
||||
<option value="8192">±8192 格</option>
|
||||
<option value="20480">全世界</option>
|
||||
</select>
|
||||
</label>
|
||||
<label class="chk"><input type="checkbox" id="chkTerritory" checked> 领土标记</label>
|
||||
<label class="chk"><input type="checkbox" id="chkBotLabels" checked> 名字</label>
|
||||
<button id="btnCrawlAround" class="btn btn-sm btn-primary">爬取周边</button>
|
||||
<button id="btnMapCenterBots" class="btn btn-sm">回到机器人</button>
|
||||
</div>
|
||||
<div class="row row-compact hidden" id="territoryMapControls">
|
||||
<label class="chk"><input type="checkbox" id="chkFull" checked> 全部邦国</label>
|
||||
<label class="chk"><input type="checkbox" id="chkFlying" checked> 飞地</label>
|
||||
<label class="chk"><input type="checkbox" id="chkGrid" checked> 网格</label>
|
||||
<button id="btnMapCenter" class="btn btn-sm">回到玩家</button>
|
||||
<button id="btnMapFit" class="btn btn-sm">全图</button>
|
||||
<button id="btnMapCenter" class="btn btn-sm">回到机器人</button>
|
||||
<button id="btnMapFit" class="btn btn-sm">看己方全境</button>
|
||||
</div>
|
||||
</div>
|
||||
<canvas id="mapCanvas"></canvas>
|
||||
<div class="map-legend">
|
||||
<span><i class="sw sw-self"></i>己方领土</span>
|
||||
<span><i class="sw sw-session"></i>本次占领</span>
|
||||
<span><i class="sw sw-flying"></i>飞地(疏漏)</span>
|
||||
<span><i class="sw sw-target"></i>当前目标</span>
|
||||
<span><i class="sw sw-player"></i>机器人</span>
|
||||
<span><i class="sw sw-capital"></i>王城</span>
|
||||
<span id="legendBig">
|
||||
<i class="sw sw-self"></i>己方领土
|
||||
<i class="sw sw-session"></i>本次占领
|
||||
<i class="sw sw-capital"></i>王城
|
||||
<i class="sw sw-bot"></i>机器人
|
||||
</span>
|
||||
<span id="legendTerritory" class="hidden">
|
||||
<i class="sw sw-self"></i>己方领土
|
||||
<i class="sw sw-session"></i>本次占领
|
||||
<i class="sw sw-flying"></i>飞地(疏漏)
|
||||
<i class="sw sw-target"></i>当前目标
|
||||
<i class="sw sw-player"></i>机器人
|
||||
<i class="sw sw-capital"></i>王城
|
||||
</span>
|
||||
<span id="mapInfo" class="mono small"></span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="card card-log">
|
||||
<div class="card-head">
|
||||
<h2>运行日志</h2>
|
||||
<div class="row">
|
||||
<div class="card card-log" id="panelLogs">
|
||||
<div class="card-head card-head-wrap">
|
||||
<div class="tabs tabs-inline" id="logTabs">
|
||||
<button class="tab active" data-pane="log">运行日志</button>
|
||||
<button class="tab" data-pane="chat">公屏聊天</button>
|
||||
<button class="tab" data-pane="exp">开拓日志</button>
|
||||
</div>
|
||||
<div class="row row-compact" id="logControls">
|
||||
<label class="chk"><input type="checkbox" id="chkAutoScroll" checked> 自动滚动</label>
|
||||
<button id="btnClearLog" class="btn btn-sm">清屏</button>
|
||||
<button id="btnExportLog" class="btn btn-sm">导出日志</button>
|
||||
<button id="btnExportLog" class="btn btn-sm">导出</button>
|
||||
</div>
|
||||
<div class="row row-compact hidden" id="chatControls">
|
||||
<label class="chk"><input type="checkbox" id="chkChatAutoScroll" checked> 自动滚动</label>
|
||||
<label class="chk"><input type="checkbox" id="chkChatAllBots"> 全部机器人</label>
|
||||
<button id="btnClearChat" class="btn btn-sm">清屏</button>
|
||||
<button id="btnExportChat" class="btn btn-sm">导出</button>
|
||||
</div>
|
||||
<div class="row row-compact hidden" id="expControls">
|
||||
<label class="field-inline">
|
||||
<span class="field-label">机器人</span>
|
||||
<select id="expFilterBot" class="input input-sm"><option value="">全部</option></select>
|
||||
</label>
|
||||
<label class="chk"><input type="checkbox" id="chkExpAutoScroll" checked> 自动滚动</label>
|
||||
<button id="btnExportExp" class="btn btn-sm">导出 CSV</button>
|
||||
<button id="btnClearExp" class="btn btn-sm">清屏</button>
|
||||
</div>
|
||||
</div>
|
||||
<div id="logView" class="log-view"></div>
|
||||
<div id="chatView" class="log-view hidden"></div>
|
||||
<div id="expView" class="log-view log-table hidden">
|
||||
<table class="exp-table">
|
||||
<thead>
|
||||
<tr><th>时间</th><th>机器人</th><th>邦国</th><th>区块</th><th>方块坐标</th><th>来源</th></tr>
|
||||
</thead>
|
||||
<tbody id="expBody"></tbody>
|
||||
</table>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<!-- ==================== 右栏:配置 ==================== -->
|
||||
<section class="column col-right">
|
||||
<!-- ==================== 右栏:配置与控制 ==================== -->
|
||||
<section class="column col-right" id="panelConfig">
|
||||
<div class="card">
|
||||
<div class="card-head">
|
||||
<h2>控制台</h2>
|
||||
<span class="mono small" id="consoleTarget">-</span>
|
||||
</div>
|
||||
<p class="hint" id="consoleHint">以 / 开头按游戏指令发送,否则按公屏消息发送。登录验证通过后才允许发送。</p>
|
||||
<div id="verifyBanner" class="verify-banner hidden">
|
||||
<strong>服务器正在等待验证码</strong>
|
||||
<p>把验证码填进下面的输入框直接发送即可(当聊天内容发出去,不用加斜杠)。账号绑定过的服务器可能每次登录都要输一次。</p>
|
||||
</div>
|
||||
<div class="row row-compact">
|
||||
<input id="cmdInput" class="input input-grow" type="text" placeholder="输入内容或 /指令,回车发送">
|
||||
<button id="btnSendCmd" class="btn btn-sm btn-primary">发送</button>
|
||||
</div>
|
||||
<div class="row row-compact">
|
||||
<span class="field-label">快捷发送</span>
|
||||
<button class="btn btn-sm" data-cmd="/u return">/u return</button>
|
||||
<button class="btn btn-sm" data-cmd="/u claimmode">/u claimmode</button>
|
||||
<button class="btn btn-sm" data-cmd="/u restore confirm">/u restore confirm</button>
|
||||
</div>
|
||||
<div class="row row-compact">
|
||||
<span class="field-label">移动测试</span>
|
||||
<button class="btn btn-sm" data-move="forward">前</button>
|
||||
<button class="btn btn-sm" data-move="back">后</button>
|
||||
<button class="btn btn-sm" data-move="left">左</button>
|
||||
<button class="btn btn-sm" data-move="right">右</button>
|
||||
<button class="btn btn-sm" data-move="jump">跳</button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="card card-config">
|
||||
<div class="card-head">
|
||||
<h2>配置</h2>
|
||||
<div class="row">
|
||||
<button id="btnSaveConfig" class="btn btn-sm btn-primary">保存配置</button>
|
||||
<div class="row row-compact">
|
||||
<button id="btnSaveConfig" class="btn btn-sm btn-primary">保存</button>
|
||||
<button id="btnReloadConfig" class="btn btn-sm">重新载入</button>
|
||||
</div>
|
||||
</div>
|
||||
<label class="chk config-scope">
|
||||
<input type="checkbox" id="chkBotOverride">
|
||||
仅对当前机器人生效(不勾选则写入全局默认配置)
|
||||
</label>
|
||||
<p class="hint hidden" id="overrideHint">
|
||||
<span id="overrideHintText"></span>
|
||||
<button id="btnClearOverride" class="btn btn-sm">清除专属配置</button>
|
||||
</p>
|
||||
<div class="tabs" id="configTabs">
|
||||
<button class="tab active" data-tab="strategy">策略</button>
|
||||
<button class="tab" data-tab="timing">超时</button>
|
||||
<button class="tab" data-tab="pathing">寻路</button>
|
||||
<button class="tab" data-tab="survival">生存</button>
|
||||
<button class="tab" data-tab="data">数据</button>
|
||||
<button class="tab" data-tab="bigmap">大地图</button>
|
||||
<button class="tab" data-tab="grim">Grim</button>
|
||||
<button class="tab" data-tab="server">服务器</button>
|
||||
</div>
|
||||
<div class="field config-search">
|
||||
<input id="configSearch" class="input" type="search" placeholder="搜索配置项(名称 / 字段名 / 说明)" autocomplete="off">
|
||||
</div>
|
||||
<div id="configBody" class="config-body"></div>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<h2>手动指令</h2>
|
||||
<div class="row">
|
||||
<input id="cmdInput" class="input" type="text" placeholder="u claimmode(不带斜杠)">
|
||||
<button id="btnSendCmd" class="btn btn-sm">发送</button>
|
||||
</div>
|
||||
<div class="row">
|
||||
<button class="btn btn-sm" data-cmd="u return">/u return</button>
|
||||
<button class="btn btn-sm" data-cmd="u claimmode">/u claimmode</button>
|
||||
<button class="btn btn-sm" data-cmd="spawn">/spawn</button>
|
||||
<button class="btn btn-sm" data-cmd="list">/list</button>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
</main>
|
||||
|
||||
<!-- SimpCore 开放 API 数据浏览:数据量大且限流严格,做成按需打开的弹层而不是常驻面板 -->
|
||||
<div id="simpOverlay" class="overlay hidden">
|
||||
<div class="overlay-box overlay-box-lg">
|
||||
<div class="card-head">
|
||||
<h2>SimpCore 开放 API</h2>
|
||||
<div class="row row-compact">
|
||||
<span id="simpStatus" class="mono small"></span>
|
||||
<button id="btnCloseSimp" class="btn btn-sm">关闭</button>
|
||||
</div>
|
||||
</div>
|
||||
<div class="tabs" id="simpTabs">
|
||||
<button class="tab active" data-simp="overview">概览</button>
|
||||
<button class="tab" data-simp="unions">邦国</button>
|
||||
<button class="tab" data-simp="players">玩家</button>
|
||||
<button class="tab" data-simp="global">全服</button>
|
||||
<button class="tab" data-simp="v2">实时 V2</button>
|
||||
</div>
|
||||
<div id="simpBody" class="simp-body"></div>
|
||||
<div id="simpV2Result" class="simp-detail hidden"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- 登录遮罩:控制台配置了 WEB_TOKEN / WEB_PASSWORD 时显示 -->
|
||||
<div id="loginOverlay" class="overlay hidden">
|
||||
<div class="overlay-box">
|
||||
<h2>控制台登录</h2>
|
||||
<p class="hint">验证通过后才允许操作各机器人的控制台、聊天框与扩地任务。</p>
|
||||
<input id="loginPassword" class="input" type="password" placeholder="控制台密码 / 令牌" autocomplete="current-password">
|
||||
<div class="row">
|
||||
<button id="btnLogin" class="btn btn-primary btn-grow">登录</button>
|
||||
<button id="btnLogout" class="btn">退出登录</button>
|
||||
</div>
|
||||
<p id="loginError" class="hint error-text"></p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div id="toast" class="toast"></div>
|
||||
<script src="app.js"></script>
|
||||
</body>
|
||||
|
||||
+453
-91
@@ -1,16 +1,38 @@
|
||||
/* ==========================================================================
|
||||
AutoStore Bot 控制台样式
|
||||
设计要点:
|
||||
- 深色主题,卡片式布局,三层栅格(左状态 / 中地图日志 / 右配置)
|
||||
- 响应式:≤1200px 收成两栏,≤820px 收成单栏并启用底部导航
|
||||
- 移动端:触控目标 ≥ 36px、地图自适应高度、底部安全区避让
|
||||
========================================================================== */
|
||||
|
||||
:root {
|
||||
--bg: #0d1117;
|
||||
--panel: #161b22;
|
||||
--panel-2: #1c2330;
|
||||
--border: #30363d;
|
||||
--text: #c9d1d9;
|
||||
--muted: #8b949e;
|
||||
--bg: #0b0f16;
|
||||
--bg-soft: #10151d;
|
||||
--panel: #151b25;
|
||||
--panel-2: #1b2230;
|
||||
--panel-3: #212a3a;
|
||||
--border: #2b3444;
|
||||
--border-soft: #222a37;
|
||||
--text: #d7dee8;
|
||||
--text-dim: #9aa7b8;
|
||||
--muted: #6b7787;
|
||||
|
||||
--accent: #e94560;
|
||||
--accent-2: #2f81f7;
|
||||
--accent-hover: #f2586f;
|
||||
--accent-2: #3b8ef7;
|
||||
--accent-2-hover: #5aa0f9;
|
||||
--green: #3fb950;
|
||||
--yellow: #d29922;
|
||||
--yellow: #d6a01f;
|
||||
--red: #f85149;
|
||||
--purple: #bc8cff;
|
||||
|
||||
--radius-sm: 6px;
|
||||
--radius: 10px;
|
||||
--radius-lg: 14px;
|
||||
--shadow: 0 1px 2px rgba(0, 0, 0, .3), 0 8px 24px -12px rgba(0, 0, 0, .5);
|
||||
--gap: 12px;
|
||||
--topbar-h: 58px;
|
||||
}
|
||||
|
||||
* { box-sizing: border-box; }
|
||||
@@ -18,114 +40,141 @@
|
||||
html, body {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
height: 100%;
|
||||
background: var(--bg);
|
||||
min-height: 100%;
|
||||
background: radial-gradient(1200px 600px at 20% -10%, #16202e 0%, var(--bg) 55%);
|
||||
color: var(--text);
|
||||
font-family: "Segoe UI", "Microsoft YaHei", system-ui, -apple-system, sans-serif;
|
||||
font-family: "Segoe UI", "Microsoft YaHei", system-ui, -apple-system, "Helvetica Neue", sans-serif;
|
||||
font-size: 14px;
|
||||
line-height: 1.5;
|
||||
-webkit-text-size-adjust: 100%;
|
||||
}
|
||||
|
||||
.mono { font-family: Consolas, "Cascadia Mono", monospace; }
|
||||
.mono { font-family: Consolas, "Cascadia Mono", ui-monospace, monospace; }
|
||||
.small { font-size: 12px; }
|
||||
.hidden { display: none !important; }
|
||||
.error-text { color: var(--red); }
|
||||
|
||||
/* ==================== 顶栏 ==================== */
|
||||
.topbar {
|
||||
position: sticky;
|
||||
top: 0;
|
||||
z-index: 30;
|
||||
display: flex;
|
||||
align-items: center;
|
||||
justify-content: space-between;
|
||||
padding: 10px 18px;
|
||||
background: linear-gradient(90deg, #161b22, #1b2230);
|
||||
border-bottom: 1px solid var(--border);
|
||||
position: sticky;
|
||||
top: 0;
|
||||
z-index: 10;
|
||||
gap: 12px;
|
||||
flex-wrap: wrap;
|
||||
padding: 10px 16px;
|
||||
background: rgba(16, 21, 29, .92);
|
||||
backdrop-filter: blur(10px);
|
||||
border-bottom: 1px solid var(--border-soft);
|
||||
}
|
||||
.brand { display: flex; align-items: center; gap: 12px; }
|
||||
|
||||
.brand { display: flex; align-items: center; gap: 11px; min-width: 0; }
|
||||
.logo {
|
||||
width: 38px; height: 38px;
|
||||
width: 36px; height: 36px;
|
||||
display: grid; place-items: center;
|
||||
border-radius: 9px;
|
||||
background: var(--accent);
|
||||
color: #fff; font-weight: 700; letter-spacing: 1px;
|
||||
border-radius: var(--radius);
|
||||
background: linear-gradient(135deg, var(--accent), #b5324a);
|
||||
color: #fff; font-weight: 700; letter-spacing: .5px;
|
||||
box-shadow: 0 4px 14px -6px rgba(233, 69, 96, .9);
|
||||
flex: 0 0 auto;
|
||||
}
|
||||
.brand h1 { font-size: 16px; margin: 0; }
|
||||
.brand p { font-size: 12px; margin: 2px 0 0; color: var(--muted); }
|
||||
.topbar-right { display: flex; align-items: center; gap: 8px; }
|
||||
.brand-text { min-width: 0; }
|
||||
.brand h1 { font-size: 15px; margin: 0; white-space: nowrap; }
|
||||
.brand p { font-size: 11.5px; margin: 1px 0 0; color: var(--muted); white-space: nowrap; overflow: hidden; text-overflow: ellipsis; }
|
||||
|
||||
.topbar-right { display: flex; align-items: center; gap: 10px; flex-wrap: wrap; }
|
||||
.badges { display: flex; gap: 6px; flex-wrap: wrap; }
|
||||
.topbar-actions { display: flex; gap: 6px; flex-wrap: wrap; }
|
||||
|
||||
.badge {
|
||||
padding: 4px 10px;
|
||||
padding: 3px 10px;
|
||||
border-radius: 999px;
|
||||
font-size: 12px;
|
||||
font-size: 11.5px;
|
||||
border: 1px solid var(--border);
|
||||
background: var(--panel-2);
|
||||
white-space: nowrap;
|
||||
}
|
||||
.badge-online { color: var(--green); border-color: #1f6f34; }
|
||||
.badge-online { color: var(--green); border-color: #1f6f34; background: rgba(63, 185, 80, .1); }
|
||||
.badge-offline { color: var(--muted); }
|
||||
.badge-running { color: var(--accent-2); border-color: #1f4f8f; }
|
||||
.badge-running { color: var(--accent-2); border-color: #1f4f8f; background: rgba(59, 142, 247, .12); }
|
||||
.badge-idle { color: var(--muted); }
|
||||
.badge-error { color: var(--red); border-color: #8f2b26; }
|
||||
|
||||
/* ==================== 按钮 ==================== */
|
||||
.btn {
|
||||
padding: 6px 12px;
|
||||
border-radius: 6px;
|
||||
border-radius: var(--radius-sm);
|
||||
border: 1px solid var(--border);
|
||||
background: var(--panel-2);
|
||||
color: var(--text);
|
||||
cursor: pointer;
|
||||
font-size: 13px;
|
||||
transition: background .15s, border-color .15s;
|
||||
font-family: inherit;
|
||||
white-space: nowrap;
|
||||
transition: background .15s, border-color .15s, transform .06s, opacity .15s;
|
||||
}
|
||||
.btn:hover { background: #232b39; border-color: #48505e; }
|
||||
.btn-primary { background: var(--accent); border-color: var(--accent); color: #fff; }
|
||||
.btn-primary:hover { background: #d63851; border-color: #d63851; }
|
||||
.btn-danger { background: #3a1d22; border-color: #7a2b34; color: #ff8b98; }
|
||||
.btn-danger:hover { background: #4a2329; }
|
||||
.btn:hover:not(:disabled) { background: var(--panel-3); border-color: #3c4759; }
|
||||
.btn:active:not(:disabled) { transform: translateY(1px); }
|
||||
.btn:disabled { opacity: .55; cursor: not-allowed; }
|
||||
.btn-primary { background: var(--accent-2); border-color: var(--accent-2); color: #fff; }
|
||||
.btn-primary:hover:not(:disabled) { background: var(--accent-2-hover); border-color: var(--accent-2-hover); }
|
||||
.btn-danger { background: rgba(248, 81, 73, .12); border-color: #7a2b34; color: #ff9aa2; }
|
||||
.btn-danger:hover:not(:disabled) { background: rgba(248, 81, 73, .2); }
|
||||
.btn-sm { padding: 4px 9px; font-size: 12px; }
|
||||
.btn-block { width: 100%; }
|
||||
.btn-grow { flex: 1 1 auto; }
|
||||
|
||||
/* ==================== 布局 ==================== */
|
||||
.layout {
|
||||
display: grid;
|
||||
grid-template-columns: 300px minmax(420px, 1fr) 360px;
|
||||
gap: 12px;
|
||||
padding: 12px;
|
||||
grid-template-columns: 320px minmax(420px, 1fr) 380px;
|
||||
gap: var(--gap);
|
||||
padding: var(--gap);
|
||||
align-items: start;
|
||||
}
|
||||
.column { display: flex; flex-direction: column; gap: 12px; min-width: 0; }
|
||||
.column { display: flex; flex-direction: column; gap: var(--gap); min-width: 0; }
|
||||
|
||||
/* ==================== 卡片 ==================== */
|
||||
.card {
|
||||
background: var(--panel);
|
||||
border: 1px solid var(--border);
|
||||
border-radius: 10px;
|
||||
padding: 12px;
|
||||
background: linear-gradient(180deg, var(--panel) 0%, var(--bg-soft) 100%);
|
||||
border: 1px solid var(--border-soft);
|
||||
border-radius: var(--radius-lg);
|
||||
padding: 13px;
|
||||
box-shadow: var(--shadow);
|
||||
}
|
||||
.card h2 {
|
||||
font-size: 13px;
|
||||
margin: 0 0 8px;
|
||||
color: var(--muted);
|
||||
font-size: 12px;
|
||||
margin: 0 0 9px;
|
||||
color: var(--text-dim);
|
||||
text-transform: uppercase;
|
||||
letter-spacing: .6px;
|
||||
letter-spacing: .7px;
|
||||
font-weight: 600;
|
||||
}
|
||||
.card-head {
|
||||
display: flex; align-items: center; justify-content: space-between;
|
||||
gap: 8px; margin-bottom: 8px;
|
||||
gap: 8px; margin-bottom: 9px;
|
||||
}
|
||||
.card-head h2 { margin: 0; }
|
||||
.card-head-wrap { flex-wrap: wrap; }
|
||||
.row { display: flex; gap: 6px; flex-wrap: wrap; align-items: center; margin-top: 8px; }
|
||||
.row-compact { margin-top: 6px; }
|
||||
|
||||
/* ==================== 键值表 ==================== */
|
||||
.kv {
|
||||
display: grid;
|
||||
grid-template-columns: 88px 1fr;
|
||||
grid-template-columns: 92px 1fr;
|
||||
gap: 4px 8px;
|
||||
margin: 0;
|
||||
font-size: 13px;
|
||||
}
|
||||
.kv dt { color: var(--muted); }
|
||||
.kv dd { margin: 0; word-break: break-all; }
|
||||
.kv dd { margin: 0; word-break: break-word; }
|
||||
|
||||
.progress {
|
||||
margin-top: 10px; height: 6px; border-radius: 3px;
|
||||
background: #0b0f14; overflow: hidden;
|
||||
background: #080b11; overflow: hidden;
|
||||
}
|
||||
.progress-fill {
|
||||
height: 100%; width: 0%;
|
||||
@@ -136,104 +185,417 @@ html, body {
|
||||
.issues { margin: 8px 0 0; padding-left: 18px; color: var(--yellow); font-size: 12px; }
|
||||
.issues li { margin-bottom: 3px; }
|
||||
|
||||
/* ==================== 机器人列表 ==================== */
|
||||
.bot-list { display: flex; flex-direction: column; gap: 6px; }
|
||||
.bot-item {
|
||||
display: grid;
|
||||
grid-template-columns: 10px minmax(0, 1fr) auto;
|
||||
gap: 9px; align-items: center;
|
||||
padding: 8px 10px;
|
||||
border: 1px solid var(--border-soft);
|
||||
border-radius: var(--radius);
|
||||
background: var(--panel-2);
|
||||
cursor: pointer;
|
||||
transition: border-color .15s, background .15s;
|
||||
}
|
||||
.bot-item:hover { border-color: #3c4759; }
|
||||
.bot-item.active { border-color: var(--accent-2); background: rgba(59, 142, 247, .08); }
|
||||
.bot-item .dot { width: 9px; height: 9px; border-radius: 50%; background: var(--muted); }
|
||||
.bot-item .dot.online { background: var(--green); box-shadow: 0 0 8px rgba(63, 185, 80, .7); }
|
||||
.bot-item .dot.connecting { background: var(--yellow); }
|
||||
.bot-item .dot.offline { background: var(--red); }
|
||||
.bot-item .dot.disabled { background: #454e5e; }
|
||||
.bot-item .name { font-size: 13px; white-space: nowrap; overflow: hidden; text-overflow: ellipsis; }
|
||||
.bot-item .sub { font-size: 11px; color: var(--muted); white-space: nowrap; overflow: hidden; text-overflow: ellipsis; }
|
||||
.bot-item .meta { font-size: 11px; color: var(--muted); text-align: right; white-space: nowrap; }
|
||||
.bot-item .remove {
|
||||
margin-left: 6px; padding: 0 6px;
|
||||
border: 1px solid var(--border); border-radius: 4px;
|
||||
background: transparent; color: var(--muted); cursor: pointer;
|
||||
font-size: 13px; line-height: 18px;
|
||||
}
|
||||
.bot-item .remove:hover { color: var(--red); border-color: #7a2b34; }
|
||||
|
||||
.add-bot { margin-top: 10px; padding-top: 10px; border-top: 1px dashed var(--border); }
|
||||
.add-bot summary {
|
||||
cursor: pointer; font-size: 12.5px; color: var(--accent-2);
|
||||
list-style: none; user-select: none;
|
||||
}
|
||||
.add-bot summary::-webkit-details-marker { display: none; }
|
||||
.add-bot summary::before { content: '▸ '; }
|
||||
.add-bot[open] summary::before { content: '▾ '; }
|
||||
.add-bot .field { margin-top: 8px; }
|
||||
.add-bot .hint { font-size: 11px; color: var(--muted); margin: 8px 0 0; }
|
||||
|
||||
/* ==================== 定时消息 ==================== */
|
||||
.schedule-list { display: flex; flex-direction: column; gap: 6px; }
|
||||
.schedule-item {
|
||||
display: grid;
|
||||
grid-template-columns: auto minmax(0, 1fr) auto auto;
|
||||
gap: 8px; align-items: center;
|
||||
padding: 7px 9px;
|
||||
border: 1px solid var(--border-soft);
|
||||
border-radius: var(--radius);
|
||||
background: var(--panel-2);
|
||||
font-size: 12.5px;
|
||||
}
|
||||
.schedule-item.off { opacity: .55; }
|
||||
.schedule-item .content { min-width: 0; }
|
||||
.schedule-item .content code {
|
||||
display: block;
|
||||
font-family: Consolas, ui-monospace, monospace;
|
||||
color: var(--text);
|
||||
white-space: nowrap; overflow: hidden; text-overflow: ellipsis;
|
||||
}
|
||||
.schedule-item .sub { font-size: 11px; color: var(--muted); }
|
||||
.schedule-item .remove {
|
||||
padding: 0 6px; border: 1px solid var(--border); border-radius: 4px;
|
||||
background: transparent; color: var(--muted); cursor: pointer; line-height: 18px;
|
||||
}
|
||||
.schedule-item .remove:hover { color: var(--red); border-color: #7a2b34; }
|
||||
.schedule-empty { font-size: 12px; color: var(--muted); padding: 4px 0; }
|
||||
.schedule-editor {
|
||||
margin-top: 10px; padding-top: 10px;
|
||||
border-top: 1px dashed var(--border);
|
||||
}
|
||||
.schedule-editor .hint { font-size: 11px; color: var(--muted); margin: 6px 0 0; }
|
||||
.field-row { display: grid; grid-template-columns: 1fr 1fr; gap: 8px; }
|
||||
|
||||
/* ==================== 地图 ==================== */
|
||||
.card-map { display: flex; flex-direction: column; }
|
||||
#mapCanvas {
|
||||
width: 100%;
|
||||
height: 380px;
|
||||
height: clamp(300px, 46vh, 520px);
|
||||
background: #05070a;
|
||||
border: 1px solid var(--border);
|
||||
border-radius: 8px;
|
||||
border: 1px solid var(--border-soft);
|
||||
border-radius: var(--radius);
|
||||
display: block;
|
||||
cursor: grab;
|
||||
touch-action: none;
|
||||
}
|
||||
#mapCanvas:active { cursor: grabbing; }
|
||||
.map-legend {
|
||||
display: flex; gap: 14px; flex-wrap: wrap;
|
||||
margin-top: 8px; font-size: 12px; color: var(--muted);
|
||||
display: flex; gap: 12px; flex-wrap: wrap;
|
||||
margin-top: 8px; font-size: 11.5px; color: var(--muted);
|
||||
align-items: center;
|
||||
}
|
||||
.sw {
|
||||
display: inline-block; width: 10px; height: 10px;
|
||||
border-radius: 2px; margin-right: 4px; vertical-align: -1px;
|
||||
}
|
||||
.sw-self { background: #2f81f7; }
|
||||
.sw-self { background: #3b8ef7; }
|
||||
.sw-session { background: #3fb950; }
|
||||
.sw-flying { background: #f85149; }
|
||||
.sw-target { background: #d29922; }
|
||||
.sw-target { background: #d6a01f; }
|
||||
.sw-player { background: #ffffff; }
|
||||
.sw-capital { background: #bc8cff; }
|
||||
.sw-bot { background: #ffd33d; }
|
||||
|
||||
.chk { display: flex; align-items: center; gap: 4px; font-size: 12px; color: var(--muted); cursor: pointer; }
|
||||
|
||||
/* ==================== 日志 ==================== */
|
||||
/* ==================== 日志 / 聊天 / 表格 ==================== */
|
||||
.card-log { display: flex; flex-direction: column; }
|
||||
.log-view {
|
||||
height: 260px;
|
||||
height: clamp(220px, 34vh, 380px);
|
||||
overflow-y: auto;
|
||||
background: #05070a;
|
||||
border: 1px solid var(--border);
|
||||
border-radius: 8px;
|
||||
padding: 8px;
|
||||
font-family: Consolas, "Cascadia Mono", monospace;
|
||||
border: 1px solid var(--border-soft);
|
||||
border-radius: var(--radius);
|
||||
padding: 8px 10px;
|
||||
font-family: Consolas, "Cascadia Mono", ui-monospace, monospace;
|
||||
font-size: 12px;
|
||||
line-height: 1.55;
|
||||
line-height: 1.6;
|
||||
white-space: pre-wrap;
|
||||
word-break: break-all;
|
||||
word-break: break-word;
|
||||
overscroll-behavior: contain;
|
||||
}
|
||||
.log-line { display: block; }
|
||||
.log-time { color: #586069; margin-right: 6px; }
|
||||
.log-time { color: #55606f; margin-right: 6px; }
|
||||
.log-info { color: var(--text); }
|
||||
.log-warn { color: var(--yellow); }
|
||||
.log-error { color: var(--red); }
|
||||
.log-success { color: var(--green); }
|
||||
|
||||
/* ==================== 配置 ==================== */
|
||||
/*
|
||||
* 日志 / 公屏行很多时(移动端尤其明显):让浏览器跳过「视口外」行的渲染与布局。
|
||||
* 相当于浏览器自带的虚拟列表 —— 不改变内容与滚动位置,只是不再为看不见的行做绘制。
|
||||
* 不支持的浏览器会忽略这两行,行为与原来一致。
|
||||
*/
|
||||
.log-line,
|
||||
.chat-line {
|
||||
content-visibility: auto;
|
||||
contain-intrinsic-size: auto 20px;
|
||||
}
|
||||
|
||||
.chat-line { display: block; }
|
||||
.chat-time { color: #55606f; margin-right: 6px; }
|
||||
.chat-bot { color: var(--accent-2); margin-right: 4px; }
|
||||
.chat-user { color: var(--purple); margin-right: 4px; }
|
||||
.chat-out { color: var(--green); }
|
||||
.chat-command { color: var(--yellow); }
|
||||
.chat-system { color: var(--text-dim); }
|
||||
.chat-action { color: var(--muted); }
|
||||
|
||||
.log-table { white-space: normal; padding: 0; }
|
||||
.exp-table { width: 100%; border-collapse: collapse; font-size: 12px; }
|
||||
.exp-table th {
|
||||
position: sticky; top: 0; z-index: 1;
|
||||
text-align: left; color: var(--text-dim); font-weight: 600;
|
||||
background: #05070a; padding: 5px 7px;
|
||||
border-bottom: 1px solid var(--border);
|
||||
}
|
||||
.exp-table td { padding: 3px 7px; border-bottom: 1px solid #10151d; white-space: nowrap; }
|
||||
.exp-table tbody tr:hover { background: #0d1219; }
|
||||
.exp-empty { color: var(--muted); padding: 8px; }
|
||||
|
||||
/* ==================== 表单 ==================== */
|
||||
.card-config { display: flex; flex-direction: column; }
|
||||
.tabs { display: flex; gap: 4px; flex-wrap: wrap; margin-bottom: 8px; }
|
||||
.config-scope { margin-bottom: 8px; }
|
||||
|
||||
/* 需要验证码时的醒目提示 */
|
||||
.verify-banner {
|
||||
margin: 8px 0;
|
||||
padding: 10px 12px;
|
||||
border: 1px solid #7a5a18;
|
||||
border-left: 3px solid var(--yellow);
|
||||
border-radius: var(--radius);
|
||||
background: rgba(214, 160, 31, .12);
|
||||
font-size: 12.5px;
|
||||
}
|
||||
.verify-banner strong { color: var(--yellow); display: block; margin-bottom: 3px; }
|
||||
.verify-banner p { margin: 0; color: var(--text-dim); line-height: 1.5; }
|
||||
.tabs { display: flex; gap: 5px; flex-wrap: wrap; margin-bottom: 9px; }
|
||||
.tabs-inline { margin-bottom: 0; }
|
||||
.tab {
|
||||
padding: 4px 10px; font-size: 12px; cursor: pointer;
|
||||
background: var(--panel-2); border: 1px solid var(--border);
|
||||
border-radius: 6px; color: var(--muted);
|
||||
background: var(--panel-2); border: 1px solid var(--border-soft);
|
||||
border-radius: 999px; color: var(--muted);
|
||||
font-family: inherit;
|
||||
transition: background .15s, color .15s, border-color .15s;
|
||||
}
|
||||
.tab:hover { color: var(--text); }
|
||||
.tab.active { color: #fff; background: var(--accent-2); border-color: var(--accent-2); }
|
||||
.config-body { max-height: 520px; overflow-y: auto; }
|
||||
.config-body { max-height: min(58vh, 560px); overflow-y: auto; padding-right: 2px; }
|
||||
|
||||
.field { margin-bottom: 9px; }
|
||||
.field label { display: block; font-size: 12px; color: var(--muted); margin-bottom: 3px; }
|
||||
.field .hint { font-size: 11px; color: #5d6672; margin-top: 2px; }
|
||||
.field .hint { font-size: 11px; color: var(--muted); margin-top: 3px; line-height: 1.45; }
|
||||
.input, select.input {
|
||||
width: 100%; padding: 5px 8px;
|
||||
background: #0b0f14; border: 1px solid var(--border);
|
||||
border-radius: 6px; color: var(--text); font-size: 13px;
|
||||
width: 100%; padding: 6px 9px;
|
||||
background: #080b11; border: 1px solid var(--border);
|
||||
border-radius: var(--radius-sm); color: var(--text); font-size: 13px;
|
||||
font-family: inherit;
|
||||
outline: none;
|
||||
transition: border-color .15s, box-shadow .15s;
|
||||
}
|
||||
.input:focus { border-color: var(--accent-2); }
|
||||
.field-inline { display: flex; align-items: center; gap: 8px; }
|
||||
.field-inline input[type=checkbox] { width: 15px; height: 15px; }
|
||||
.input:focus { border-color: var(--accent-2); box-shadow: 0 0 0 3px rgba(59, 142, 247, .15); }
|
||||
.field-inline { display: flex; align-items: center; gap: 6px; }
|
||||
.field-inline input[type=checkbox] { width: 15px; height: 15px; accent-color: var(--accent-2); }
|
||||
.field-label { font-size: 12px; color: var(--muted); white-space: nowrap; }
|
||||
.input-sm { width: auto; min-width: 104px; padding: 4px 8px; font-size: 12px; }
|
||||
.input-grow { flex: 1 1 120px; min-width: 0; width: auto; }
|
||||
.group-title {
|
||||
font-size: 12px; color: var(--accent-2);
|
||||
margin: 12px 0 6px; padding-bottom: 4px;
|
||||
margin: 13px 0 7px; padding-bottom: 4px;
|
||||
border-bottom: 1px dashed var(--border);
|
||||
font-weight: 600;
|
||||
}
|
||||
.group-title:first-child { margin-top: 0; }
|
||||
|
||||
.chk { display: flex; align-items: center; gap: 5px; font-size: 12px; color: var(--text-dim); cursor: pointer; }
|
||||
.chk input[type=checkbox] { accent-color: var(--accent-2); }
|
||||
|
||||
/* ==================== 提示 ==================== */
|
||||
.toast {
|
||||
position: fixed; right: 18px; bottom: 18px;
|
||||
background: var(--panel-2); border: 1px solid var(--border);
|
||||
position: fixed; right: 16px; bottom: 16px;
|
||||
background: var(--panel-3); border: 1px solid var(--border);
|
||||
border-left: 3px solid var(--accent-2);
|
||||
padding: 10px 14px; border-radius: 8px;
|
||||
font-size: 13px; max-width: 380px;
|
||||
padding: 10px 14px; border-radius: var(--radius);
|
||||
font-size: 13px; max-width: min(380px, calc(100vw - 32px));
|
||||
opacity: 0; transform: translateY(8px);
|
||||
transition: opacity .2s, transform .2s;
|
||||
pointer-events: none;
|
||||
z-index: 100;
|
||||
box-shadow: var(--shadow);
|
||||
}
|
||||
.toast.show { opacity: 1; transform: translateY(0); }
|
||||
.toast.error { border-left-color: var(--red); }
|
||||
|
||||
@media (max-width: 1280px) {
|
||||
.layout { grid-template-columns: 1fr; }
|
||||
.config-body { max-height: none; }
|
||||
/* ==================== 登录遮罩 ==================== */
|
||||
.overlay {
|
||||
position: fixed; inset: 0; z-index: 200;
|
||||
display: grid; place-items: center;
|
||||
padding: 16px;
|
||||
background: rgba(5, 7, 10, .8);
|
||||
backdrop-filter: blur(3px);
|
||||
}
|
||||
.overlay-box {
|
||||
width: min(380px, 100%);
|
||||
background: linear-gradient(180deg, var(--panel) 0%, var(--bg-soft) 100%);
|
||||
border: 1px solid var(--border);
|
||||
border-radius: var(--radius-lg);
|
||||
padding: 20px;
|
||||
box-shadow: var(--shadow);
|
||||
}
|
||||
.overlay-box h2 { font-size: 16px; margin: 0 0 6px; color: var(--text); text-transform: none; letter-spacing: 0; }
|
||||
.overlay-box .input { margin: 12px 0; }
|
||||
|
||||
/* ==================== SimpCore API 数据弹层 ==================== */
|
||||
.overlay-box-lg {
|
||||
width: min(1100px, 100%);
|
||||
max-height: min(86vh, 900px);
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
padding: 16px;
|
||||
}
|
||||
.overlay-box-lg .card-head h2 { text-transform: none; letter-spacing: 0; color: var(--text); font-size: 15px; }
|
||||
.simp-body {
|
||||
flex: 1 1 auto;
|
||||
min-height: 0;
|
||||
overflow-y: auto;
|
||||
margin-top: 10px;
|
||||
padding-right: 2px;
|
||||
}
|
||||
.simp-section { margin-bottom: 14px; }
|
||||
.simp-section h3 {
|
||||
font-size: 12.5px;
|
||||
color: var(--accent-2);
|
||||
margin: 0 0 7px;
|
||||
padding-bottom: 4px;
|
||||
border-bottom: 1px dashed var(--border);
|
||||
}
|
||||
.simp-grid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(auto-fit, minmax(190px, 1fr));
|
||||
gap: 8px;
|
||||
}
|
||||
.simp-stat {
|
||||
padding: 9px 11px;
|
||||
border: 1px solid var(--border-soft);
|
||||
border-radius: var(--radius);
|
||||
background: var(--panel-2);
|
||||
}
|
||||
.simp-stat .label { font-size: 11px; color: var(--muted); }
|
||||
.simp-stat .value { font-size: 15px; margin-top: 2px; word-break: break-word; }
|
||||
.simp-table { width: 100%; border-collapse: collapse; font-size: 12.5px; }
|
||||
.simp-table th {
|
||||
position: sticky; top: 0; z-index: 1;
|
||||
text-align: left; color: var(--text-dim); font-weight: 600;
|
||||
background: var(--panel-2); padding: 6px 8px;
|
||||
border-bottom: 1px solid var(--border);
|
||||
white-space: nowrap;
|
||||
}
|
||||
.simp-table td { padding: 5px 8px; border-bottom: 1px solid #10151d; }
|
||||
.simp-table tbody tr:hover { background: #0d1219; }
|
||||
.simp-table tbody tr.clickable { cursor: pointer; }
|
||||
.simp-table .num { text-align: right; font-variant-numeric: tabular-nums; }
|
||||
.simp-table .mono { font-size: 11.5px; }
|
||||
.simp-empty { color: var(--muted); padding: 10px 2px; font-size: 12.5px; }
|
||||
.simp-error { color: var(--red); font-size: 12.5px; padding: 8px 2px; }
|
||||
.simp-detail {
|
||||
margin-top: 10px; padding: 10px;
|
||||
border: 1px solid var(--border);
|
||||
border-radius: var(--radius);
|
||||
background: #0d1219;
|
||||
}
|
||||
.simp-detail h4 { margin: 0 0 8px; font-size: 13px; }
|
||||
.simp-detail .close-row { display: flex; justify-content: space-between; align-items: center; gap: 8px; }
|
||||
.simp-sub { display: flex; gap: 6px; flex-wrap: wrap; margin-bottom: 9px; }
|
||||
.tag {
|
||||
display: inline-block; padding: 1px 7px; border-radius: 999px;
|
||||
font-size: 11px; border: 1px solid var(--border); color: var(--text-dim);
|
||||
}
|
||||
.tag-owner { color: var(--yellow); border-color: #6b5518; }
|
||||
.tag-admin { color: var(--accent-2); border-color: #1f4f8f; }
|
||||
|
||||
/* ==================== 移动端底部导航 ==================== */
|
||||
.mobile-nav { display: none; }
|
||||
|
||||
/* ==================== 响应式 ==================== */
|
||||
|
||||
/* 中等屏幕:配置栏移到下方,两栏布局 */
|
||||
@media (max-width: 1200px) {
|
||||
.layout { grid-template-columns: minmax(280px, 320px) minmax(0, 1fr); }
|
||||
.col-right { grid-column: 1 / -1; }
|
||||
.col-right { display: grid; grid-template-columns: repeat(auto-fit, minmax(320px, 1fr)); align-items: start; }
|
||||
.config-body { max-height: min(46vh, 460px); }
|
||||
}
|
||||
|
||||
/* 平板 / 手机:单栏 + 底部导航 */
|
||||
@media (max-width: 820px) {
|
||||
:root { --gap: 10px; }
|
||||
|
||||
.topbar {
|
||||
padding: 8px 12px;
|
||||
gap: 8px;
|
||||
align-items: center;
|
||||
}
|
||||
.brand p { display: none; }
|
||||
.topbar-right { width: 100%; justify-content: space-between; }
|
||||
.topbar-right .field-inline { flex: 1 1 100%; }
|
||||
.topbar-right .field-inline select { flex: 1 1 auto; width: auto; }
|
||||
.topbar-actions { width: 100%; }
|
||||
.topbar-actions .btn { flex: 1 1 0; text-align: center; }
|
||||
.badges { width: 100%; }
|
||||
|
||||
.layout {
|
||||
grid-template-columns: 1fr;
|
||||
padding: 10px 10px calc(64px + env(safe-area-inset-bottom, 0px));
|
||||
}
|
||||
.col-right { grid-column: auto; display: flex; }
|
||||
|
||||
/* 底部导航:把「状态 / 地图 / 日志 / 配置」四块一键定位 */
|
||||
.mobile-nav {
|
||||
display: flex;
|
||||
position: fixed;
|
||||
left: 0; right: 0; bottom: 0;
|
||||
z-index: 40;
|
||||
background: rgba(16, 21, 29, .96);
|
||||
backdrop-filter: blur(10px);
|
||||
border-top: 1px solid var(--border-soft);
|
||||
padding-bottom: env(safe-area-inset-bottom, 0px);
|
||||
}
|
||||
.mobile-nav-item {
|
||||
flex: 1 1 0;
|
||||
padding: 11px 4px;
|
||||
background: transparent;
|
||||
border: none;
|
||||
color: var(--muted);
|
||||
font-size: 12px;
|
||||
font-family: inherit;
|
||||
cursor: pointer;
|
||||
border-top: 2px solid transparent;
|
||||
}
|
||||
.mobile-nav-item.active { color: var(--accent-2); border-top-color: var(--accent-2); }
|
||||
|
||||
/* 触控目标放大 */
|
||||
.btn { padding: 8px 13px; font-size: 13px; }
|
||||
.btn-sm { padding: 6px 11px; font-size: 12.5px; }
|
||||
.input, select.input { padding: 8px 10px; font-size: 14px; }
|
||||
.input-sm { padding: 6px 9px; font-size: 12.5px; }
|
||||
.tab { padding: 6px 12px; font-size: 12.5px; }
|
||||
|
||||
#mapCanvas { height: clamp(260px, 52vh, 420px); }
|
||||
.log-view { height: clamp(240px, 46vh, 400px); font-size: 12.5px; }
|
||||
.config-body { max-height: none; }
|
||||
|
||||
.card { padding: 12px; }
|
||||
.kv { grid-template-columns: 84px 1fr; }
|
||||
.toast { left: 12px; right: 12px; bottom: calc(64px + env(safe-area-inset-bottom, 0px)); max-width: none; }
|
||||
}
|
||||
|
||||
@media (max-width: 420px) {
|
||||
.brand h1 { font-size: 14px; }
|
||||
.schedule-item { grid-template-columns: auto minmax(0, 1fr) auto; }
|
||||
.schedule-item .next { display: none; }
|
||||
.field-row { grid-template-columns: 1fr; }
|
||||
}
|
||||
|
||||
/* 横屏手机:地图压矮一点,避免看不到下面的日志 */
|
||||
@media (max-height: 520px) and (orientation: landscape) {
|
||||
#mapCanvas { height: 46vh; }
|
||||
.log-view { height: 40vh; }
|
||||
}
|
||||
|
||||
/* 尊重「减少动效」偏好 */
|
||||
@media (prefers-reduced-motion: reduce) {
|
||||
* { transition: none !important; animation: none !important; }
|
||||
}
|
||||
|
||||
+1141
-55
文件差异内容过多而无法显示
加载差异
@@ -0,0 +1,282 @@
|
||||
'use strict';
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
const fs = require('fs');
|
||||
const os = require('os');
|
||||
const path = require('path');
|
||||
|
||||
const { BigMapService, TILE_PIXELS, DEFAULT_MAX_ZOOM } = require('../src/core/bigMapService');
|
||||
const { defaultConfig } = require('../src/config/expansionConfig');
|
||||
|
||||
/** 造一张假的 PNG 内容(只需非空即可,服务端只做字节透传) */
|
||||
function fakePng(size) {
|
||||
const buffer = Buffer.alloc(size || 64);
|
||||
buffer[0] = 0x89;
|
||||
buffer[1] = 0x50;
|
||||
return buffer;
|
||||
}
|
||||
|
||||
/** 建一个使用临时缓存目录、带假 fetch 的大地图服务 */
|
||||
function setup(options) {
|
||||
const opts = options || {};
|
||||
const cacheDir = fs.mkdtempSync(path.join(os.tmpdir(), 'autostore-bigmap-'));
|
||||
const config = defaultConfig();
|
||||
Object.assign(config.bigMap, opts.bigMap || {});
|
||||
const calls = [];
|
||||
const fetchImpl = opts.fetchImpl || (async (url) => {
|
||||
calls.push(url);
|
||||
if (opts.failAll) return { ok: false, status: 404, arrayBuffer: async () => new ArrayBuffer(0) };
|
||||
const data = fakePng(opts.tileSize || 64);
|
||||
return { ok: true, status: 200, arrayBuffer: async () => data.buffer.slice(data.byteOffset, data.byteOffset + data.length) };
|
||||
});
|
||||
const service = new BigMapService(config, null, {
|
||||
baseUrl: 'http://bgjq.simpfun.cn',
|
||||
world: 'minecraft_overworld',
|
||||
cacheDir,
|
||||
fetchImpl
|
||||
});
|
||||
return { service, config, cacheDir, calls };
|
||||
}
|
||||
|
||||
test('坐标系:最大层级 1 方块 = 1 像素,逐级翻倍', () => {
|
||||
const { service } = setup();
|
||||
assert.strictEqual(service.maxZoom, DEFAULT_MAX_ZOOM);
|
||||
assert.strictEqual(service.blocksPerTile(3), TILE_PIXELS, '最大层级每张瓦片覆盖 512 方块');
|
||||
assert.strictEqual(service.blocksPerTile(2), TILE_PIXELS * 2);
|
||||
assert.strictEqual(service.blocksPerTile(1), TILE_PIXELS * 4);
|
||||
assert.strictEqual(service.blocksPerTile(0), TILE_PIXELS * 8, '层级 0 每张瓦片覆盖 4096 方块');
|
||||
});
|
||||
|
||||
test('坐标系:王城 (10722, 1547) 落在 z=3 的瓦片 (20, 3) 内(对源站实测标定)', () => {
|
||||
const { service } = setup();
|
||||
const bounds = service.tileBlockBounds(3, 20, 3);
|
||||
assert.deepStrictEqual(bounds, { minBlockX: 10240, maxBlockX: 10752, minBlockZ: 1536, maxBlockZ: 2048 });
|
||||
assert.ok(10722 >= bounds.minBlockX && 10722 < bounds.maxBlockX);
|
||||
assert.ok(1547 >= bounds.minBlockZ && 1547 < bounds.maxBlockZ);
|
||||
});
|
||||
|
||||
test('tileRange 覆盖 ±rangeBlocks:层级 0 全世界为 10×10=100 张', () => {
|
||||
const { service } = setup();
|
||||
const range = service.tileRange(0, 20480, 0, 0);
|
||||
assert.strictEqual(range.minX, -5);
|
||||
assert.strictEqual(range.maxX, 4);
|
||||
assert.strictEqual(range.minZ, -5);
|
||||
assert.strictEqual(range.maxZ, 4);
|
||||
assert.strictEqual(range.count, 100);
|
||||
// 瓦片范围必须完整覆盖 -20480..20480
|
||||
assert.strictEqual(range.minX * service.blocksPerTile(0), -20480);
|
||||
assert.strictEqual((range.maxX + 1) * service.blocksPerTile(0), 20480);
|
||||
});
|
||||
|
||||
test('tileRange 支持以机器人位置为中心:图幅越小爬的瓦片越少', () => {
|
||||
const { service } = setup();
|
||||
// 层级 0 每张瓦片 4096 格:半径 20480 → 100 张,4096 → 4 张
|
||||
assert.strictEqual(service.tileRange(0, 20480, 0, 0).count, 100);
|
||||
assert.strictEqual(service.tileRange(0, 4096, 0, 0).count, 4);
|
||||
// 半径 1024 且中心落在某张瓦片正中(瓦片 4 覆盖 16384..20480,中心 18432)→ 只要 1 张
|
||||
const centered = service.tileRange(0, 1024, 18432, 18432);
|
||||
assert.strictEqual(centered.count, 1);
|
||||
assert.strictEqual(centered.minX, 4);
|
||||
assert.strictEqual(centered.minZ, 4);
|
||||
assert.strictEqual(centered.centerBlockX, 18432);
|
||||
// 该瓦片必须真的覆盖机器人坐标
|
||||
const bounds = service.tileBlockBounds(0, centered.minX, centered.minZ);
|
||||
assert.ok(18432 >= bounds.minBlockX && 18432 < bounds.maxBlockX);
|
||||
assert.ok(18432 >= bounds.minBlockZ && 18432 < bounds.maxBlockZ);
|
||||
});
|
||||
|
||||
test('tileRange 中心移到远处时瓦片下标整体平移,不再盯着世界原点', () => {
|
||||
const { service } = setup();
|
||||
const atOrigin = service.tileRange(0, 4096, 0, 0);
|
||||
const atBot = service.tileRange(0, 4096, 20000, -20000);
|
||||
assert.notStrictEqual(atOrigin.minX, atBot.minX);
|
||||
// 机器人所在的瓦片(正 X、负 Z 象限)必须落在范围内
|
||||
const tileX = Math.floor(20000 / 4096);
|
||||
const tileZ = Math.floor(-20000 / 4096);
|
||||
assert.ok(tileX >= atBot.minX && tileX <= atBot.maxX, '瓦片 X 下标应覆盖机器人');
|
||||
assert.ok(tileZ >= atBot.minZ && tileZ <= atBot.maxZ, '瓦片 Z 下标应覆盖机器人');
|
||||
assert.ok(tileX > 0 && tileZ < 0, '机器人位于正 X、负 Z 象限');
|
||||
const bounds = service.tileBlockBounds(0, tileX, tileZ);
|
||||
assert.ok(20000 >= bounds.minBlockX && 20000 < bounds.maxBlockX);
|
||||
});
|
||||
|
||||
test('tileRange 缺省中心为世界原点', () => {
|
||||
const { service } = setup();
|
||||
const range = service.tileRange(0, 4096);
|
||||
assert.strictEqual(range.centerBlockX, 0);
|
||||
assert.strictEqual(range.centerBlockZ, 0);
|
||||
});
|
||||
|
||||
test('tileUrl / tilePath 拼接源站地址与磁盘缓存路径', () => {
|
||||
const { service } = setup();
|
||||
assert.strictEqual(
|
||||
service.tileUrl(2, -3, 7),
|
||||
'http://bgjq.simpfun.cn/tiles/minecraft_overworld/2/-3_7.png'
|
||||
);
|
||||
assert.ok(service.tilePath(2, -3, 7).endsWith(path.join('minecraft_overworld', '2', '-3_7.png')));
|
||||
});
|
||||
|
||||
test('getTile 首次回源并落盘,第二次命中磁盘不再回源', async () => {
|
||||
const { service, calls } = setup();
|
||||
const first = await service.getTile(1, 2, 3);
|
||||
assert.ok(first && first.length > 0);
|
||||
assert.strictEqual(calls.length, 1);
|
||||
|
||||
// 清掉内存缓存,验证磁盘缓存生效
|
||||
service._memory.clear();
|
||||
const second = await service.getTile(1, 2, 3);
|
||||
assert.ok(second && second.length > 0);
|
||||
assert.strictEqual(calls.length, 1, '第二次不应再回源');
|
||||
});
|
||||
|
||||
test('getTile 回源失败返回 null(控制台画占位色块)', async () => {
|
||||
const { service } = setup({ failAll: true });
|
||||
assert.strictEqual(await service.getTile(0, 0, 0), null);
|
||||
});
|
||||
|
||||
test('crawlAll 批量爬取范围内全部瓦片并统计进度', async () => {
|
||||
const { service, calls } = setup({ bigMap: { rangeBlocks: 4096 } });
|
||||
const result = await service.crawlAll(0);
|
||||
// rangeBlocks=4096、层级 0 每张 4096 方块 → 2×2=4 张
|
||||
assert.strictEqual(result.total, 4);
|
||||
assert.strictEqual(result.done, 4);
|
||||
assert.strictEqual(result.failed, 0);
|
||||
assert.strictEqual(result.running, false);
|
||||
assert.strictEqual(calls.length, 4);
|
||||
assert.strictEqual(service.countCached(0), 4);
|
||||
});
|
||||
|
||||
test('crawlAll 已缓存的瓦片不重复下载', async () => {
|
||||
const { service, calls } = setup({ bigMap: { rangeBlocks: 4096 } });
|
||||
await service.crawlAll(0);
|
||||
assert.strictEqual(calls.length, 4);
|
||||
await service.crawlAll(0);
|
||||
assert.strictEqual(calls.length, 4, '第二次爬取应全部命中缓存');
|
||||
});
|
||||
|
||||
test('crawlAll 统计失败张数', async () => {
|
||||
const { service } = setup({ failAll: true, bigMap: { rangeBlocks: 4096 } });
|
||||
const result = await service.crawlAll(0);
|
||||
assert.strictEqual(result.total, 4);
|
||||
assert.strictEqual(result.done, 0);
|
||||
assert.strictEqual(result.failed, 4);
|
||||
});
|
||||
|
||||
test('crawlAll 支持以指定中心爬取(只拉机器人周边那几张)', async () => {
|
||||
const { service, calls } = setup();
|
||||
const result = await service.crawlAll(0, {
|
||||
centerBlockX: 18432,
|
||||
centerBlockZ: 18432,
|
||||
rangeBlocks: 1024
|
||||
});
|
||||
assert.strictEqual(result.total, 1, '中心落在瓦片正中且半径 1024 时只需 1 张瓦片');
|
||||
assert.strictEqual(result.done, 1);
|
||||
assert.strictEqual(result.centerBlockX, 18432);
|
||||
assert.strictEqual(result.rangeBlocks, 1024);
|
||||
// 只请求了机器人所在的那一张,而不是世界原点附近
|
||||
assert.strictEqual(calls.length, 1);
|
||||
assert.ok(calls[0].includes('/4_4.png'), '实际请求的瓦片 URL:' + calls[0]);
|
||||
});
|
||||
|
||||
test('snapshot 暴露坐标系、瓦片范围与缓存数量', () => {
|
||||
const { service } = setup({ bigMap: { rangeBlocks: 20480, zoom: 0 } });
|
||||
const snap = service.snapshot();
|
||||
assert.strictEqual(snap.world, 'minecraft_overworld');
|
||||
assert.strictEqual(snap.tilePixels, TILE_PIXELS);
|
||||
assert.strictEqual(snap.blocksPerTile, 4096);
|
||||
assert.strictEqual(snap.tiles.count, 100);
|
||||
assert.strictEqual(snap.cached, 0);
|
||||
assert.ok(snap.source.tileUrlTemplate.includes('{z}/{x}_{y}.png'));
|
||||
});
|
||||
|
||||
test('snapshot 接受中心参数,瓦片范围随机器人位置变化', () => {
|
||||
const { service } = setup({ bigMap: { rangeBlocks: 1024, zoom: 0 } });
|
||||
const atOrigin = service.snapshot({ centerBlockX: 0, centerBlockZ: 0 });
|
||||
const atBot = service.snapshot({ centerBlockX: 18432, centerBlockZ: 18432 });
|
||||
assert.strictEqual(atBot.tiles.count, 1, '中心落在瓦片正中时只要 1 张');
|
||||
assert.notStrictEqual(atOrigin.tiles.minX, atBot.tiles.minX, '中心不同,瓦片下标必须不同');
|
||||
assert.strictEqual(atBot.tiles.centerBlockX, 18432);
|
||||
assert.strictEqual(atBot.tiles.minX, 4);
|
||||
});
|
||||
|
||||
test('clearCache 清空磁盘与内存缓存', async () => {
|
||||
const { service } = setup({ bigMap: { rangeBlocks: 4096 } });
|
||||
await service.crawlAll(0);
|
||||
assert.strictEqual(service.countCached(0), 4);
|
||||
const removed = service.clearCache();
|
||||
assert.strictEqual(removed, 4);
|
||||
assert.strictEqual(service.countCached(0), 0);
|
||||
assert.strictEqual(service._memory.size, 0);
|
||||
});
|
||||
|
||||
test('配置里 zoom 大于 maxZoom 时被钳制(避免爬到源站不存在的瓦片)', () => {
|
||||
const { service, config } = setup({ bigMap: { zoom: 7, maxZoom: 3 } });
|
||||
// 直接走一次配置归一化,验证钳制逻辑
|
||||
const { normalizeConfig } = require('../src/config/expansionConfig');
|
||||
const normalized = normalizeConfig(config);
|
||||
assert.strictEqual(normalized.bigMap.zoom, 3);
|
||||
assert.strictEqual(service.maxZoom, 3);
|
||||
});
|
||||
|
||||
// ==================== 后台预热(机器人移动后顺带补高层级瓦片)====================
|
||||
|
||||
test('prewarmAround 只预热比「启动预爬取层级」更高的层级', async () => {
|
||||
const { service, calls } = setup({ bigMap: { zoom: 0, prewarmLevels: 2, prewarmRangeBlocks: 512 } });
|
||||
const result = await service.prewarmAround(0, 0);
|
||||
assert.strictEqual(result.skipped, undefined, '首次调用应真正预热');
|
||||
assert.strictEqual(result.minZoom, 1);
|
||||
assert.strictEqual(result.maxZoom, 2, '默认只预热上面两层');
|
||||
assert.ok(result.done > 0);
|
||||
for (const url of calls) {
|
||||
assert.ok(/\/tiles\/minecraft_overworld\/[12]\//.test(url), '不应预热层级 0(批量爬取负责):' + url);
|
||||
}
|
||||
});
|
||||
|
||||
test('prewarmAround 在机器人没怎么移动时跳过(避免频繁请求源站)', async () => {
|
||||
const { service, calls } = setup({ bigMap: { prewarmMinMoveBlocks: 512, prewarmIntervalMs: 600000 } });
|
||||
await service.prewarmAround(1000, 1000);
|
||||
const firstCalls = calls.length;
|
||||
const again = await service.prewarmAround(1000, 1000);
|
||||
assert.strictEqual(again.skipped, 'recent');
|
||||
assert.strictEqual(calls.length, firstCalls, '跳过时不应再发起任何下载');
|
||||
|
||||
// 移动够远之后应该重新预热
|
||||
const moved = await service.prewarmAround(2000, 2000);
|
||||
assert.strictEqual(moved.skipped, undefined);
|
||||
assert.ok(calls.length > firstCalls);
|
||||
});
|
||||
|
||||
test('prewarmAround 可关闭,且批量爬取在途时让路', async () => {
|
||||
const { service } = setup({ bigMap: { prewarm: false } });
|
||||
assert.strictEqual((await service.prewarmAround(0, 0)).skipped, 'disabled');
|
||||
|
||||
const second = setup().service;
|
||||
second.crawl.running = true;
|
||||
assert.strictEqual((await second.prewarmAround(0, 0)).skipped, 'busy');
|
||||
});
|
||||
|
||||
test('prewarmAround 覆盖半径越大、层级越多,需要的瓦片越多', async () => {
|
||||
const { service: small } = setup({ bigMap: { prewarmLevels: 1, prewarmRangeBlocks: 256 } });
|
||||
const smallResult = await small.prewarmAround(0, 0);
|
||||
const { service: big } = setup({ bigMap: { prewarmLevels: 2, prewarmRangeBlocks: 2048 } });
|
||||
const bigResult = await big.prewarmAround(0, 0);
|
||||
assert.ok(bigResult.total > smallResult.total, `大图幅应预热更多瓦片:${bigResult.total} vs ${smallResult.total}`);
|
||||
});
|
||||
|
||||
test('snapshot 暴露预热状态供控制台展示', async () => {
|
||||
const { service } = setup();
|
||||
await service.prewarmAround(0, 0);
|
||||
const snapshot = service.snapshot();
|
||||
assert.ok(snapshot.prewarm);
|
||||
assert.strictEqual(snapshot.prewarm.running, false);
|
||||
assert.ok(snapshot.prewarm.done > 0);
|
||||
assert.strictEqual(snapshot.prewarm.lastCenterX, 0);
|
||||
});
|
||||
|
||||
test('prewarmLevels 为 0 时不预热(只做启动批量爬取)', async () => {
|
||||
const { service, calls } = setup({ bigMap: { prewarmLevels: 0 } });
|
||||
const result = await service.prewarmAround(0, 0);
|
||||
assert.strictEqual(result.skipped, 'no-levels');
|
||||
assert.strictEqual(calls.length, 0);
|
||||
});
|
||||
+1103
文件差异内容过多而无法显示
加载差异
+494
@@ -0,0 +1,494 @@
|
||||
'use strict';
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
const fs = require('fs');
|
||||
const os = require('os');
|
||||
const path = require('path');
|
||||
|
||||
const { BotPool } = require('../src/bot/botPool');
|
||||
const { BotStore, BotCredentialStore } = require('../src/config/botStore');
|
||||
const { defaultConfig, normalizeConfig } = require('../src/config/expansionConfig');
|
||||
const { Logger } = require('../src/util/logger');
|
||||
const { TerritoryModel } = require('../src/core/territoryModel');
|
||||
const chunkPos = require('../src/core/chunkPos');
|
||||
|
||||
/** 造一个只提供 getModel 的数据服务桩 */
|
||||
function fakeDataService() {
|
||||
const map = new Map([[
|
||||
'A',
|
||||
{ name: 'A', capital: { x: 0, z: 0 }, chunks: new Set([chunkPos.key(0, 0)]), color: 0x75bd20 }
|
||||
]]);
|
||||
const model = new TerritoryModel(map);
|
||||
model.setSelfStateName('A');
|
||||
return {
|
||||
model,
|
||||
getModel: () => model,
|
||||
setSelectedStateName: (name) => model.setSelfStateName(name),
|
||||
addSessionClaim: () => {},
|
||||
refreshAsync: () => {},
|
||||
detectStateByPlayer: async () => null,
|
||||
snapshot: () => ({ stateCount: 1 })
|
||||
};
|
||||
}
|
||||
|
||||
function connection(username) {
|
||||
return {
|
||||
id: username,
|
||||
username,
|
||||
password: 'pw',
|
||||
auth: 'offline',
|
||||
host: 'mc.example.com',
|
||||
port: 25565,
|
||||
version: '1.21.4',
|
||||
label: username
|
||||
};
|
||||
}
|
||||
|
||||
/** 建一个含 2 个机器人、使用临时 bots.json 的池 */
|
||||
function setup(options) {
|
||||
const opts = options || {};
|
||||
const dir = fs.mkdtempSync(path.join(os.tmpdir(), 'autostore-pool-'));
|
||||
const storePath = path.join(dir, 'bots.json');
|
||||
const credPath = path.join(dir, 'bots.credentials.json');
|
||||
if (opts.settings) fs.writeFileSync(storePath, JSON.stringify({ bots: opts.settings }), 'utf8');
|
||||
const config = normalizeConfig(Object.assign(defaultConfig(), opts.config || {}));
|
||||
const pool = new BotPool({
|
||||
connections: opts.connections || [connection('BotA'), connection('BotB')],
|
||||
config,
|
||||
logger: new Logger({ echo: false }),
|
||||
dataService: fakeDataService(),
|
||||
botStore: new BotStore(storePath),
|
||||
credentialStore: opts.noCredentialStore ? null : new BotCredentialStore(credPath)
|
||||
});
|
||||
return { pool, storePath, credPath, config, dir };
|
||||
}
|
||||
|
||||
test('BotPool 为每个凭据建立一个机器人条目', () => {
|
||||
const { pool } = setup();
|
||||
assert.strictEqual(pool.size, 2);
|
||||
assert.deepStrictEqual(pool.ids(), ['BotA', 'BotB']);
|
||||
assert.strictEqual(pool.defaultId, 'BotA');
|
||||
assert.strictEqual(pool.get('BotA').manager.connection.username, 'BotA');
|
||||
assert.strictEqual(pool.get().id, 'BotA', '不传 id 时返回默认机器人');
|
||||
});
|
||||
|
||||
test('require 找不到机器人时抛出 404', () => {
|
||||
const { pool } = setup();
|
||||
assert.throws(() => pool.require('不存在'), (err) => err.statusCode === 404);
|
||||
});
|
||||
|
||||
test('getConfigFor 未设置覆盖时等于全局配置', () => {
|
||||
const { pool } = setup({ config: { strategy: 4, targetCount: 20 } });
|
||||
const config = pool.getConfigFor('BotA');
|
||||
assert.strictEqual(config.strategy, 4);
|
||||
assert.strictEqual(config.targetCount, 20);
|
||||
});
|
||||
|
||||
test('每个机器人可以有独立的配置覆盖,互不影响', () => {
|
||||
const { pool } = setup({ config: { strategy: 1, targetCount: 10 } });
|
||||
pool.setBotSetting('BotB', { config: { strategy: 2, targetCount: 3, stateName: 'B国' } });
|
||||
|
||||
const a = pool.getConfigFor('BotA');
|
||||
const b = pool.getConfigFor('BotB');
|
||||
assert.strictEqual(a.strategy, 1);
|
||||
assert.strictEqual(a.targetCount, 10);
|
||||
assert.strictEqual(b.strategy, 2);
|
||||
assert.strictEqual(b.targetCount, 3);
|
||||
assert.strictEqual(b.stateName, 'B国');
|
||||
// 未覆盖的字段回退到全局
|
||||
assert.strictEqual(b.waitTimeoutSeconds, a.waitTimeoutSeconds);
|
||||
});
|
||||
|
||||
test('setBotSetting 持久化到 bots.json,重建池后仍生效', () => {
|
||||
const { pool, storePath } = setup();
|
||||
pool.setBotSetting('BotB', { enabled: false, autoStart: true, label: '二号机', config: { targetCount: 7 } });
|
||||
|
||||
const saved = JSON.parse(fs.readFileSync(storePath, 'utf8'));
|
||||
assert.strictEqual(saved.bots.BotB.enabled, false);
|
||||
assert.strictEqual(saved.bots.BotB.autoStart, true);
|
||||
assert.strictEqual(saved.bots.BotB.label, '二号机');
|
||||
|
||||
const rebuilt = new BotPool({
|
||||
connections: [connection('BotA'), connection('BotB')],
|
||||
config: defaultConfig(),
|
||||
dataService: fakeDataService(),
|
||||
botStore: new BotStore(storePath)
|
||||
});
|
||||
assert.strictEqual(rebuilt.get('BotB').manager.label, '二号机');
|
||||
assert.strictEqual(rebuilt.getConfigFor('BotB').targetCount, 7);
|
||||
assert.strictEqual(rebuilt.settingSnapshot('BotB').enabled, false);
|
||||
});
|
||||
|
||||
test('设置里绝不写入密码(密码只来自环境变量)', () => {
|
||||
const { pool, storePath } = setup();
|
||||
pool.setBotSetting('BotA', { label: '主号' });
|
||||
const text = fs.readFileSync(storePath, 'utf8');
|
||||
assert.ok(!text.includes('pw'), 'bots.json 中不得出现密码');
|
||||
assert.ok(!/password/i.test(text), 'bots.json 中不得出现 password 字段');
|
||||
});
|
||||
|
||||
test('snapshot 汇总各机器人的连接状态与任务状态', () => {
|
||||
const { pool } = setup();
|
||||
const snap = pool.snapshot();
|
||||
assert.strictEqual(snap.length, 2);
|
||||
assert.strictEqual(snap[0].id, 'BotA');
|
||||
assert.strictEqual(snap[0].state, 'idle');
|
||||
assert.strictEqual(snap[0].enabled, true);
|
||||
assert.strictEqual(snap[0].task.state, 'IDLE');
|
||||
assert.strictEqual(snap[0].task.botId, 'BotA');
|
||||
});
|
||||
|
||||
test('positions 输出各机器人坐标供大地图打点', () => {
|
||||
const { pool } = setup();
|
||||
const positions = pool.positions();
|
||||
assert.strictEqual(positions.length, 2);
|
||||
assert.strictEqual(positions[0].id, 'BotA');
|
||||
assert.strictEqual(positions[0].position, null, '未进入世界时没有坐标');
|
||||
assert.strictEqual(positions[0].stateName, '');
|
||||
});
|
||||
|
||||
test('未连接时拒绝发送指令与聊天,并说明是「未连接」', () => {
|
||||
const { pool } = setup();
|
||||
const command = pool.sendCommand('BotA', 'u claimmode');
|
||||
assert.strictEqual(command.ok, false);
|
||||
assert.ok(command.message.includes('未连接'), '离线时应明确说明未连接,而不是含糊的失败');
|
||||
|
||||
const chat = pool.sendChat('BotA', '大家好');
|
||||
assert.strictEqual(chat.ok, false);
|
||||
assert.ok(chat.message.includes('未连接'));
|
||||
});
|
||||
|
||||
test('已连接但未完成登录验证时拒绝发送指令与聊天', () => {
|
||||
const { pool } = setup();
|
||||
const entry = pool.get('BotA');
|
||||
entry.manager.bot = { chat: () => {} };
|
||||
entry.manager.state = 'online';
|
||||
entry.manager.loggedIn = false;
|
||||
|
||||
const command = pool.sendCommand('BotA', 'u claimmode');
|
||||
assert.strictEqual(command.ok, false);
|
||||
assert.ok(command.message.includes('未完成登录验证'));
|
||||
|
||||
const chat = pool.sendChat('BotA', '大家好');
|
||||
assert.strictEqual(chat.ok, false);
|
||||
assert.ok(chat.message.includes('未完成登录验证'));
|
||||
});
|
||||
|
||||
test('未登录时验证类指令仍可下发(否则无法完成登录)', () => {
|
||||
const { pool } = setup();
|
||||
const entry = pool.get('BotA');
|
||||
const sent = [];
|
||||
entry.manager.bot = { chat: (text) => sent.push(text) };
|
||||
entry.manager.state = 'online';
|
||||
entry.manager.loggedIn = false;
|
||||
|
||||
const result = pool.sendCommand('BotA', '/auth 12345 6789');
|
||||
assert.strictEqual(result.ok, true);
|
||||
// 指令有节流,这里直接驱动写入验证内容
|
||||
entry.manager._commandQueue.length = 0;
|
||||
entry.manager._writeCommand('auth 12345 6789');
|
||||
assert.deepStrictEqual(sent, ['/auth 12345 6789']);
|
||||
});
|
||||
|
||||
test('空指令被拒绝', () => {
|
||||
const { pool } = setup();
|
||||
const result = pool.sendCommand('BotA', ' ');
|
||||
assert.strictEqual(result.ok, false);
|
||||
assert.ok(result.message.includes('指令为空'));
|
||||
});
|
||||
|
||||
test('空聊天消息被拒绝', () => {
|
||||
const { pool } = setup();
|
||||
const result = pool.sendChat('BotA', ' ');
|
||||
assert.strictEqual(result.ok, false);
|
||||
assert.ok(result.message.includes('内容为空'));
|
||||
});
|
||||
|
||||
test('聊天与指令共用同一入口:以 / 开头按指令发送', () => {
|
||||
const { pool } = setup();
|
||||
const entry = pool.get('BotA');
|
||||
entry.manager.bot = { chat: () => {} };
|
||||
entry.manager.state = 'online';
|
||||
entry.manager.loggedIn = true;
|
||||
|
||||
const chat = pool.sendChat('BotA', '大家好');
|
||||
assert.strictEqual(chat.kind, 'chat');
|
||||
assert.ok(chat.message.includes('消息已发送'));
|
||||
|
||||
const command = pool.sendChat('BotA', '/u restore confirm');
|
||||
assert.strictEqual(command.kind, 'command', '以 / 开头应识别为指令');
|
||||
assert.ok(command.message.includes('指令已发送'));
|
||||
});
|
||||
|
||||
test('完成登录验证后允许发送指令与聊天', () => {
|
||||
const { pool } = setup();
|
||||
const entry = pool.get('BotA');
|
||||
const sent = [];
|
||||
entry.manager.bot = { chat: (text) => sent.push(text) };
|
||||
entry.manager.state = 'online';
|
||||
entry.manager.loggedIn = true;
|
||||
|
||||
assert.strictEqual(entry.manager.canOperate(), true);
|
||||
assert.strictEqual(pool.sendChat('BotA', '大家好').ok, true);
|
||||
assert.strictEqual(pool.sendCommand('BotA', '/spawn').ok, true);
|
||||
|
||||
// 指令队列有节流,这里直接驱动写入验证内容
|
||||
entry.manager._commandQueue.length = 0;
|
||||
entry.manager._chatQueue.length = 0;
|
||||
entry.manager.sendChat('直接发送', { internal: true });
|
||||
entry.manager._chatQueue.length = 0;
|
||||
entry.manager._writeChat('直接发送');
|
||||
assert.deepStrictEqual(sent, ['直接发送']);
|
||||
});
|
||||
|
||||
test('startTask 在机器人未就绪时返回失败且不抛异常', async () => {
|
||||
const { pool } = setup();
|
||||
const result = await pool.startTask('BotA');
|
||||
assert.strictEqual(result.ok, false);
|
||||
assert.ok(result.message.includes('尚未就绪'));
|
||||
});
|
||||
|
||||
test('startTask 带配置覆盖时写入该机器人的专属配置', async () => {
|
||||
const { pool } = setup({ config: { strategy: 1 } });
|
||||
await pool.startTask('BotB', { strategy: 3, targetCount: 5 });
|
||||
const config = pool.getConfigFor('BotB');
|
||||
assert.strictEqual(config.strategy, 3);
|
||||
assert.strictEqual(config.targetCount, 5);
|
||||
// 另一个机器人不受影响
|
||||
assert.strictEqual(pool.getConfigFor('BotA').strategy, 1);
|
||||
assert.strictEqual(pool.settingSnapshot('BotB').hasOverrides, true);
|
||||
});
|
||||
|
||||
test('clearBotConfigOverride 清除专属配置后重新继承全局', () => {
|
||||
const { pool } = setup({ config: { strategy: 1, targetCount: 10 } });
|
||||
pool.setBotSetting('BotB', { config: { strategy: 3, targetCount: 5 } });
|
||||
assert.strictEqual(pool.getConfigFor('BotB').strategy, 3);
|
||||
assert.strictEqual(pool.settingSnapshot('BotB').hasOverrides, true);
|
||||
|
||||
const saved = pool.clearBotConfigOverride('BotB');
|
||||
|
||||
assert.strictEqual(saved.hasOverrides, false);
|
||||
assert.strictEqual(pool.getConfigFor('BotB').strategy, 1, '应重新继承全局');
|
||||
assert.strictEqual(pool.getConfigFor('BotB').targetCount, 10);
|
||||
// 清除后应下发到运行时
|
||||
assert.strictEqual(pool.get('BotB').manager.config.strategy, 1);
|
||||
});
|
||||
|
||||
test('专属配置是完整快照:存下后全局改动不再影响它(这正是需要「清除」按钮的原因)', () => {
|
||||
const { pool } = setup({ config: { allowBreak: false } });
|
||||
pool.setBotSetting('BotA', { config: { allowBreak: true } });
|
||||
|
||||
// 改全局
|
||||
const next = normalizeConfig({ allowBreak: false, targetCount: 42 }, pool.config);
|
||||
pool.applyGlobalConfig(next);
|
||||
|
||||
assert.strictEqual(pool.getConfigFor('BotA').allowBreak, true, '专属配置优先于全局');
|
||||
assert.strictEqual(pool.getConfigFor('BotB').targetCount, 42, '没有覆盖的机器人跟随全局');
|
||||
|
||||
pool.clearBotConfigOverride('BotA');
|
||||
assert.strictEqual(pool.getConfigFor('BotA').allowBreak, false, '清除后跟随全局');
|
||||
});
|
||||
|
||||
test('clearBotConfigOverride 对不存在的机器人抛 404', () => {
|
||||
const { pool } = setup();
|
||||
assert.throws(() => pool.clearBotConfigOverride('不存在'), (err) => err.statusCode === 404);
|
||||
});
|
||||
|
||||
test('applyGlobalConfig 下发到全部机器人并保留各自的覆盖', () => {
|
||||
const { pool } = setup({ config: { strategy: 1, targetCount: 10 } });
|
||||
pool.setBotSetting('BotB', { config: { targetCount: 3 } });
|
||||
|
||||
const next = normalizeConfig({ strategy: 4, targetCount: 99 }, pool.config);
|
||||
pool.applyGlobalConfig(next);
|
||||
|
||||
assert.strictEqual(pool.get('BotA').manager.config.strategy, 4);
|
||||
assert.strictEqual(pool.getConfigFor('BotA').targetCount, 99);
|
||||
assert.strictEqual(pool.getConfigFor('BotB').targetCount, 3, '机器人专属覆盖优先于全局');
|
||||
});
|
||||
|
||||
test('stop 会停止全部机器人的任务并断开连接', () => {
|
||||
const { pool } = setup();
|
||||
let disconnected = 0;
|
||||
for (const entry of pool.entries.values()) {
|
||||
entry.manager.disconnect = () => { disconnected++; };
|
||||
}
|
||||
pool.stop();
|
||||
assert.strictEqual(disconnected, 2);
|
||||
});
|
||||
|
||||
test('tick 驱动全部机器人且单个异常不影响其它', () => {
|
||||
const { pool } = setup();
|
||||
const ticks = [];
|
||||
pool.get('BotA').controller.tick = () => { throw new Error('boom'); };
|
||||
pool.get('BotB').controller.tick = () => { ticks.push('B'); };
|
||||
assert.doesNotThrow(() => pool.tick());
|
||||
assert.deepStrictEqual(ticks, ['B']);
|
||||
});
|
||||
|
||||
// ==================== 上线 / 下线 ====================
|
||||
|
||||
test('disconnectBot 断线并停止自动重连、定时消息与扩地任务', () => {
|
||||
const { pool } = setup();
|
||||
const entry = pool.get('BotA');
|
||||
let disconnected = false;
|
||||
let taskStopped = false;
|
||||
let messengerStopped = false;
|
||||
entry.manager.disconnect = () => { disconnected = true; };
|
||||
entry.controller.stop = () => { taskStopped = true; };
|
||||
entry.messenger.stop = () => { messengerStopped = true; };
|
||||
|
||||
pool.disconnectBot('BotA');
|
||||
|
||||
assert.strictEqual(disconnected, true, '应断开连接');
|
||||
assert.strictEqual(taskStopped, true, '应停掉扩地任务');
|
||||
assert.strictEqual(messengerStopped, true, '应停掉定时消息');
|
||||
});
|
||||
|
||||
test('connectBot 清掉「已在别处登录」标记并恢复连接', () => {
|
||||
const { pool } = setup();
|
||||
const entry = pool.get('BotA');
|
||||
entry.manager.alreadyConnected = true;
|
||||
entry.manager.reconnectAttempts = 5;
|
||||
const connected = [];
|
||||
entry.manager.connect = () => connected.push('BotA');
|
||||
let messengerStarted = false;
|
||||
entry.messenger.start = () => { messengerStarted = true; };
|
||||
|
||||
pool.connectBot('BotA');
|
||||
|
||||
assert.strictEqual(entry.manager.alreadyConnected, false, '不清掉标记会一直退避到最大间隔');
|
||||
assert.strictEqual(entry.manager.reconnectAttempts, 0);
|
||||
assert.strictEqual(messengerStarted, true);
|
||||
assert.deepStrictEqual(connected, ['BotA']);
|
||||
});
|
||||
|
||||
test('上线 / 下线对不存在的机器人抛 404', () => {
|
||||
const { pool } = setup();
|
||||
assert.throws(() => pool.disconnectBot('不存在'), (err) => err.statusCode === 404);
|
||||
assert.throws(() => pool.connectBot('不存在'), (err) => err.statusCode === 404);
|
||||
});
|
||||
|
||||
test('未启用(enabled=false)的机器人不参与连接', () => {
|
||||
const { pool } = setup({ settings: { BotB: { enabled: false } } });
|
||||
const connected = [];
|
||||
for (const entry of pool.entries.values()) {
|
||||
entry.manager.connect = () => { connected.push(entry.id); };
|
||||
}
|
||||
pool.start();
|
||||
assert.deepStrictEqual(connected, ['BotA']);
|
||||
});
|
||||
|
||||
// ==================== 控制台新增 / 移除玩家 ====================
|
||||
|
||||
test('addBot 新增玩家、落盘凭据,默认立即连接', () => {
|
||||
const { pool, credPath } = setup();
|
||||
const entry = pool.addBot({ username: 'NewBot', password: 'secret-pw', label: '新号' }, { connect: false });
|
||||
|
||||
assert.strictEqual(entry.id, 'NewBot');
|
||||
assert.strictEqual(entry.source, 'store');
|
||||
assert.strictEqual(pool.size, 3);
|
||||
assert.strictEqual(entry.manager.label, '新号');
|
||||
|
||||
const saved = JSON.parse(fs.readFileSync(credPath, 'utf8'));
|
||||
assert.strictEqual(saved.bots.NewBot.username, 'NewBot');
|
||||
assert.strictEqual(saved.bots.NewBot.password, 'secret-pw');
|
||||
});
|
||||
|
||||
test('addBot 在 enabled 时真的发起连接', () => {
|
||||
const { pool } = setup();
|
||||
const connected = [];
|
||||
// addBot 内部会新建 BotManager,这里通过覆盖原型方法拦截真实网络连接
|
||||
const originalConnect = Object.getPrototypeOf(pool.get('BotA').manager).connect;
|
||||
Object.getPrototypeOf(pool.get('BotA').manager).connect = function stubConnect() {
|
||||
connected.push(this.connection.username);
|
||||
};
|
||||
try {
|
||||
pool.addBot({ username: 'NewBot', password: 'p1' });
|
||||
assert.deepStrictEqual(connected, ['NewBot']);
|
||||
} finally {
|
||||
Object.getPrototypeOf(pool.get('BotA').manager).connect = originalConnect;
|
||||
}
|
||||
});
|
||||
|
||||
test('addBot 拒绝空用户名、非法用户名与重名', () => {
|
||||
const { pool } = setup();
|
||||
assert.throws(() => pool.addBot({ username: '' }), (err) => err.statusCode === 400);
|
||||
assert.throws(() => pool.addBot({ username: '名字含中文且超长' }), (err) => err.statusCode === 400);
|
||||
assert.throws(() => pool.addBot({ username: 'BotA' }), (err) => err.statusCode === 400);
|
||||
assert.ok(pool.addBot({ username: 'ok_name' }, { connect: false }));
|
||||
});
|
||||
|
||||
test('凭据文件里的账号在重启后自动恢复,且 .env 同名时以 .env 为准', () => {
|
||||
const { pool, credPath, storePath, config } = setup();
|
||||
pool.addBot({ username: 'NewBot', password: 'p1' }, { connect: false });
|
||||
|
||||
const rebuilt = new BotPool({
|
||||
connections: [connection('BotA')],
|
||||
config,
|
||||
dataService: fakeDataService(),
|
||||
botStore: new BotStore(storePath),
|
||||
credentialStore: new BotCredentialStore(credPath)
|
||||
});
|
||||
assert.deepStrictEqual(rebuilt.ids(), ['BotA', 'NewBot']);
|
||||
assert.strictEqual(rebuilt.get('NewBot').source, 'store');
|
||||
|
||||
// .env 里也有同名账号时,以 .env 为准(避免「改了 .env 不生效」)
|
||||
const both = new BotPool({
|
||||
connections: [connection('NewBot')],
|
||||
config,
|
||||
dataService: fakeDataService(),
|
||||
credentialStore: new BotCredentialStore(credPath)
|
||||
});
|
||||
assert.strictEqual(both.size, 1);
|
||||
assert.strictEqual(both.get('NewBot').source, 'env');
|
||||
});
|
||||
|
||||
test('removeBot 移除控制台新增的玩家并删除凭据', () => {
|
||||
const { pool, credPath } = setup();
|
||||
pool.addBot({ username: 'NewBot', password: 'p1' }, { connect: false });
|
||||
let disconnected = false;
|
||||
pool.get('NewBot').manager.disconnect = () => { disconnected = true; };
|
||||
|
||||
pool.removeBot('NewBot');
|
||||
assert.strictEqual(disconnected, true, '移除时应断开连接');
|
||||
assert.strictEqual(pool.get('NewBot'), null);
|
||||
assert.strictEqual(pool.size, 2);
|
||||
assert.deepStrictEqual(JSON.parse(fs.readFileSync(credPath, 'utf8')).bots, {});
|
||||
});
|
||||
|
||||
test('removeBot 拒绝移除 .env 里配置的账号并说明原因', () => {
|
||||
const { pool } = setup();
|
||||
assert.throws(() => pool.removeBot('BotA'), (err) => {
|
||||
assert.strictEqual(err.statusCode, 400);
|
||||
assert.ok(err.message.includes('.env'));
|
||||
return true;
|
||||
});
|
||||
assert.strictEqual(pool.size, 2, '拒绝后不应改变列表');
|
||||
});
|
||||
|
||||
test('未启用凭据存储时不允许在控制台新增玩家', () => {
|
||||
const { pool } = setup({ noCredentialStore: true });
|
||||
assert.throws(() => pool.addBot({ username: 'X' }, { connect: false }), (err) => err.statusCode === 400);
|
||||
});
|
||||
|
||||
test('snapshot 标注账号来源,供前端决定能否移除', () => {
|
||||
const { pool } = setup();
|
||||
pool.addBot({ username: 'NewBot', password: 'p1' }, { connect: false });
|
||||
const snap = pool.snapshot();
|
||||
assert.strictEqual(snap.find((b) => b.id === 'BotA').source, 'env');
|
||||
assert.strictEqual(snap.find((b) => b.id === 'NewBot').source, 'store');
|
||||
});
|
||||
|
||||
test('凭据文件不含任何非密码字段之外的敏感内容,且权限被收紧', () => {
|
||||
const { pool, credPath } = setup();
|
||||
pool.addBot({ username: 'NewBot', password: 'p1' }, { connect: false });
|
||||
const parsed = JSON.parse(fs.readFileSync(credPath, 'utf8'));
|
||||
assert.deepStrictEqual(Object.keys(parsed), ['bots']);
|
||||
assert.deepStrictEqual(Object.keys(parsed.bots.NewBot).sort(),
|
||||
['auth', 'host', 'password', 'port', 'username', 'version']);
|
||||
if (process.platform !== 'win32') {
|
||||
const mode = fs.statSync(credPath).mode & 0o777;
|
||||
assert.strictEqual(mode, 0o600, '含密码的文件必须是 0600');
|
||||
}
|
||||
});
|
||||
@@ -0,0 +1,77 @@
|
||||
'use strict';
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
|
||||
const { parseBotsFromEnv, sanitizeId, normalizePort } = require('../src/config/botsConfig');
|
||||
|
||||
test('MC_BOTS JSON 数组写法解析多个机器人', () => {
|
||||
const bots = parseBotsFromEnv({
|
||||
MC_HOST: 'mc.example.com',
|
||||
MC_PORT: '25566',
|
||||
MC_VERSION: '1.21.1',
|
||||
MC_AUTH: 'offline',
|
||||
MC_BOTS: JSON.stringify([
|
||||
{ username: 'BotA', password: 'p1' },
|
||||
{ username: 'BotB', password: 'p2', label: '二号机' }
|
||||
])
|
||||
});
|
||||
assert.strictEqual(bots.length, 2);
|
||||
assert.deepStrictEqual(bots.map((b) => b.username), ['BotA', 'BotB']);
|
||||
assert.strictEqual(bots[0].host, 'mc.example.com');
|
||||
assert.strictEqual(bots[0].port, 25566);
|
||||
assert.strictEqual(bots[0].version, '1.21.1');
|
||||
assert.strictEqual(bots[1].label, '二号机');
|
||||
assert.strictEqual(bots[1].password, 'p2');
|
||||
});
|
||||
|
||||
test('MC_BOTS 逗号分隔写法解析用户名与密码', () => {
|
||||
const bots = parseBotsFromEnv({ MC_BOTS: 'BotA:p1, BotB:p2' });
|
||||
assert.deepStrictEqual(bots.map((b) => [b.username, b.password]), [['BotA', 'p1'], ['BotB', 'p2']]);
|
||||
});
|
||||
|
||||
test('MC_BOTS 中没有冒号的项视为「只有用户名」', () => {
|
||||
const bots = parseBotsFromEnv({ MC_BOTS: 'BotA' });
|
||||
assert.strictEqual(bots.length, 1);
|
||||
assert.strictEqual(bots[0].password, '');
|
||||
});
|
||||
|
||||
test('未配置 MC_BOTS 时回退到 MC_USERNAME / MC_PASSWORD', () => {
|
||||
const bots = parseBotsFromEnv({ MC_USERNAME: 'SoloBot', MC_PASSWORD: 'pw' });
|
||||
assert.strictEqual(bots.length, 1);
|
||||
assert.strictEqual(bots[0].username, 'SoloBot');
|
||||
assert.strictEqual(bots[0].password, 'pw');
|
||||
});
|
||||
|
||||
test('MC_BOTS 解析失败(非法 JSON)时回退到单机器人兜底', () => {
|
||||
const bots = parseBotsFromEnv({ MC_BOTS: '[{bad json', MC_USERNAME: 'Fallback', MC_PASSWORD: 'p' });
|
||||
assert.strictEqual(bots.length, 1);
|
||||
assert.strictEqual(bots[0].username, 'Fallback');
|
||||
});
|
||||
|
||||
test('重名机器人被去重,空用户名被丢弃', () => {
|
||||
const bots = parseBotsFromEnv({ MC_BOTS: 'BotA:p1,BotA:p2,, ,BotB:p3' });
|
||||
assert.deepStrictEqual(bots.map((b) => b.username), ['BotA', 'BotB']);
|
||||
assert.strictEqual(bots[0].password, 'p1', '应保留第一个同名条目');
|
||||
});
|
||||
|
||||
test('id 由用户名安全化生成,可用于 URL 与文件名', () => {
|
||||
const bots = parseBotsFromEnv({ MC_BOTS: 'a/b:c:p1' });
|
||||
assert.strictEqual(bots.length, 1);
|
||||
assert.strictEqual(bots[0].username, 'a/b');
|
||||
assert.strictEqual(bots[0].id, 'a_b');
|
||||
assert.strictEqual(sanitizeId('正常名字_123'), '正常名字_123');
|
||||
});
|
||||
|
||||
test('端口非法时回退到 25565', () => {
|
||||
assert.strictEqual(normalizePort('abc'), 25565);
|
||||
assert.strictEqual(normalizePort('0'), 25565);
|
||||
assert.strictEqual(normalizePort('70000'), 25565);
|
||||
assert.strictEqual(normalizePort('25565'), 25565);
|
||||
const bots = parseBotsFromEnv({ MC_BOTS: 'BotA:p', MC_PORT: 'x' });
|
||||
assert.strictEqual(bots[0].port, 25565);
|
||||
});
|
||||
|
||||
test('没有任何配置时返回空列表', () => {
|
||||
assert.deepStrictEqual(parseBotsFromEnv({}), []);
|
||||
});
|
||||
+114
@@ -0,0 +1,114 @@
|
||||
'use strict';
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
const fs = require('fs');
|
||||
const os = require('os');
|
||||
const path = require('path');
|
||||
|
||||
const { ChatLog, ChatKind, sanitize } = require('../src/core/chatLog');
|
||||
|
||||
/** 建一个使用临时目录的公屏日志 */
|
||||
function setup(options) {
|
||||
const dir = fs.mkdtempSync(path.join(os.tmpdir(), 'autostore-chatlog-'));
|
||||
return { log: new ChatLog(Object.assign({ dir }, options || {})), dir };
|
||||
}
|
||||
|
||||
test('append 记录公屏消息并保留发言人与类型', () => {
|
||||
const { log } = setup();
|
||||
const entry = log.append({
|
||||
botId: 'BotA',
|
||||
bot: 'BotA',
|
||||
message: '大家好',
|
||||
kind: ChatKind.CHAT,
|
||||
username: 'Steve'
|
||||
});
|
||||
assert.strictEqual(entry.botId, 'BotA');
|
||||
assert.strictEqual(entry.message, '大家好');
|
||||
assert.strictEqual(entry.username, 'Steve');
|
||||
assert.strictEqual(entry.kind, 'chat');
|
||||
assert.ok(entry.t > 0);
|
||||
});
|
||||
|
||||
test('空消息不入库,直接返回 null', () => {
|
||||
const { log } = setup();
|
||||
assert.strictEqual(log.append({ botId: 'A', message: '' }), null);
|
||||
assert.strictEqual(log.append({ botId: 'A' }), null);
|
||||
assert.strictEqual(log.snapshot().total, 0);
|
||||
});
|
||||
|
||||
test('list 按机器人隔离,并支持关键字与类型过滤', () => {
|
||||
const { log } = setup();
|
||||
log.append({ botId: 'A', message: '服务器将在 5 分钟后重启', kind: ChatKind.SYSTEM });
|
||||
log.append({ botId: 'A', message: '你好', kind: ChatKind.CHAT, username: 'Steve' });
|
||||
log.append({ botId: 'B', message: '另一个机器人的消息' });
|
||||
|
||||
assert.strictEqual(log.list('A').length, 2);
|
||||
assert.strictEqual(log.list('B').length, 1);
|
||||
assert.strictEqual(log.list('A', { kind: ChatKind.SYSTEM }).length, 1);
|
||||
assert.strictEqual(log.list('A', { keyword: '重启' }).length, 1);
|
||||
assert.strictEqual(log.list('A', { keyword: '不存在' }).length, 0);
|
||||
});
|
||||
|
||||
test('list 限制条数时保留最新的若干条且保持时间升序', () => {
|
||||
const { log } = setup();
|
||||
for (let i = 0; i < 10; i++) log.append({ botId: 'A', message: 'm' + i, time: 1000 + i });
|
||||
const rows = log.list('A', { limit: 3 });
|
||||
assert.deepStrictEqual(rows.map((r) => r.message), ['m7', 'm8', 'm9']);
|
||||
});
|
||||
|
||||
test('每个机器人的内存缓冲独立限长', () => {
|
||||
const { log } = setup({ maxEntriesPerBot: 2 });
|
||||
for (let i = 0; i < 5; i++) log.append({ botId: 'A', message: 'a' + i });
|
||||
log.append({ botId: 'B', message: 'b0' });
|
||||
assert.strictEqual(log.list('A').length, 2);
|
||||
assert.strictEqual(log.list('B').length, 1);
|
||||
const snap = log.snapshot();
|
||||
const a = snap.bots.find((b) => b.botId === 'A');
|
||||
assert.strictEqual(a.count, 5, '计数应统计全部写入量而非缓冲量');
|
||||
assert.strictEqual(a.buffered, 2);
|
||||
});
|
||||
|
||||
test('按机器人分文件落盘(JSONL),重启后可读回文件', () => {
|
||||
const { log, dir } = setup();
|
||||
log.append({ botId: 'BotA', bot: 'BotA', message: 'hello' });
|
||||
log.append({ botId: 'BotA', bot: 'BotA', message: 'world' });
|
||||
log.append({ botId: 'BotB', message: 'other' });
|
||||
|
||||
const fileA = path.join(dir, 'BotA.jsonl');
|
||||
const fileB = path.join(dir, 'BotB.jsonl');
|
||||
assert.strictEqual(fs.readFileSync(fileA, 'utf8').trim().split('\n').length, 2);
|
||||
assert.strictEqual(fs.readFileSync(fileB, 'utf8').trim().split('\n').length, 1);
|
||||
});
|
||||
|
||||
test('机器人名含路径分隔符时落盘文件名被安全化', () => {
|
||||
const { log, dir } = setup();
|
||||
log.append({ botId: 'a/b:c', message: 'x' });
|
||||
const files = fs.readdirSync(dir);
|
||||
assert.strictEqual(files.length, 1);
|
||||
assert.strictEqual(files[0], 'a_b_c.jsonl');
|
||||
assert.strictEqual(sanitize('a/b:c'), 'a_b_c');
|
||||
});
|
||||
|
||||
test('exportTo 导出纯文本,含类型标记与发言人', () => {
|
||||
const { log, dir } = setup();
|
||||
log.append({ botId: 'BotA', message: '你好', kind: ChatKind.CHAT, username: 'Steve' });
|
||||
log.append({ botId: 'BotA', message: 'u claimmode', kind: ChatKind.COMMAND });
|
||||
const file = path.join(dir, 'out.log');
|
||||
assert.strictEqual(log.exportTo('BotA', file), file);
|
||||
const text = fs.readFileSync(file, 'utf8');
|
||||
assert.ok(text.includes('Steve: 你好'));
|
||||
assert.ok(text.includes('【指令】u claimmode'));
|
||||
});
|
||||
|
||||
test('onEntry 回调收到新消息,回调抛异常不影响写入', () => {
|
||||
const { log } = setup();
|
||||
const seen = [];
|
||||
log.onEntry = (entry) => {
|
||||
seen.push(entry.message);
|
||||
throw new Error('订阅者异常');
|
||||
};
|
||||
assert.doesNotThrow(() => log.append({ botId: 'A', message: 'hi' }));
|
||||
assert.deepStrictEqual(seen, ['hi']);
|
||||
assert.strictEqual(log.list('A').length, 1);
|
||||
});
|
||||
+458
-6
@@ -8,6 +8,7 @@ const path = require('path');
|
||||
|
||||
const { ExpansionController, State } = require('../src/controller/expansionController');
|
||||
const { TerritoryModel } = require('../src/core/territoryModel');
|
||||
const { TargetLeaseTable } = require('../src/core/targetLease');
|
||||
const { defaultConfig } = require('../src/config/expansionConfig');
|
||||
const { Logger } = require('../src/util/logger');
|
||||
const { FakeBot } = require('./helpers/fakeBot');
|
||||
@@ -86,14 +87,18 @@ class FakeBotManager {
|
||||
this.connection = { username: 'TestBot' };
|
||||
this.commands = [];
|
||||
this._model = model;
|
||||
/** 设为 false 模拟「世界已退出」(掉线 / 被踢 / 被切到登录服) */
|
||||
this.spawned = true;
|
||||
/** 设为 false 模拟「已进入世界但还没完成登录」 */
|
||||
this.ready = true;
|
||||
}
|
||||
|
||||
isReady() {
|
||||
return true;
|
||||
return this.ready;
|
||||
}
|
||||
|
||||
isSpawned() {
|
||||
return true;
|
||||
return this.spawned;
|
||||
}
|
||||
|
||||
sendCommand(command) {
|
||||
@@ -126,7 +131,14 @@ function setup(options) {
|
||||
const botManager = new FakeBotManager(bot, model);
|
||||
const dataService = new FakeDataService(model);
|
||||
const logger = new Logger({ echo: false });
|
||||
const controller = new ExpansionController({ botManager, dataService, logger });
|
||||
const controller = new ExpansionController({
|
||||
botManager,
|
||||
dataService,
|
||||
logger,
|
||||
botId: opts.botId,
|
||||
botName: opts.botName,
|
||||
targetLeases: opts.targetLeases
|
||||
});
|
||||
|
||||
const config = defaultConfig();
|
||||
config.enforceClaimTime = false;
|
||||
@@ -139,6 +151,68 @@ function setup(options) {
|
||||
return { controller, botManager, dataService, model, bot, logger, config };
|
||||
}
|
||||
|
||||
test('世界退出后任务暂停,重连进入世界时自动恢复', async () => {
|
||||
// 本服会周期性把机器人踢下线(实测约 1~6 分钟一次)。没有自动恢复的话,
|
||||
// 机器人虽然能被原点自救送回真实世界,任务却再也不会继续 —— 扩地永远跑不长。
|
||||
const { controller, botManager, config } = setup();
|
||||
await controller.start(config);
|
||||
assert.strictEqual(controller.isRunning(), true);
|
||||
|
||||
botManager.spawned = false;
|
||||
controller.tick();
|
||||
assert.strictEqual(controller.isRunning(), false, '世界退出应停止任务');
|
||||
assert.match(controller.status, /等待重连后自动恢复/);
|
||||
|
||||
botManager.spawned = true;
|
||||
controller.tick();
|
||||
assert.strictEqual(controller.isRunning(), true, '重连后应自动恢复任务');
|
||||
assert.ok(controller.target, '恢复后应重新选出目标区块');
|
||||
assert.strictEqual(botManager.pathing.pathCalls, 2, '恢复后应重新下发寻路');
|
||||
});
|
||||
|
||||
test('恢复尝试失败时不会丢掉这次恢复(等就绪后继续试)', async () => {
|
||||
// 回归:本服掉线频繁,重连后常常「已进入世界但还没完成登录」,
|
||||
// 此时 start() 会直接返回 false。若在尝试前就清掉 resumeConfig,
|
||||
// 这次恢复就永久丢了 —— 任务再也不会自己接上。
|
||||
const { controller, botManager, config } = setup();
|
||||
await controller.start(config);
|
||||
botManager.spawned = false;
|
||||
controller.tick(); // 世界退出 → 登记待恢复
|
||||
botManager.spawned = true;
|
||||
botManager.ready = false; // 已进入世界但未就绪
|
||||
controller.tick();
|
||||
assert.strictEqual(controller.isRunning(), false, '未就绪时不应启动');
|
||||
assert.ok(controller.resumeConfig, '未就绪时不能丢掉待恢复的任务');
|
||||
|
||||
botManager.ready = true;
|
||||
controller.tick();
|
||||
// start() 是异步的,等它落地再断言
|
||||
await new Promise((resolve) => setTimeout(resolve, 0));
|
||||
assert.strictEqual(controller.isRunning(), true, '就绪后应恢复');
|
||||
assert.strictEqual(controller.resumeConfig, null, '恢复成功后清掉登记');
|
||||
});
|
||||
|
||||
test('自动恢复可以关闭', async () => {
|
||||
const { controller, botManager, config } = setup({ config: { autoResumeAfterReconnect: false } });
|
||||
await controller.start(config);
|
||||
botManager.spawned = false;
|
||||
controller.tick();
|
||||
botManager.spawned = true;
|
||||
controller.tick();
|
||||
assert.strictEqual(controller.isRunning(), false, '关掉开关后不应自动恢复');
|
||||
});
|
||||
|
||||
test('手动停止的任务不会被自动恢复', async () => {
|
||||
const { controller, botManager, config } = setup();
|
||||
await controller.start(config);
|
||||
controller.stop();
|
||||
botManager.spawned = false;
|
||||
controller.tick();
|
||||
botManager.spawned = true;
|
||||
controller.tick();
|
||||
assert.strictEqual(controller.isRunning(), false, '手动停止不应被重连重新拉起');
|
||||
});
|
||||
|
||||
test('start:自动识别所在邦国并下发开垦模式指令', async () => {
|
||||
const { controller, botManager, config, model } = setup({ selfName: '' });
|
||||
const ok = await controller.start(config);
|
||||
@@ -273,9 +347,12 @@ test('寻路超时会重新寻路,重试耗尽后走两步', async () => {
|
||||
assert.strictEqual(controller.sideStepCount, 1);
|
||||
});
|
||||
|
||||
test('连续超时累计达到阈值时回城', async () => {
|
||||
test('连续超时累计达到阈值时回城(需显式开启 returnOnTimeout)', async () => {
|
||||
const { controller, botManager, config } = setup({
|
||||
config: { waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0, returnThresholdSeconds: 1 }
|
||||
config: {
|
||||
waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0,
|
||||
returnThresholdSeconds: 1, returnOnTimeout: true, returnGraceSeconds: 0
|
||||
}
|
||||
});
|
||||
await controller.start(config);
|
||||
controller.stageStartedMillis = Date.now() - 10000;
|
||||
@@ -284,9 +361,54 @@ test('连续超时累计达到阈值时回城', async () => {
|
||||
assert.ok(botManager.commands.includes('u return'), '应发送回城指令');
|
||||
});
|
||||
|
||||
test('默认不回城:超时只跳过目标,不把机器人拉走', async () => {
|
||||
const { controller, botManager, config } = setup({
|
||||
config: { waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0, returnThresholdSeconds: 1 }
|
||||
});
|
||||
assert.strictEqual(config.returnOnTimeout, false, '默认应关闭自动回城');
|
||||
await controller.start(config);
|
||||
controller.stageStartedMillis = Date.now() - 10000;
|
||||
controller.tick();
|
||||
assert.notStrictEqual(controller.state, State.RETURNING, '默认不应触发回城');
|
||||
assert.ok(!botManager.commands.includes('u return'), '不应发送回城指令');
|
||||
});
|
||||
|
||||
test('回城保护期内即便开启回城也不执行,避免清掉刚摆好的位置', async () => {
|
||||
const { controller, botManager, config } = setup({
|
||||
config: {
|
||||
waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0,
|
||||
returnThresholdSeconds: 1, returnOnTimeout: true, returnGraceSeconds: 600
|
||||
}
|
||||
});
|
||||
await controller.start(config);
|
||||
controller.stageStartedMillis = Date.now() - 10000;
|
||||
controller.tick();
|
||||
assert.notStrictEqual(controller.state, State.RETURNING, '保护期内不应回城');
|
||||
assert.ok(!botManager.commands.includes('u return'));
|
||||
});
|
||||
|
||||
test('回城指令可通过 returnCommand 自定义', async () => {
|
||||
const { controller, botManager, config } = setup({
|
||||
config: {
|
||||
waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0,
|
||||
returnThresholdSeconds: 1, returnOnTimeout: true, returnGraceSeconds: 0,
|
||||
returnCommand: '/spawn'
|
||||
}
|
||||
});
|
||||
await controller.start(config);
|
||||
controller.stageStartedMillis = Date.now() - 10000;
|
||||
controller.tick();
|
||||
// 玩家可能顺手带上前导斜杠,发送时应被去掉
|
||||
assert.ok(botManager.commands.includes('spawn'), '应发送自定义指令:' + botManager.commands.join(', '));
|
||||
assert.ok(!botManager.commands.includes('u return'));
|
||||
});
|
||||
|
||||
test('回城等待结束后重新规划(非耐久保护触发)', async () => {
|
||||
const { controller, config } = setup({
|
||||
config: { waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0, returnThresholdSeconds: 1, returnWaitSeconds: 1 }
|
||||
config: {
|
||||
waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0,
|
||||
returnThresholdSeconds: 1, returnOnTimeout: true, returnGraceSeconds: 0, returnWaitSeconds: 1
|
||||
}
|
||||
});
|
||||
await controller.start(config);
|
||||
controller.stageStartedMillis = Date.now() - 10000;
|
||||
@@ -314,6 +436,171 @@ test('耐久保护触发回城并在传送后停止任务', async () => {
|
||||
assert.strictEqual(controller.state, State.STOPPED, '耐久保护回城后应停止任务');
|
||||
});
|
||||
|
||||
// ==================== 多机器人目标租约(4.3)====================
|
||||
|
||||
test('多机器人共享租约表:不会挑到同一个目标区块', async () => {
|
||||
const table = new TargetLeaseTable();
|
||||
const first = setup({ targetLeases: table, botId: 'BotA' });
|
||||
const second = setup({ targetLeases: table, botId: 'BotB' });
|
||||
await first.controller.start(first.config);
|
||||
await second.controller.start(second.config);
|
||||
|
||||
assert.ok(first.controller.target, 'A 应有目标');
|
||||
assert.ok(second.controller.target, 'B 也应有目标');
|
||||
assert.notDeepStrictEqual(second.controller.target, first.controller.target,
|
||||
'两个机器人不应挑到同一区块');
|
||||
assert.strictEqual(table.isLeasedByOther(first.controller.target, 'BotB'), true,
|
||||
'A 的目标应对外可见(B 不会再挑它)');
|
||||
});
|
||||
|
||||
test('停止任务时归还租约,其他机器人立刻可以接手', async () => {
|
||||
const table = new TargetLeaseTable();
|
||||
const { controller, config } = setup({ targetLeases: table, botId: 'BotA' });
|
||||
await controller.start(config);
|
||||
const target = controller.target;
|
||||
assert.ok(target);
|
||||
controller.stop();
|
||||
assert.strictEqual(table.isLeasedByOther(target, 'BotB'), false, '停止后应释放租约');
|
||||
assert.strictEqual(table.size, 0, 'A 不应留下任何占用');
|
||||
});
|
||||
|
||||
test('运行中持续续租:租约不会在长距离寻路中途过期', async () => {
|
||||
// 时序余量刻意放宽:这条用例要证明的是「续租把到期时间往后推了」,
|
||||
// 即「总耗时 > 原始 TTL」但「距续租的耗时 < TTL」。
|
||||
// 睡眠时长取 0.7 × TTL,两侧各留 0.3 × TTL(120ms)的调度余量 ——
|
||||
// 早先用 TTL=40ms / 睡眠 25ms 只剩 15ms 余量,全量并行跑测试时必然偶发失败。
|
||||
const ttlMs = 400;
|
||||
const sleepMs = 280;
|
||||
const table = new TargetLeaseTable({ ttlMs });
|
||||
const { controller, config } = setup({ targetLeases: table, botId: 'BotA' });
|
||||
await controller.start(config);
|
||||
const target = controller.target;
|
||||
|
||||
await new Promise((resolve) => setTimeout(resolve, sleepMs));
|
||||
controller.tick(); // 续租
|
||||
await new Promise((resolve) => setTimeout(resolve, sleepMs));
|
||||
// 总耗时已超过原始 TTL(400ms),但续租过,仍应归 A
|
||||
assert.strictEqual(table.tryAcquire(target, 'BotB'), false, '续租后不应被抢走');
|
||||
});
|
||||
|
||||
test('候选区块全被其他机器人预定时等待释放,而不是判「没有可用区块」', async () => {
|
||||
const table = new TargetLeaseTable();
|
||||
const first = setup({ targetLeases: table, botId: 'BotA' });
|
||||
const second = setup({ targetLeases: table, botId: 'BotB' });
|
||||
// A 先把 B 的所有候选区块都占了(模拟 A 的队列很长)
|
||||
await first.controller.start(first.config);
|
||||
const model = second.model;
|
||||
for (const chunk of [...model.state('A').chunks, ...first.controller.queue, first.controller.target]
|
||||
.filter(Boolean)) {
|
||||
const c = typeof chunk === 'string'
|
||||
? { x: chunkPos.decode(chunk).x, z: chunkPos.decode(chunk).z }
|
||||
: chunk;
|
||||
table.tryAcquire(c, 'BotA');
|
||||
}
|
||||
|
||||
await second.controller.start(second.config);
|
||||
assert.strictEqual(second.controller.state, State.NEXT, '应进入等待而不是 COMPLETE');
|
||||
assert.ok(second.controller._nextReplanAt > Date.now(), '应登记稍后重新规划');
|
||||
const lines = second.logger.list().map((e) => e.message).join('\n');
|
||||
assert.ok(lines.includes('正被其他机器人预定'), '应说明为什么等待:' + lines);
|
||||
});
|
||||
|
||||
test('连续超时达阈值但原地还能走 → 不回城,改为跳过目标', async () => {
|
||||
const { controller, botManager, config } = setup({
|
||||
config: {
|
||||
waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0,
|
||||
returnThresholdSeconds: 1, returnOnTimeout: true, returnGraceSeconds: 0
|
||||
}
|
||||
});
|
||||
botManager.pathing.diagnostics = () => ({ neighborCount: 3 });
|
||||
await controller.start(config);
|
||||
controller.stageStartedMillis = Date.now() - 10000;
|
||||
controller.tick();
|
||||
|
||||
assert.notStrictEqual(controller.state, State.RETURNING, '原地还能走时不应回城');
|
||||
assert.ok(!botManager.commands.includes('u return'), '不应发送回城指令');
|
||||
assert.strictEqual(controller.returnSkippedNotStuck, 1, '应记下「放弃回城」的次数');
|
||||
assert.strictEqual(controller.lastReturn, null, '没有回城就不该有回城记录');
|
||||
});
|
||||
|
||||
test('连续超时达阈值且原地无路可走 → 回城', async () => {
|
||||
const { controller, botManager, config } = setup({
|
||||
config: {
|
||||
waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0,
|
||||
returnThresholdSeconds: 1, returnOnTimeout: true, returnGraceSeconds: 0
|
||||
}
|
||||
});
|
||||
botManager.pathing.diagnostics = () => ({ neighborCount: 0 });
|
||||
await controller.start(config);
|
||||
controller.stageStartedMillis = Date.now() - 10000;
|
||||
controller.tick();
|
||||
|
||||
assert.strictEqual(controller.state, State.RETURNING, '确实卡死时应回城');
|
||||
assert.ok(botManager.commands.includes('u return'));
|
||||
assert.strictEqual(controller.returnSkippedNotStuck, 0);
|
||||
});
|
||||
|
||||
test('拿不到寻路诊断时保守按卡死处理(仍会回城)', async () => {
|
||||
const { controller, botManager, config } = setup({
|
||||
config: {
|
||||
waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0,
|
||||
returnThresholdSeconds: 1, returnOnTimeout: true, returnGraceSeconds: 0
|
||||
}
|
||||
});
|
||||
// FakePathing 本来就没有 diagnostics 方法:模拟「寻路器未就绪,判断不了」
|
||||
await controller.start(config);
|
||||
controller.stageStartedMillis = Date.now() - 10000;
|
||||
controller.tick();
|
||||
assert.strictEqual(controller.state, State.RETURNING);
|
||||
});
|
||||
|
||||
test('回城完成后记录前后坐标与直线距离(控制台展示「从 A 挪到了 B」)', async () => {
|
||||
const { controller, botManager, bot, logger, config } = setup({
|
||||
config: {
|
||||
waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0,
|
||||
returnThresholdSeconds: 1, returnOnTimeout: true, returnGraceSeconds: 0, returnWaitSeconds: 1
|
||||
}
|
||||
});
|
||||
botManager.pathing.diagnostics = () => ({ neighborCount: 0 });
|
||||
await controller.start(config);
|
||||
controller.stageStartedMillis = Date.now() - 10000;
|
||||
controller.tick();
|
||||
assert.strictEqual(controller.state, State.RETURNING);
|
||||
|
||||
// 模拟服务器把玩家传送到安全点
|
||||
bot.entity.position.x = 1000;
|
||||
bot.entity.position.y = 70;
|
||||
bot.entity.position.z = 2000;
|
||||
controller.returnStartMillis = Date.now() - 5000;
|
||||
controller.tick();
|
||||
|
||||
const last = controller.lastReturn;
|
||||
assert.ok(last, '应记录回城结果');
|
||||
assert.deepStrictEqual(last.from, { x: 8, y: 64, z: 8 }, '应记录回城前坐标');
|
||||
assert.deepStrictEqual(last.to, { x: 1000, y: 70, z: 2000 }, '应记录回城后坐标');
|
||||
assert.ok(last.distance > 2000, `应记录直线距离,实际 ${last.distance}`);
|
||||
assert.ok(logger.list().some((e) => e.message.includes('回城结果')), '应输出「从 A 挪到了 B」日志');
|
||||
assert.ok(controller.snapshot().lastReturn, 'snapshot 应暴露给控制台');
|
||||
});
|
||||
|
||||
test('回城几乎没有改变位置时给出明确提示', async () => {
|
||||
const { controller, botManager, logger, config } = setup({
|
||||
config: {
|
||||
waitTimeoutSeconds: 5, retries: 1, sideStepMaxRounds: 0,
|
||||
returnThresholdSeconds: 1, returnOnTimeout: true, returnGraceSeconds: 0, returnWaitSeconds: 1
|
||||
}
|
||||
});
|
||||
botManager.pathing.diagnostics = () => ({ neighborCount: 0 });
|
||||
await controller.start(config);
|
||||
controller.stageStartedMillis = Date.now() - 10000;
|
||||
controller.tick();
|
||||
controller.returnStartMillis = Date.now() - 5000;
|
||||
controller.tick(); // 位置没变(模拟安全点就是原地)
|
||||
|
||||
assert.strictEqual(controller.lastReturn.distance, 0);
|
||||
assert.ok(logger.list().some((e) => e.message.includes('几乎没有改变位置')), '应提示回城没有帮助');
|
||||
});
|
||||
|
||||
test('达成目标数量后进入 COMPLETE', async () => {
|
||||
const { controller, config, bot } = setup({ config: { targetCount: 1 } });
|
||||
await controller.start(config);
|
||||
@@ -415,6 +702,42 @@ test('未启动任务时 tick 不做任何事', () => {
|
||||
assert.strictEqual(controller.state, State.IDLE);
|
||||
});
|
||||
|
||||
test('寻路中只要在稳步接近目标,就不算超时(慢速推进不会被回城打断)', async () => {
|
||||
const { controller, config, bot } = setup({ config: { waitTimeoutSeconds: 5, retries: 3 } });
|
||||
await controller.start(config);
|
||||
const target = controller.target;
|
||||
assert.ok(target, '应选出目标区块');
|
||||
|
||||
// 先跑一次 tick 建立距离基准(plan() 会把基准清空,首次观察只记录不续期)
|
||||
// 把机器人放在目标西侧 10 个区块处,后面每步靠近 2 格
|
||||
const place = (offsetX) => {
|
||||
bot.entity.position.x = (target.x + offsetX) * 16 + 8;
|
||||
bot.entity.position.z = target.z * 16 + 8;
|
||||
};
|
||||
place(-10);
|
||||
controller.tick();
|
||||
|
||||
// 模拟「走得很慢但在推进」:每次 tick 靠近 2 个区块,但耗时都超过超时阈值
|
||||
for (let step = 1; step <= 4; step++) {
|
||||
place(-10 + step * 2);
|
||||
controller.stageStartedMillis = Date.now() - 10000; // 每次都「已超时」
|
||||
controller.tick();
|
||||
assert.strictEqual(controller.retryCount, 0,
|
||||
`第 ${step} 次推进不应被判定为超时(retryCount=${controller.retryCount})`);
|
||||
assert.notStrictEqual(controller.state, State.RETURNING, '不应触发回城');
|
||||
}
|
||||
assert.strictEqual(controller.consecutiveTimeoutMillis, 0, '有推进时连续超时应清零');
|
||||
});
|
||||
|
||||
test('寻路中原地不动时仍然会超时并重试(回归保护)', async () => {
|
||||
const { controller, config } = setup({ config: { waitTimeoutSeconds: 5, retries: 3 } });
|
||||
await controller.start(config);
|
||||
controller.tick(); // 首次 tick 只记录距离基准
|
||||
controller.stageStartedMillis = Date.now() - 10000;
|
||||
controller.tick();
|
||||
assert.strictEqual(controller.retryCount, 1, '原地不动必须照常判超时');
|
||||
});
|
||||
|
||||
test('规划队列为空时直接进入 COMPLETE', async () => {
|
||||
// 己方领土被完全包围且无空位:构造一个只有 1 个区块、四周全被他国占领的局面
|
||||
const { controller, config } = setup({
|
||||
@@ -428,3 +751,132 @@ test('规划队列为空时直接进入 COMPLETE', async () => {
|
||||
assert.strictEqual(controller.state, State.COMPLETE);
|
||||
assert.strictEqual(controller.status, '没有可用的相邻无主区块');
|
||||
});
|
||||
|
||||
// ==================== 多机器人:邦国归属与开拓日志 ====================
|
||||
|
||||
test('start 把识别到的邦国固化到 stateName,不依赖全局 selfStateName', async () => {
|
||||
const { controller, config } = setup({ selfName: 'A' });
|
||||
await controller.start(config);
|
||||
assert.strictEqual(controller.stateName, 'A');
|
||||
assert.strictEqual(controller.config.stateName, 'A', '应写回任务配置供规划器使用');
|
||||
});
|
||||
|
||||
test('两个机器人各自开拓不同邦国时互不覆盖', async () => {
|
||||
const map = new Map([
|
||||
['A', { name: 'A', capital: { x: 0, z: 0 }, chunks: new Set([chunkPos.key(0, 0)]), color: 0x75bd20 }],
|
||||
['B', { name: 'B', capital: { x: 20, z: 20 }, chunks: new Set([chunkPos.key(20, 20)]), color: 0xff43de }]
|
||||
]);
|
||||
const model = new TerritoryModel(map);
|
||||
const logger = new Logger({ echo: false });
|
||||
|
||||
const makeController = (name) => {
|
||||
const bot = new FakeBot({ x: 0, y: 64, z: 0 });
|
||||
const botManager = new FakeBotManager(bot, model);
|
||||
botManager.connection = { username: name };
|
||||
const dataService = new FakeDataService(model);
|
||||
const controller = new ExpansionController({ botManager, dataService, logger, botId: name, botName: name });
|
||||
const config = defaultConfig();
|
||||
config.enforceClaimTime = false;
|
||||
config.autoEat = false;
|
||||
config.autoAttack = false;
|
||||
config.durabilityGuard = false;
|
||||
return { controller, config, model };
|
||||
};
|
||||
|
||||
const first = makeController('BotA');
|
||||
first.config.stateName = 'A';
|
||||
const second = makeController('BotB');
|
||||
second.config.stateName = 'B';
|
||||
|
||||
await first.controller.start(first.config);
|
||||
await second.controller.start(second.config);
|
||||
|
||||
// 全局 selfStateName 会被最后启动的机器人改写,但各控制器仍按自己的邦国工作
|
||||
assert.strictEqual(first.controller.stateName, 'A');
|
||||
assert.strictEqual(second.controller.stateName, 'B');
|
||||
|
||||
first.controller.playerChunk = { x: 0, z: 0 };
|
||||
second.controller.playerChunk = { x: 20, z: 20 };
|
||||
first.controller.monitor.onChat('疆土(0,1) [8,24] 已为你的邦国开拓');
|
||||
second.controller.monitor.onChat('疆土(20,21) [328,344] 已为你的邦国开拓');
|
||||
|
||||
assert.ok(model.state('A').chunks.has(chunkPos.key(0, 1)), 'A 的新占领应记到 A 名下');
|
||||
assert.ok(!model.state('A').chunks.has(chunkPos.key(20, 21)));
|
||||
assert.ok(model.state('B').chunks.has(chunkPos.key(20, 21)), 'B 的新占领应记到 B 名下');
|
||||
});
|
||||
|
||||
test('占领成功时写入开拓日志(含玩家、区块、时间与来源)', async () => {
|
||||
const dir = fs.mkdtempSync(path.join(os.tmpdir(), 'autostore-claimlog-'));
|
||||
const { ExpansionLog } = require('../src/core/expansionLog');
|
||||
const expansionLog = new ExpansionLog({ filePath: path.join(dir, 'expansion-log.jsonl') });
|
||||
|
||||
const { controller, config, bot } = setup();
|
||||
controller.expansionLog = expansionLog;
|
||||
controller.botId = 'BotA';
|
||||
controller.botName = 'BotA';
|
||||
await controller.start(config);
|
||||
const target = controller.target;
|
||||
bot.entity.position.x = target.x * 16 + 8;
|
||||
bot.entity.position.z = target.z * 16 + 8;
|
||||
controller.tick();
|
||||
|
||||
const before = Date.now();
|
||||
controller.monitor.onChat(`疆土(${target.x},${target.z}) [${target.x * 16 + 1},${target.z * 16 + 2}] 已为你的邦国开拓`);
|
||||
|
||||
const rows = expansionLog.list();
|
||||
assert.strictEqual(rows.length, 1);
|
||||
const entry = rows[0];
|
||||
assert.strictEqual(entry.bot, 'BotA');
|
||||
assert.strictEqual(entry.botId, 'BotA');
|
||||
assert.strictEqual(entry.state, 'A');
|
||||
assert.strictEqual(entry.cx, target.x);
|
||||
assert.strictEqual(entry.cz, target.z);
|
||||
assert.strictEqual(entry.bx, target.x * 16 + 1);
|
||||
assert.strictEqual(entry.bz, target.z * 16 + 2);
|
||||
assert.strictEqual(entry.source, 'chat');
|
||||
assert.ok(entry.t >= before && entry.t <= Date.now());
|
||||
assert.strictEqual(entry.sessionCount, 1);
|
||||
|
||||
fs.rmSync(dir, { recursive: true, force: true });
|
||||
});
|
||||
|
||||
test('无坐标的通用成功消息记为 chat-generic 来源', async () => {
|
||||
const dir = fs.mkdtempSync(path.join(os.tmpdir(), 'autostore-claimlog2-'));
|
||||
const { ExpansionLog } = require('../src/core/expansionLog');
|
||||
const expansionLog = new ExpansionLog({ filePath: path.join(dir, 'expansion-log.jsonl') });
|
||||
|
||||
const { controller, config, bot } = setup();
|
||||
controller.expansionLog = expansionLog;
|
||||
await controller.start(config);
|
||||
const target = controller.target;
|
||||
bot.entity.position.x = target.x * 16 + 8;
|
||||
bot.entity.position.z = target.z * 16 + 8;
|
||||
controller.tick();
|
||||
controller.monitor.onChat('你的疆土已开拓');
|
||||
|
||||
const rows = expansionLog.list();
|
||||
assert.strictEqual(rows.length, 1);
|
||||
assert.strictEqual(rows[0].source, 'chat-generic');
|
||||
assert.strictEqual(rows[0].bx, null);
|
||||
fs.rmSync(dir, { recursive: true, force: true });
|
||||
});
|
||||
|
||||
test('同一区块重复成功只记一条开拓日志', async () => {
|
||||
const dir = fs.mkdtempSync(path.join(os.tmpdir(), 'autostore-claimlog3-'));
|
||||
const { ExpansionLog } = require('../src/core/expansionLog');
|
||||
const expansionLog = new ExpansionLog({ filePath: path.join(dir, 'expansion-log.jsonl') });
|
||||
|
||||
const { controller, config, bot } = setup();
|
||||
controller.expansionLog = expansionLog;
|
||||
await controller.start(config);
|
||||
const target = controller.target;
|
||||
bot.entity.position.x = target.x * 16 + 8;
|
||||
bot.entity.position.z = target.z * 16 + 8;
|
||||
controller.tick();
|
||||
const message = `疆土(${target.x},${target.z}) [0,0] 已为你的邦国开拓`;
|
||||
controller.monitor.onChat(message);
|
||||
controller.monitor.onChat(message);
|
||||
|
||||
assert.strictEqual(expansionLog.list().length, 1);
|
||||
fs.rmSync(dir, { recursive: true, force: true });
|
||||
});
|
||||
|
||||
@@ -0,0 +1,148 @@
|
||||
'use strict';
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
const fs = require('fs');
|
||||
const os = require('os');
|
||||
const path = require('path');
|
||||
|
||||
const { ExpansionLog } = require('../src/core/expansionLog');
|
||||
|
||||
/** 建一个使用临时目录的日志实例 */
|
||||
function setup(options) {
|
||||
const dir = fs.mkdtempSync(path.join(os.tmpdir(), 'autostore-explog-'));
|
||||
const filePath = path.join(dir, 'expansion-log.jsonl');
|
||||
return { log: new ExpansionLog(Object.assign({ filePath }, options || {})), dir, filePath };
|
||||
}
|
||||
|
||||
test('record 记录开拓玩家、区块与时间', () => {
|
||||
const { log } = setup();
|
||||
const before = Date.now();
|
||||
const entry = log.record({
|
||||
botId: 'BotA',
|
||||
bot: 'BotA',
|
||||
state: '现代大陆',
|
||||
chunk: { x: 12, z: -34 },
|
||||
block: { x: 200, z: -540 },
|
||||
source: 'chat',
|
||||
sessionCount: 7
|
||||
});
|
||||
assert.strictEqual(entry.bot, 'BotA');
|
||||
assert.strictEqual(entry.state, '现代大陆');
|
||||
assert.strictEqual(entry.cx, 12);
|
||||
assert.strictEqual(entry.cz, -34);
|
||||
assert.strictEqual(entry.bx, 200);
|
||||
assert.strictEqual(entry.bz, -540);
|
||||
assert.strictEqual(entry.source, 'chat');
|
||||
assert.strictEqual(entry.sessionCount, 7);
|
||||
assert.ok(entry.t >= before && entry.t <= Date.now(), '时间戳应落在调用区间内');
|
||||
});
|
||||
|
||||
test('record 缺省字段被安全兜底(无方块坐标 / 无邦国)', () => {
|
||||
const { log } = setup();
|
||||
const entry = log.record({ botId: 'B', chunk: { x: 1, z: 2 } });
|
||||
assert.strictEqual(entry.bx, null);
|
||||
assert.strictEqual(entry.bz, null);
|
||||
assert.strictEqual(entry.state, '');
|
||||
assert.strictEqual(entry.source, 'chat');
|
||||
assert.strictEqual(entry.sessionCount, null);
|
||||
});
|
||||
|
||||
test('list 支持按机器人 / 邦国 / 时间过滤并限制条数', () => {
|
||||
const { log } = setup();
|
||||
const base = Date.now();
|
||||
log.record({ botId: 'A', chunk: { x: 0, z: 0 }, state: 'X' });
|
||||
log.record({ botId: 'B', chunk: { x: 1, z: 0 }, state: 'Y' });
|
||||
log.record({ botId: 'A', chunk: { x: 2, z: 0 }, state: 'Y' });
|
||||
|
||||
assert.strictEqual(log.list().length, 3);
|
||||
assert.strictEqual(log.list({ botId: 'A' }).length, 2);
|
||||
assert.strictEqual(log.list({ state: 'Y' }).length, 2);
|
||||
assert.strictEqual(log.list({ since: base + 1e9 }).length, 0);
|
||||
|
||||
const limited = log.list({ limit: 2 });
|
||||
assert.strictEqual(limited.length, 2);
|
||||
// 取最新 2 条但保持时间升序
|
||||
assert.deepStrictEqual(limited.map((e) => e.cx), [1, 2]);
|
||||
});
|
||||
|
||||
test('stats 汇总总数、按机器人分布与今日条数', () => {
|
||||
const { log } = setup();
|
||||
log.record({ botId: 'A', chunk: { x: 0, z: 0 } });
|
||||
log.record({ botId: 'A', chunk: { x: 1, z: 0 } });
|
||||
log.record({ botId: 'B', chunk: { x: 2, z: 0 } });
|
||||
|
||||
const stats = log.stats();
|
||||
assert.strictEqual(stats.total, 3);
|
||||
assert.strictEqual(stats.buffered, 3);
|
||||
assert.strictEqual(stats.today, 3);
|
||||
assert.strictEqual(stats.byBot[0].botId, 'A');
|
||||
assert.strictEqual(stats.byBot[0].count, 2);
|
||||
assert.ok(stats.firstAt > 0 && stats.lastAt >= stats.firstAt);
|
||||
});
|
||||
|
||||
test('落盘为 JSONL,重启后能从磁盘恢复历史', () => {
|
||||
const { log, filePath } = setup();
|
||||
log.record({ botId: 'A', bot: 'A', chunk: { x: 5, z: 6 }, state: 'S' });
|
||||
log.record({ botId: 'B', bot: 'B', chunk: { x: 7, z: 8 } });
|
||||
|
||||
const lines = fs.readFileSync(filePath, 'utf8').trim().split('\n');
|
||||
assert.strictEqual(lines.length, 2);
|
||||
assert.strictEqual(JSON.parse(lines[0]).cx, 5);
|
||||
|
||||
const reloaded = new ExpansionLog({ filePath });
|
||||
assert.strictEqual(reloaded.entries.length, 2);
|
||||
assert.strictEqual(reloaded.totalRecorded, 2);
|
||||
assert.strictEqual(reloaded.stats().byBot.length, 2);
|
||||
});
|
||||
|
||||
test('磁盘上的损坏行(进程被杀留下的半行)被跳过而不是崩溃', () => {
|
||||
const { filePath } = setup();
|
||||
fs.writeFileSync(filePath, '{"t":1,"botId":"A","bot":"A","cx":1,"cz":1}\n{"t":2,"botId"', 'utf8');
|
||||
const log = new ExpansionLog({ filePath });
|
||||
assert.strictEqual(log.entries.length, 1);
|
||||
assert.strictEqual(log.entries[0].cx, 1);
|
||||
});
|
||||
|
||||
test('内存环形缓冲超过上限时丢弃最旧记录,但总数继续累计', () => {
|
||||
const { log } = setup({ maxEntries: 3 });
|
||||
for (let i = 0; i < 5; i++) log.record({ botId: 'A', chunk: { x: i, z: 0 } });
|
||||
assert.strictEqual(log.entries.length, 3);
|
||||
assert.strictEqual(log.entries[0].cx, 2);
|
||||
assert.strictEqual(log.stats().total, 5);
|
||||
});
|
||||
|
||||
test('onEntry 回调收到新记录,回调抛异常不影响写入', () => {
|
||||
const { log } = setup();
|
||||
const seen = [];
|
||||
log.onEntry = (entry) => {
|
||||
seen.push(entry.cx);
|
||||
throw new Error('订阅者异常');
|
||||
};
|
||||
assert.doesNotThrow(() => log.record({ botId: 'A', chunk: { x: 9, z: 9 } }));
|
||||
assert.deepStrictEqual(seen, [9]);
|
||||
assert.strictEqual(log.entries.length, 1);
|
||||
});
|
||||
|
||||
test('exportCsv 输出带 BOM 的表格,含表头与全部记录', () => {
|
||||
const { log, dir } = setup();
|
||||
log.record({ botId: 'A', bot: 'A', state: 'X', chunk: { x: 1, z: 2 }, block: { x: 16, z: 32 } });
|
||||
log.record({ botId: 'B', bot: 'B,带逗号', state: 'Y', chunk: { x: 3, z: 4 } });
|
||||
const file = path.join(dir, 'out.csv');
|
||||
assert.strictEqual(log.exportCsv(file), file);
|
||||
|
||||
const text = fs.readFileSync(file, 'utf8');
|
||||
assert.ok(text.startsWith('\ufeff'), '应带 BOM 以便 Excel 正确识别中文');
|
||||
const lines = text.replace(/^\ufeff/, '').split('\r\n');
|
||||
assert.ok(lines[0].includes('机器人'));
|
||||
assert.strictEqual(lines.length, 3);
|
||||
assert.ok(lines[2].includes('"B,带逗号"'), '含逗号的字段应被引号包裹');
|
||||
});
|
||||
|
||||
test('clearBuffer 只清内存,磁盘文件保留', () => {
|
||||
const { log, filePath } = setup();
|
||||
log.record({ botId: 'A', chunk: { x: 1, z: 1 } });
|
||||
log.clearBuffer();
|
||||
assert.strictEqual(log.entries.length, 0);
|
||||
assert.ok(fs.readFileSync(filePath, 'utf8').trim().length > 0);
|
||||
});
|
||||
+104
-2
@@ -8,6 +8,7 @@ const { FakeBot } = require('./helpers/fakeBot');
|
||||
const {
|
||||
GrimCompat,
|
||||
shortestAngleDelta,
|
||||
wrapAngle,
|
||||
eyeDistanceToEntity,
|
||||
VANILLA_PHYSICS_BASELINE
|
||||
} = require('../src/bot/grimCompat');
|
||||
@@ -26,8 +27,84 @@ function setup(options) {
|
||||
return { bot, grim, config };
|
||||
}
|
||||
|
||||
test('shortestAngleDelta 走最短路径并处理环绕', () => {
|
||||
assert.ok(Math.abs(shortestAngleDelta(0, 0.5) - 0.5) < 1e-9);
|
||||
// ==================== 协议补包(线上服务器「走不动」的根因)====================
|
||||
|
||||
/** 等一轮宏任务,让 process.nextTick 里发出的 tick_end 落地 */
|
||||
function flushTick() {
|
||||
return new Promise((resolve) => setTimeout(resolve, 5));
|
||||
}
|
||||
|
||||
test('每 tick 补发 player_input,内容反映当前控制键', async () => {
|
||||
const { bot } = setup();
|
||||
bot.setControlState('forward', true);
|
||||
bot.setControlState('sprint', true);
|
||||
bot.clearWritten();
|
||||
|
||||
bot.tick();
|
||||
const packets = bot.writtenPackets('player_input');
|
||||
assert.strictEqual(packets.length, 1, '每个 physicsTick 都应补发一次 player_input');
|
||||
assert.strictEqual(packets[0].params.inputs.forward, true);
|
||||
assert.strictEqual(packets[0].params.inputs.sprint, true);
|
||||
assert.strictEqual(packets[0].params.inputs.jump, false);
|
||||
assert.strictEqual(packets[0].params.inputs.backward, false);
|
||||
assert.strictEqual(packets[0].params.inputs.shift, false);
|
||||
});
|
||||
|
||||
test('每 tick 补发 tick_end,且排在本帧位置包之后', async () => {
|
||||
const { bot } = setup();
|
||||
bot.clearWritten();
|
||||
bot.tick();
|
||||
assert.strictEqual(bot.writtenPackets('tick_end').length, 0, 'tick_end 应延后到下一轮微任务/宏任务');
|
||||
await flushTick();
|
||||
assert.strictEqual(bot.writtenPackets('tick_end').length, 1);
|
||||
});
|
||||
|
||||
test('版本不支持 player_input 时只补 tick_end,不报错', async () => {
|
||||
const { bot } = setup({ bot: { features: { newPlayerInputPacket: false } } });
|
||||
bot.clearWritten();
|
||||
bot.tick();
|
||||
await flushTick();
|
||||
assert.strictEqual(bot.writtenPackets('player_input').length, 0);
|
||||
assert.strictEqual(bot.writtenPackets('tick_end').length, 1);
|
||||
});
|
||||
|
||||
test('关闭开关后不再补发对应包', async () => {
|
||||
const { bot } = setup({ config: { grim: { sendPlayerInput: false, sendTickEnd: false } } });
|
||||
bot.clearWritten();
|
||||
bot.tick();
|
||||
await flushTick();
|
||||
assert.strictEqual(bot._client.written.length, 0);
|
||||
});
|
||||
|
||||
test('关掉 Grim 合规层后协议补包仍然生效(否则机器人根本走不动)', async () => {
|
||||
const { bot } = setup({ config: { grim: { enabled: false } } });
|
||||
bot.clearWritten();
|
||||
bot.tick();
|
||||
await flushTick();
|
||||
assert.strictEqual(bot.writtenPackets('player_input').length, 1);
|
||||
assert.strictEqual(bot.writtenPackets('tick_end').length, 1);
|
||||
});
|
||||
|
||||
test('uninstall 后不再补包', async () => {
|
||||
const { bot, grim } = setup();
|
||||
grim.uninstall();
|
||||
bot.clearWritten();
|
||||
bot.tick();
|
||||
await flushTick();
|
||||
assert.strictEqual(bot._client.written.length, 0);
|
||||
});
|
||||
|
||||
test('snapshot 暴露协议补包状态与计数', () => {
|
||||
const { bot, grim } = setup();
|
||||
bot.tick();
|
||||
const snap = grim.snapshot();
|
||||
assert.strictEqual(snap.protocolPackets.playerInputSupported, true);
|
||||
assert.strictEqual(snap.protocolPackets.playerInputEnabled, true);
|
||||
assert.strictEqual(snap.protocolPackets.playerInputSent, 1);
|
||||
assert.strictEqual(snap.protocolPackets.tickEndEnabled, true);
|
||||
});
|
||||
|
||||
test('shortestAngleDelta 走最短路径并处理环绕', () => { assert.ok(Math.abs(shortestAngleDelta(0, 0.5) - 0.5) < 1e-9);
|
||||
// 从 170° 到 -170° 应走 +20° 而不是 -340°
|
||||
const from = (170 * Math.PI) / 180;
|
||||
const to = (-170 * Math.PI) / 180;
|
||||
@@ -35,6 +112,31 @@ test('shortestAngleDelta 走最短路径并处理环绕', () => {
|
||||
assert.ok(Math.abs(shortestAngleDelta(0, Math.PI * 2)) < 1e-9);
|
||||
});
|
||||
|
||||
test('wrapAngle 把任意角度归一化到 (-π, π]', () => {
|
||||
assert.ok(Math.abs(wrapAngle(0.5) - 0.5) < 1e-9, '范围内不动');
|
||||
assert.ok(Math.abs(wrapAngle(Math.PI * 2) - 0) < 1e-9, '整圈归零');
|
||||
// 实测抓到过 19254°(≈336 弧度)的 yaw —— 必须被归一化
|
||||
const huge = (19254 * Math.PI) / 180;
|
||||
const wrapped = wrapAngle(huge);
|
||||
assert.ok(wrapped > -Math.PI && wrapped <= Math.PI, `归一化后应在 (-π, π],实际 ${wrapped}`);
|
||||
assert.ok(Math.abs(shortestAngleDelta(huge, wrapped)) < 1e-9, '归一化不应改变朝向');
|
||||
assert.strictEqual(wrapAngle(NaN), 0);
|
||||
assert.strictEqual(wrapAngle(Infinity), 0);
|
||||
});
|
||||
|
||||
test('旋转推进后 yaw 始终保持归一化(回归:无界增长导致原地走之字形)', () => {
|
||||
// mineflayer 收到 position 包时会直接给 entity.yaw 赋一个未取模的值,
|
||||
// 本层又在其上累加;不归一化的话 yaw 会一路涨到上万度,
|
||||
// 发包朝向在两个方向间来回跳,机器人原地走之字形、净位移恒为 0。
|
||||
const { grim, bot } = setup();
|
||||
bot.entity.yaw = (19254 * Math.PI) / 180; // 未归一化的巨大值
|
||||
grim.setLook(0.5, 0);
|
||||
for (let i = 0; i < 40; i++) grim._onPhysicsTick();
|
||||
assert.ok(bot.entity.yaw > -Math.PI && bot.entity.yaw <= Math.PI,
|
||||
`yaw 应被归一化,实际 ${bot.entity.yaw}`);
|
||||
assert.ok(Math.abs(shortestAngleDelta(bot.entity.yaw, 0.5)) < 1e-4, '最终仍应朝向目标');
|
||||
});
|
||||
|
||||
test('eyeDistanceToEntity 计算眼睛到碰撞箱的最近距离', () => {
|
||||
const bot = new FakeBot({ x: 0, y: 64, z: 0 });
|
||||
// 目标在正前方 2 格,碰撞箱中心高度与眼睛同高
|
||||
|
||||
@@ -50,6 +50,16 @@ class FakeBot extends EventEmitter {
|
||||
};
|
||||
/** @type {Record<string, boolean>} */
|
||||
this.controls = {};
|
||||
/**
|
||||
* 与 mineflayer 保持一致:用带 getter 的 `controlState` 暴露实时控制键。
|
||||
* mineflayer 传给物理引擎的就是这个对象,所以诊断代码按它读输入。
|
||||
*/
|
||||
this.controlState = {};
|
||||
for (const control of ['forward', 'back', 'left', 'right', 'jump', 'sprint', 'sneak']) {
|
||||
Object.defineProperty(this.controlState, control, {
|
||||
get: () => this.controls[control] === true
|
||||
});
|
||||
}
|
||||
this.heldItem = opts.heldItem || null;
|
||||
this.inventory = { slots: opts.slots || [] };
|
||||
this.entities = {};
|
||||
@@ -57,7 +67,37 @@ class FakeBot extends EventEmitter {
|
||||
this.registry = opts.registry || defaultRegistry();
|
||||
this.pathfinder = null;
|
||||
this.blockMap = opts.blockMap || new Map();
|
||||
/**
|
||||
* 模拟「已加载区块范围」:设置后,超出该半径(方块)的位置 blockAt 返回 null,
|
||||
* 用于测试寻路器只能规划已加载范围、需要分段寻路的行为。
|
||||
* 圆心始终跟随实体当前位置,模拟「人走到哪、区块加载到哪」。
|
||||
*/
|
||||
this.loadedRadius = opts.loadedRadius === undefined ? null : opts.loadedRadius;
|
||||
this.creative = { flying: false };
|
||||
/** 版本能力探测:默认支持 1.21.3+ 的 player_input 包 */
|
||||
this.features = Object.assign({ newPlayerInputPacket: true }, opts.features || {});
|
||||
/** 假的协议客户端:记录写出的包,便于断言「有没有补发 player_input / tick_end」 */
|
||||
this._client = opts.client || {
|
||||
state: 'play',
|
||||
written: [],
|
||||
write(name, params) {
|
||||
this.written.push({ name, params });
|
||||
},
|
||||
on() {}
|
||||
};
|
||||
}
|
||||
|
||||
supportFeature(name) {
|
||||
return this.features[name] === true;
|
||||
}
|
||||
|
||||
/** 取出写出的指定包 */
|
||||
writtenPackets(name) {
|
||||
return this._client.written.filter((p) => p.name === name);
|
||||
}
|
||||
|
||||
clearWritten() {
|
||||
this._client.written.length = 0;
|
||||
}
|
||||
|
||||
getControlState(control) {
|
||||
@@ -72,6 +112,10 @@ class FakeBot extends EventEmitter {
|
||||
blockAt(pos) {
|
||||
const key = `${Math.floor(pos.x)},${Math.floor(pos.y)},${Math.floor(pos.z)}`;
|
||||
if (this.blockMap.has(key)) return this.blockMap.get(key);
|
||||
if (this.loadedRadius !== null) {
|
||||
const center = this.entity.position;
|
||||
if (Math.hypot(pos.x - center.x, pos.z - center.z) > this.loadedRadius) return null;
|
||||
}
|
||||
return { name: 'air', boundingBox: 'empty' };
|
||||
}
|
||||
|
||||
@@ -136,6 +180,11 @@ class FakeBot extends EventEmitter {
|
||||
tickTimes(n) {
|
||||
for (let i = 0; i < n; i++) this.emit('physicsTick');
|
||||
}
|
||||
|
||||
/** 接受资源包(记录调用,供测试断言) */
|
||||
acceptResourcePack() {
|
||||
this.resourcePackAccepted = true;
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = { FakeBot };
|
||||
|
||||
@@ -0,0 +1,290 @@
|
||||
'use strict';
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
|
||||
const { ManualMover, STUCK_TICKS } = require('../src/bot/manualMover');
|
||||
const { PathingService, PathEvent } = require('../src/bot/pathingService');
|
||||
const { defaultConfig } = require('../src/config/expansionConfig');
|
||||
const { FakeBot } = require('./helpers/fakeBot');
|
||||
|
||||
/**
|
||||
* 造一个「会走路」的假 bot:
|
||||
* - 每个物理 tick 让出一次事件循环(真实 tick 那样),这样超时能按真实时间生效;
|
||||
* - 按着 forward 就沿朝向走若干格(direction 与 mineflayer 的 forward 一致);
|
||||
* - 按着 jump 且站着且冷却好了就抬升 1 格(模拟跳上一格台阶,含原版 10 tick 冷却,
|
||||
* 避免「按住跳键连升」这种假物理)。
|
||||
*
|
||||
* @param {{x?: number, y?: number, z?: number, walkSpeed?: number}} [options]
|
||||
*/
|
||||
function setupWalker(options) {
|
||||
const opts = options || {};
|
||||
const speed = opts.walkSpeed === undefined ? 0.25 : opts.walkSpeed;
|
||||
const bot = new FakeBot({
|
||||
x: opts.x === undefined ? 0.5 : opts.x,
|
||||
y: opts.y === undefined ? 64 : opts.y,
|
||||
z: opts.z === undefined ? 0.5 : opts.z
|
||||
});
|
||||
let jumpCooldown = 0;
|
||||
bot.on('physicsTick', () => {
|
||||
if (jumpCooldown > 0) jumpCooldown--;
|
||||
if (bot.getControlState('jump') && bot.entity.onGround && jumpCooldown === 0) {
|
||||
bot.entity.position.y += 1;
|
||||
bot.entity.onGround = false;
|
||||
jumpCooldown = 10;
|
||||
return;
|
||||
}
|
||||
if (!bot.entity.onGround) {
|
||||
// 简化垂直物理:滞空一 tick 后落回整数高度(不模拟抛物线)
|
||||
bot.entity.position.y = Math.round(bot.entity.position.y);
|
||||
bot.entity.onGround = true;
|
||||
return;
|
||||
}
|
||||
if (bot.getControlState('forward')) {
|
||||
const yaw = bot.entity.yaw;
|
||||
bot.entity.position.x -= Math.sin(yaw) * speed;
|
||||
bot.entity.position.z -= Math.cos(yaw) * speed;
|
||||
}
|
||||
});
|
||||
// 让每个 tick 都让出事件循环:时间型超时(deadline)才能按真实时间生效
|
||||
bot.waitForTicks = async () => {
|
||||
bot.emit('physicsTick');
|
||||
await new Promise((resolve) => setImmediate(resolve));
|
||||
};
|
||||
return bot;
|
||||
}
|
||||
|
||||
/** 造一段最简单的直线路径(沿 +z 方向) */
|
||||
function straightPath(length) {
|
||||
const path = [];
|
||||
for (let i = 0; i <= length; i++) path.push({ x: 0, y: 64, z: i });
|
||||
return path;
|
||||
}
|
||||
|
||||
test('手动执行器沿路径点走到目标,结束后松开所有控制键', async () => {
|
||||
const bot = setupWalker();
|
||||
const mover = new ManualMover(bot, defaultConfig(), null, {
|
||||
plan: () => Promise.resolve(straightPath(2)),
|
||||
timeoutMs: 10000
|
||||
});
|
||||
const result = await mover.moveTo({ x: 0, z: 2 });
|
||||
|
||||
assert.strictEqual(result.ok, true, `应走完路径,实际 ${JSON.stringify(result)}`);
|
||||
assert.ok(result.waypoints >= 3, '应记录走过的路径点数');
|
||||
// 最后一段的路径点中心在 z=2.5;走到 2.0 即满足 0.6 格的到达判定
|
||||
assert.ok(bot.entity.position.z >= 1.9, `应走到目标附近,实际 z=${bot.entity.position.z}`);
|
||||
assert.strictEqual(bot.getControlState('forward'), false, '结束后必须松开前进键');
|
||||
assert.strictEqual(bot.getControlState('jump'), false, '结束后必须松开跳跃键');
|
||||
assert.strictEqual(mover.active, false);
|
||||
});
|
||||
|
||||
test('目标高出一格时按一下 jump(对应手动按键时的爬坎)', async () => {
|
||||
const bot = setupWalker();
|
||||
const controls = [];
|
||||
bot.on('controlState', (control, state) => controls.push({ control, state }));
|
||||
const mover = new ManualMover(bot, defaultConfig(), null, {
|
||||
plan: () => Promise.resolve([{ x: 0, y: 64, z: 0 }, { x: 0, y: 65, z: 1 }]),
|
||||
timeoutMs: 10000
|
||||
});
|
||||
const result = await mover.moveTo({ x: 0, z: 1 });
|
||||
|
||||
assert.strictEqual(result.ok, true, `应跳上台阶并到位,实际 ${JSON.stringify(result)}`);
|
||||
assert.ok(controls.some((c) => c.control === 'jump' && c.state === true), '应按下过 jump');
|
||||
assert.ok(controls.some((c) => c.control === 'jump' && c.state === false), '按一下之后要松开');
|
||||
assert.ok(Math.abs(bot.entity.position.y - 65) < 1e-6, '应已站到台阶上');
|
||||
});
|
||||
|
||||
test('长时间没有位移时判定卡住并终止(不会无限按键)', async () => {
|
||||
// 不挂物理模拟:按什么都没用,模拟「服务端把机器人按在原地」
|
||||
const bot = new FakeBot({ x: 0.5, y: 64, z: 0.5 });
|
||||
bot.waitForTicks = async () => {
|
||||
bot.emit('physicsTick');
|
||||
await new Promise((resolve) => setImmediate(resolve));
|
||||
};
|
||||
let planCalls = 0;
|
||||
const mover = new ManualMover(bot, defaultConfig(), null, {
|
||||
plan: () => {
|
||||
planCalls++;
|
||||
return Promise.resolve(straightPath(1));
|
||||
},
|
||||
timeoutMs: 20000
|
||||
});
|
||||
const result = await mover.moveTo({ x: 0, z: 1 });
|
||||
|
||||
assert.strictEqual(result.ok, false);
|
||||
assert.strictEqual(result.reason, 'stuck');
|
||||
assert.ok(planCalls > 1, '卡住后应重新规划再试');
|
||||
assert.ok(result.ticks >= STUCK_TICKS, `应至少跑满一次卡住判定,实际 ${result.ticks} tick`);
|
||||
assert.strictEqual(bot.getControlState('forward'), false, '终止后必须松开前进键');
|
||||
});
|
||||
|
||||
test('stop() 立即取消执行并松开控制键', async () => {
|
||||
// 走慢一点、路径长一点,保证取消发生在半路上而不是走完之后
|
||||
const bot = setupWalker({ walkSpeed: 0.05 });
|
||||
const controls = [];
|
||||
bot.on('controlState', (control, state) => controls.push({ control, state }));
|
||||
const mover = new ManualMover(bot, defaultConfig(), null, {
|
||||
plan: () => Promise.resolve(straightPath(500)),
|
||||
timeoutMs: 20000
|
||||
});
|
||||
let ticks = 0;
|
||||
bot.on('physicsTick', () => {
|
||||
if (++ticks === 20) mover.stop(); // 跑了 20 tick(前进键按下中)后取消
|
||||
});
|
||||
const result = await mover.moveTo({ x: 0, z: 500 });
|
||||
|
||||
assert.strictEqual(result.ok, false);
|
||||
assert.strictEqual(result.reason, 'cancelled');
|
||||
assert.ok(controls.some((c) => c.control === 'forward' && c.state === true), '取消前应确实按下了前进键');
|
||||
assert.strictEqual(bot.getControlState('forward'), false, '取消后必须松开前进键');
|
||||
});
|
||||
|
||||
test('默认规划函数逐片推进 A*,success 才返回路径', async () => {
|
||||
const bot = setupWalker();
|
||||
const nodes = straightPath(2);
|
||||
bot.pathfinder = {
|
||||
movements: {},
|
||||
thinkTimeout: 100,
|
||||
tickTimeout: 1,
|
||||
searchRadius: 0,
|
||||
getPathFromTo: function * () {
|
||||
yield { result: { status: 'partial', path: [] } };
|
||||
yield { result: { status: 'success', path: nodes } };
|
||||
}
|
||||
};
|
||||
const mover = new ManualMover(bot, defaultConfig(), null, { timeoutMs: 10000 });
|
||||
const result = await mover.moveTo({ x: 0, z: 2 });
|
||||
|
||||
assert.strictEqual(result.ok, true, `应走完路径,实际 ${JSON.stringify(result)}`);
|
||||
assert.strictEqual(mover.lastStatus(), 'success');
|
||||
});
|
||||
|
||||
test('默认规划函数在 A* 报 noPath 时如实返回失败', async () => {
|
||||
const bot = setupWalker();
|
||||
bot.pathfinder = {
|
||||
movements: {},
|
||||
thinkTimeout: 100,
|
||||
tickTimeout: 1,
|
||||
searchRadius: 0,
|
||||
getPathFromTo: function * () {
|
||||
yield { result: { status: 'noPath', path: [] } };
|
||||
}
|
||||
};
|
||||
const mover = new ManualMover(bot, defaultConfig(), null, { timeoutMs: 10000 });
|
||||
const result = await mover.moveTo({ x: 500, z: 500 });
|
||||
|
||||
assert.strictEqual(result.ok, false);
|
||||
assert.strictEqual(result.reason, 'noPath');
|
||||
});
|
||||
|
||||
test('pathfinder 未加载时返回 noPathfinder,不抛异常', async () => {
|
||||
const bot = setupWalker();
|
||||
const mover = new ManualMover(bot, defaultConfig(), null, { timeoutMs: 10000 });
|
||||
const result = await mover.moveTo({ x: 0, z: 0 });
|
||||
assert.strictEqual(result.ok, false);
|
||||
assert.strictEqual(result.reason, 'noPathfinder');
|
||||
});
|
||||
|
||||
// ==================== PathingService 的手动执行模式 ====================
|
||||
|
||||
/** 造一个手动执行模式的寻路服务(并替换掉真实的 mover,便于断言调用) */
|
||||
function setupManualService(options) {
|
||||
const opts = options || {};
|
||||
const bot = new FakeBot({ x: 0.5, y: 64, z: 0.5, loadedRadius: opts.loadedRadius === undefined ? 128 : opts.loadedRadius });
|
||||
const goals = [];
|
||||
bot.pathfinder = {
|
||||
setMovements: () => {},
|
||||
setGoal: (goal) => goals.push(goal),
|
||||
thinkTimeout: 0,
|
||||
tickTimeout: 0,
|
||||
searchRadius: 0
|
||||
};
|
||||
const config = defaultConfig();
|
||||
config.pathing.executor = 'manual';
|
||||
Object.assign(config.pathing, opts.config || {});
|
||||
const service = new PathingService(bot, config, null);
|
||||
service.configure();
|
||||
return { bot, service, goals, config };
|
||||
}
|
||||
|
||||
const flush = () => new Promise((resolve) => setTimeout(resolve, 10));
|
||||
|
||||
test('手动模式:configure 会创建手动执行器,且不下发 setGoal', () => {
|
||||
const { service } = setupManualService();
|
||||
assert.ok(service.mover, '手动模式下应创建 ManualMover');
|
||||
assert.strictEqual(service.diagnostics().executor, 'manual');
|
||||
});
|
||||
|
||||
test('手动模式:执行成功时按同一套事件逻辑报到达', async () => {
|
||||
const { service, goals } = setupManualService();
|
||||
const events = [];
|
||||
service.onPathEvent = (event) => events.push(event);
|
||||
service.mover = {
|
||||
stop: () => {},
|
||||
lastStatus: () => 'success',
|
||||
moveTo: () => Promise.resolve({ ok: true, reason: 'arrived', waypoints: 4, ticks: 20 })
|
||||
};
|
||||
assert.strictEqual(service.pathTo({ x: 5, z: 0 }), true);
|
||||
await flush();
|
||||
|
||||
assert.deepStrictEqual(goals, [], '手动模式不应把执行交给 pathfinder');
|
||||
assert.ok(events.includes(PathEvent.CALC_STARTED));
|
||||
assert.ok(events.includes(PathEvent.AT_GOAL), '走到最终目标应报到达');
|
||||
assert.strictEqual(service.isPathing(), false);
|
||||
});
|
||||
|
||||
test('手动模式:执行失败时先缩短段长重试', async () => {
|
||||
const { service } = setupManualService({ loadedRadius: 128 });
|
||||
let calls = 0;
|
||||
service.mover = {
|
||||
stop: () => {},
|
||||
lastStatus: () => 'stuck',
|
||||
moveTo: () => {
|
||||
calls++;
|
||||
return Promise.resolve({ ok: false, reason: 'stuck', waypoints: 3, ticks: 40 });
|
||||
}
|
||||
};
|
||||
service.pathTo({ x: 50, z: 0 }); // 远目标 → 走分段逻辑
|
||||
await flush();
|
||||
|
||||
assert.ok(service._segmentShrink >= 1, '应先缩短段长重试');
|
||||
assert.ok(calls >= 2, '应重新发起执行');
|
||||
});
|
||||
|
||||
test('手动模式:反复失败后如实报 CALC_FAILED,不会无限重试', async () => {
|
||||
const { service } = setupManualService({ loadedRadius: 128 });
|
||||
const events = [];
|
||||
service.onPathEvent = (event) => events.push(event);
|
||||
service.mover = {
|
||||
stop: () => {},
|
||||
lastStatus: () => 'stuck',
|
||||
moveTo: () => Promise.resolve({ ok: false, reason: 'stuck', waypoints: 3, ticks: 40 })
|
||||
};
|
||||
service.pathTo({ x: 50, z: 0 });
|
||||
await flush();
|
||||
|
||||
assert.strictEqual(service.calcFailed, true);
|
||||
assert.ok(events.includes(PathEvent.CALC_FAILED));
|
||||
assert.strictEqual(service.isPathing(), false);
|
||||
});
|
||||
|
||||
test('手动模式:cancel 会让在途结果失效并停掉执行器', async () => {
|
||||
const { service } = setupManualService();
|
||||
let stopped = false;
|
||||
let resolveMove = null;
|
||||
service.mover = {
|
||||
stop: () => { stopped = true; },
|
||||
lastStatus: () => null,
|
||||
moveTo: () => new Promise((resolve) => { resolveMove = resolve; })
|
||||
};
|
||||
service.pathTo({ x: 5, z: 0 });
|
||||
service.cancel();
|
||||
assert.strictEqual(stopped, true);
|
||||
|
||||
// 即使旧执行随后返回成功,也不应再被当成到达
|
||||
const events = [];
|
||||
service.onPathEvent = (event) => events.push(event);
|
||||
resolveMove({ ok: true, reason: 'arrived', waypoints: 1, ticks: 1 });
|
||||
await flush();
|
||||
assert.ok(!events.includes(PathEvent.AT_GOAL), '取消后的在途结果必须被忽略');
|
||||
});
|
||||
@@ -0,0 +1,587 @@
|
||||
'use strict';
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
const fs = require('fs');
|
||||
const os = require('os');
|
||||
const path = require('path');
|
||||
|
||||
const { WebConsole } = require('../src/web/server');
|
||||
const { BotPool } = require('../src/bot/botPool');
|
||||
const { BotStore, BotCredentialStore } = require('../src/config/botStore');
|
||||
const { ExpansionLog } = require('../src/core/expansionLog');
|
||||
const { ChatLog, ChatKind } = require('../src/core/chatLog');
|
||||
const { BigMapService } = require('../src/core/bigMapService');
|
||||
const { TerritoryModel } = require('../src/core/territoryModel');
|
||||
const { defaultConfig, normalizeConfig } = require('../src/config/expansionConfig');
|
||||
const { Logger } = require('../src/util/logger');
|
||||
const chunkPos = require('../src/core/chunkPos');
|
||||
|
||||
/** 造一个含 2 个机器人、完整依赖的控制台 */
|
||||
function setup(options) {
|
||||
const opts = options || {};
|
||||
const dir = fs.mkdtempSync(path.join(os.tmpdir(), 'autostore-webmulti-'));
|
||||
|
||||
const map = new Map([
|
||||
['A', {
|
||||
name: 'A',
|
||||
capital: { x: 1, z: 2 },
|
||||
chunks: new Set([chunkPos.key(0, 0), chunkPos.key(1, 0)]),
|
||||
color: 0x2f81f7,
|
||||
polygons: [[0, 0, 16, 0, 16, 16, 0, 16]]
|
||||
}],
|
||||
['B', {
|
||||
name: 'B',
|
||||
capital: { x: 9, z: 9 },
|
||||
chunks: new Set([chunkPos.key(9, 9)]),
|
||||
color: 0xff43de,
|
||||
polygons: []
|
||||
}]
|
||||
]);
|
||||
const model = new TerritoryModel(map);
|
||||
model.setSelfStateName('A');
|
||||
model.addSessionClaim({ x: 5, z: 5 }, 'A');
|
||||
|
||||
const dataService = {
|
||||
model,
|
||||
getModel: () => model,
|
||||
snapshot: () => ({ stateCount: 2, claimedChunks: 4, markersUrl: 'http://x/markers.json' }),
|
||||
refreshAsync: () => {},
|
||||
fetchAllTerritoryOnce: async () => ({ ok: true, message: 'ok' }),
|
||||
detectStateByPlayer: async () => null,
|
||||
setSelectedStateName: (name) => model.setSelfStateName(name),
|
||||
addSessionClaim: (chunk, name) => model.addSessionClaim(chunk, name),
|
||||
applyApiConfig: () => {},
|
||||
reschedule: () => {},
|
||||
start: () => {},
|
||||
stop: () => {}
|
||||
};
|
||||
|
||||
const config = normalizeConfig(Object.assign(defaultConfig(), opts.config || {}));
|
||||
const logger = new Logger({ echo: false });
|
||||
const expansionLog = new ExpansionLog({ filePath: path.join(dir, 'expansion-log.jsonl') });
|
||||
const chatLog = new ChatLog({ dir: path.join(dir, 'chat') });
|
||||
const bigMap = new BigMapService(config, logger, {
|
||||
baseUrl: 'http://bgjq.simpfun.cn',
|
||||
world: 'minecraft_overworld',
|
||||
cacheDir: path.join(dir, 'mapcache'),
|
||||
fetchImpl: async () => ({
|
||||
ok: true,
|
||||
status: 200,
|
||||
arrayBuffer: async () => new Uint8Array([0x89, 0x50, 0x4e, 0x47]).buffer
|
||||
})
|
||||
});
|
||||
const pool = new BotPool({
|
||||
connections: [
|
||||
{ id: 'BotA', username: 'BotA', password: 'pw', host: 'h', port: 25565, version: '1.21.4' },
|
||||
{ id: 'BotB', username: 'BotB', password: 'pw', host: 'h', port: 25565, version: '1.21.4' }
|
||||
],
|
||||
config,
|
||||
logger,
|
||||
dataService,
|
||||
expansionLog,
|
||||
chatLog,
|
||||
botStore: new BotStore(path.join(dir, 'bots.json')),
|
||||
credentialStore: new BotCredentialStore(path.join(dir, 'bots.credentials.json'))
|
||||
});
|
||||
|
||||
const webConsole = new WebConsole({
|
||||
pool,
|
||||
dataService,
|
||||
logger,
|
||||
expansionLog,
|
||||
chatLog,
|
||||
bigMap,
|
||||
getConfig: () => config,
|
||||
applyConfig: (next) => Object.assign(config, next)
|
||||
}, { host: '127.0.0.1', port: 0, exportDir: dir, password: opts.password });
|
||||
|
||||
return { webConsole, pool, model, chatLog, expansionLog, bigMap, dir, config, logger };
|
||||
}
|
||||
|
||||
test('statusPayload 汇总全部机器人与新增日志 / 大地图状态', () => {
|
||||
const { webConsole, pool } = setup();
|
||||
const payload = webConsole.statusPayload();
|
||||
assert.strictEqual(payload.bots.length, 2);
|
||||
assert.strictEqual(payload.bot.id, 'BotA', '单机器人兼容字段指向默认机器人');
|
||||
assert.strictEqual(payload.task.state, 'IDLE');
|
||||
assert.strictEqual(payload.defaultBotId, 'BotA');
|
||||
assert.ok(payload.expansionLog);
|
||||
assert.ok(payload.chatLog);
|
||||
assert.ok(payload.bigMap);
|
||||
// 默认图幅 4096 格半径、层级 0 每张 4096 格 → 4 张瓦片(不再是把全世界拉下来)
|
||||
assert.strictEqual(payload.bigMap.tiles.count, 4);
|
||||
assert.strictEqual(payload.bigMap.followBot, true);
|
||||
assert.strictEqual(pool.size, 2);
|
||||
});
|
||||
|
||||
test('HTTP:/api/bots 返回机器人列表,/api/bots/:id/status 返回单个机器人', async () => {
|
||||
const { webConsole } = setup();
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const bots = await fetch(base + '/api/bots').then((r) => r.json());
|
||||
assert.strictEqual(bots.ok, true);
|
||||
assert.deepStrictEqual(bots.data.map((b) => b.id), ['BotA', 'BotB']);
|
||||
|
||||
const single = await fetch(base + '/api/bots/BotB/status').then((r) => r.json());
|
||||
assert.strictEqual(single.data.id, 'BotB');
|
||||
assert.strictEqual(single.data.task.botId, 'BotB');
|
||||
|
||||
const missing = await fetch(base + '/api/bots/没有这个/status');
|
||||
assert.strictEqual(missing.status, 404);
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:机器人设置可读可写,且不会泄露密码', async () => {
|
||||
const { webConsole } = setup();
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const saved = await fetch(base + '/api/bots/BotB/settings', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ label: '二号机', enabled: true, autoStart: false, config: { targetCount: 6 } })
|
||||
}).then((r) => r.json());
|
||||
assert.strictEqual(saved.ok, true);
|
||||
assert.strictEqual(saved.data.label, '二号机');
|
||||
assert.strictEqual(saved.data.config.targetCount, 6);
|
||||
assert.ok(!JSON.stringify(saved.data).includes('pw'), '响应中不得含密码');
|
||||
|
||||
const read = await fetch(base + '/api/bots/BotB/settings').then((r) => r.json());
|
||||
assert.strictEqual(read.data.label, '二号机');
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:机器人未就绪时启动任务返回 ok=false 并给出原因', async () => {
|
||||
const { webConsole } = setup();
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const res = await fetch(base + '/api/bots/BotA/task/start', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({})
|
||||
}).then((r) => r.json());
|
||||
assert.strictEqual(res.ok, false);
|
||||
assert.ok(res.message.includes('尚未就绪'));
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:聊天接口在未完成登录验证时返回 409,缺参数返回 400', async () => {
|
||||
const { webConsole, pool } = setup();
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const missing = await fetch(base + '/api/bots/BotA/chat', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({})
|
||||
});
|
||||
assert.strictEqual(missing.status, 400);
|
||||
|
||||
// 未连接:提示应指向「没连上」而不是含糊的失败
|
||||
const offline = await fetch(base + '/api/bots/BotA/chat', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ message: '大家好' })
|
||||
});
|
||||
assert.strictEqual(offline.status, 409);
|
||||
const offlineBody = await offline.json();
|
||||
assert.ok(offlineBody.message.includes('未连接'), '离线时应说明未连接');
|
||||
|
||||
// 已连接但未通过登录验证:提示应指向登录门禁
|
||||
const manager = pool.get('BotA').manager;
|
||||
manager.state = 'online';
|
||||
manager.bot = { chat: () => {} };
|
||||
manager.loggedIn = false;
|
||||
const denied = await fetch(base + '/api/bots/BotA/chat', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ message: '大家好' })
|
||||
});
|
||||
assert.strictEqual(denied.status, 409);
|
||||
const body = await denied.json();
|
||||
assert.ok(body.message.includes('未完成登录验证'));
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:指令接口区分「未连接」与「未通过登录验证」,并放行验证类指令', async () => {
|
||||
const { webConsole, pool } = setup();
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
const post = (command) => fetch(base + '/api/bots/BotA/command', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ command })
|
||||
});
|
||||
try {
|
||||
const offline = await post('u claimmode');
|
||||
assert.strictEqual(offline.status, 409);
|
||||
assert.ok((await offline.json()).message.includes('未连接'));
|
||||
|
||||
const manager = pool.get('BotA').manager;
|
||||
const sent = [];
|
||||
manager.bot = { chat: (text) => sent.push(text) };
|
||||
manager.state = 'online';
|
||||
manager.loggedIn = false;
|
||||
|
||||
// 任务类指令仍被拦下
|
||||
const blocked = await post('u claimmode');
|
||||
assert.strictEqual(blocked.status, 409);
|
||||
assert.ok((await blocked.json()).message.includes('未完成登录验证'));
|
||||
|
||||
// 验证类指令放行(否则无法完成登录,形成死锁)
|
||||
const allowed = await post('/auth 12345 6789');
|
||||
assert.strictEqual(allowed.status, 200);
|
||||
assert.strictEqual((await allowed.json()).ok, true);
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:公屏日志可按机器人查询与导出', async () => {
|
||||
const { webConsole, chatLog } = setup();
|
||||
chatLog.append({ botId: 'BotA', bot: 'BotA', message: '你好', kind: ChatKind.CHAT, username: 'Steve' });
|
||||
chatLog.append({ botId: 'BotB', bot: 'BotB', message: '别的机器人的消息' });
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const rows = await fetch(base + '/api/bots/BotA/chat').then((r) => r.json());
|
||||
assert.strictEqual(rows.data.length, 1);
|
||||
assert.strictEqual(rows.data[0].message, '你好');
|
||||
|
||||
const exported = await fetch(base + '/api/bots/BotA/chat/export', { method: 'POST' }).then((r) => r.json());
|
||||
assert.strictEqual(exported.ok, true);
|
||||
assert.ok(fs.existsSync(exported.data.file));
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:开拓日志查询与 CSV 导出', async () => {
|
||||
const { webConsole, expansionLog } = setup();
|
||||
expansionLog.record({
|
||||
botId: 'BotA',
|
||||
bot: 'BotA',
|
||||
state: 'A',
|
||||
chunk: { x: 3, z: 4 },
|
||||
block: { x: 48, z: 64 },
|
||||
source: 'chat'
|
||||
});
|
||||
expansionLog.record({ botId: 'BotB', bot: 'BotB', state: 'B', chunk: { x: 9, z: 9 } });
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const all = await fetch(base + '/api/expansion-log').then((r) => r.json());
|
||||
assert.strictEqual(all.data.entries.length, 2);
|
||||
assert.strictEqual(all.data.stats.total, 2);
|
||||
assert.strictEqual(all.data.stats.byBot.length, 2);
|
||||
|
||||
const filtered = await fetch(base + '/api/expansion-log?botId=BotA').then((r) => r.json());
|
||||
assert.strictEqual(filtered.data.entries.length, 1);
|
||||
assert.strictEqual(filtered.data.entries[0].cx, 3);
|
||||
|
||||
const exported = await fetch(base + '/api/expansion-log/export', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({})
|
||||
}).then((r) => r.json());
|
||||
assert.strictEqual(exported.ok, true);
|
||||
const text = fs.readFileSync(exported.data.file, 'utf8');
|
||||
assert.ok(text.includes('机器人'), 'CSV 应含表头');
|
||||
assert.ok(text.includes('BotA'));
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:大地图元信息、领土标记与瓦片代理', async () => {
|
||||
const { webConsole } = setup();
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const meta = await fetch(base + '/api/bigmap').then((r) => r.json());
|
||||
assert.strictEqual(meta.data.world, 'minecraft_overworld');
|
||||
assert.strictEqual(meta.data.tilePixels, 512);
|
||||
assert.strictEqual(meta.data.tiles.count, 4);
|
||||
assert.strictEqual(meta.data.rangeBlocks, 4096);
|
||||
// 机器人还没进世界 → 中心回退到世界原点
|
||||
assert.strictEqual(meta.data.center.source, 'origin');
|
||||
assert.strictEqual(meta.data.bots.length, 2, '大地图应带上全部机器人坐标');
|
||||
|
||||
const markers = await fetch(base + '/api/bigmap/markers').then((r) => r.json());
|
||||
const a = markers.data.states.find((s) => s.name === 'A');
|
||||
assert.strictEqual(a.color, '#2f81f7');
|
||||
assert.strictEqual(a.polygons.length, 1);
|
||||
assert.deepStrictEqual(a.polygons[0], [0, 0, 16, 0, 16, 16, 0, 16]);
|
||||
|
||||
const tile = await fetch(base + '/api/bigmap/tile/0/0/0.png');
|
||||
assert.strictEqual(tile.status, 200);
|
||||
assert.strictEqual(tile.headers.get('content-type'), 'image/png');
|
||||
|
||||
const badTile = await fetch(base + '/api/bigmap/tile/x/0/0.png');
|
||||
assert.strictEqual(badTile.status, 400);
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:地图数据可按机器人视角返回各自的邦国与目标', async () => {
|
||||
const { webConsole, pool } = setup();
|
||||
pool.get('BotB').controller.stateName = 'B';
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const a = await fetch(base + '/api/map?bot=BotA').then((r) => r.json());
|
||||
assert.strictEqual(a.data.selfState, 'A');
|
||||
// 邦国 A 原有 2 个区块 + 1 个会话占领区块 = 3 个区块 → 6 个数字
|
||||
assert.strictEqual(a.data.self.length, 6);
|
||||
|
||||
const b = await fetch(base + '/api/map?bot=BotB').then((r) => r.json());
|
||||
assert.strictEqual(b.data.selfState, 'B');
|
||||
assert.strictEqual(b.data.self.length, 2);
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:配置了控制台密码时未登录一律 401,登录后可访问', async () => {
|
||||
const { webConsole } = setup({ password: 'console-pw' });
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
// 会话探测接口本身免鉴权,用于前端决定是否弹登录框
|
||||
const session = await fetch(base + '/api/session').then((r) => r.json());
|
||||
assert.strictEqual(session.data.required, true);
|
||||
assert.strictEqual(session.data.authenticated, false);
|
||||
|
||||
const denied = await fetch(base + '/api/bots');
|
||||
assert.strictEqual(denied.status, 401);
|
||||
|
||||
const wrong = await fetch(base + '/api/login', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ password: '错的' })
|
||||
});
|
||||
assert.strictEqual(wrong.status, 401);
|
||||
|
||||
const login = await fetch(base + '/api/login', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ password: 'console-pw' })
|
||||
}).then((r) => r.json());
|
||||
assert.strictEqual(login.ok, true);
|
||||
assert.strictEqual(login.data.authenticated, true);
|
||||
|
||||
const allowed = await fetch(base + '/api/bots', { headers: { 'X-Auth-Token': 'console-pw' } });
|
||||
assert.strictEqual(allowed.status, 200);
|
||||
|
||||
// 静态页面本身仍需可加载,否则用户看不到登录框
|
||||
const html = await fetch(base + '/');
|
||||
assert.strictEqual(html.status, 200);
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:可在控制台新增与移除玩家,响应中不含密码', async () => {
|
||||
const { webConsole, pool } = setup();
|
||||
// 避免测试真的发起网络连接
|
||||
const proto = Object.getPrototypeOf(pool.get('BotA').manager);
|
||||
const originalConnect = proto.connect;
|
||||
proto.connect = function stub() {};
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const added = await fetch(base + '/api/bots', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ username: 'NewBot', password: 'super-secret', label: '新号' })
|
||||
}).then((r) => r.json());
|
||||
assert.strictEqual(added.ok, true);
|
||||
assert.strictEqual(added.data.id, 'NewBot');
|
||||
assert.ok(!JSON.stringify(added).includes('super-secret'), '响应中不得回显密码');
|
||||
assert.deepStrictEqual(added.data.bots.map((b) => b.id), ['BotA', 'BotB', 'NewBot']);
|
||||
assert.strictEqual(added.data.bots[2].source, 'store');
|
||||
|
||||
const duplicate = await fetch(base + '/api/bots', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ username: 'NewBot' })
|
||||
});
|
||||
assert.strictEqual(duplicate.status, 400);
|
||||
|
||||
const invalid = await fetch(base + '/api/bots', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ username: '带中文的名字' })
|
||||
});
|
||||
assert.strictEqual(invalid.status, 400);
|
||||
|
||||
// .env 里配置的账号不允许从控制台移除
|
||||
const envBot = await fetch(base + '/api/bots/BotA', { method: 'DELETE' });
|
||||
assert.strictEqual(envBot.status, 400);
|
||||
|
||||
const removed = await fetch(base + '/api/bots/NewBot', { method: 'DELETE' }).then((r) => r.json());
|
||||
assert.strictEqual(removed.ok, true);
|
||||
assert.deepStrictEqual(removed.data.bots.map((b) => b.id), ['BotA', 'BotB']);
|
||||
} finally {
|
||||
proto.connect = originalConnect;
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:定时消息可读可写,且不影响其它设置', async () => {
|
||||
const { webConsole, pool } = setup();
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const initial = await fetch(base + '/api/bots/BotA/schedules').then((r) => r.json());
|
||||
assert.deepStrictEqual(initial.data, []);
|
||||
|
||||
const saved = await fetch(base + '/api/bots/BotA/schedules', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({
|
||||
schedules: [
|
||||
{ id: 'restore', label: '恢复民心', content: '/u restore confirm', intervalSeconds: 300 },
|
||||
{ content: '大家好', intervalSeconds: 600, enabled: false },
|
||||
{ content: ' ' }
|
||||
]
|
||||
})
|
||||
}).then((r) => r.json());
|
||||
assert.strictEqual(saved.ok, true);
|
||||
assert.strictEqual(saved.data.length, 2, '空内容应被丢弃');
|
||||
assert.strictEqual(saved.data[0].kind, 'command', '以 / 开头识别为指令');
|
||||
assert.strictEqual(saved.data[1].kind, 'chat');
|
||||
assert.strictEqual(saved.data[1].enabled, false);
|
||||
|
||||
// 定时任务也应出现在状态负载里,前端据此渲染
|
||||
const status = await fetch(base + '/api/status').then((r) => r.json());
|
||||
const bot = status.data.bots.find((b) => b.id === 'BotA');
|
||||
assert.strictEqual(bot.schedules.length, 2);
|
||||
assert.ok(bot.schedules[0].nextDueAt > 0);
|
||||
|
||||
// 间隔过小会被钳制,防止刷屏
|
||||
const clamped = await fetch(base + '/api/bots/BotA/schedules', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ schedules: [{ content: 'x', intervalSeconds: 1 }] })
|
||||
}).then((r) => r.json());
|
||||
assert.strictEqual(clamped.data[0].intervalSeconds, 5);
|
||||
|
||||
// 保存定时任务不应清掉别的设置
|
||||
assert.strictEqual(pool.settingSnapshot('BotA').enabled, true);
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:大地图图幅可按机器人位置与半径计算瓦片范围', async () => {
|
||||
const { webConsole, pool } = setup();
|
||||
// 给机器人一个真实坐标,验证中心会跟着它走
|
||||
const manager = pool.get('BotB').manager;
|
||||
manager.bot = { entity: { position: { x: 18432, y: 72, z: 18432 } } };
|
||||
manager.state = 'online';
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const meta = await fetch(base + '/api/bigmap?rangeBlocks=1024&bot=BotB').then((r) => r.json());
|
||||
assert.strictEqual(meta.data.center.source, 'bot');
|
||||
assert.strictEqual(meta.data.center.x, 18432);
|
||||
assert.strictEqual(meta.data.rangeBlocks, 1024);
|
||||
assert.strictEqual(meta.data.tiles.count, 1, '1024 格半径且中心落在瓦片正中时只要 1 张瓦片');
|
||||
assert.strictEqual(meta.data.tiles.minX, 4);
|
||||
|
||||
// 换成大图幅后瓦片数随之增加
|
||||
const wide = await fetch(base + '/api/bigmap?rangeBlocks=8192&bot=BotB').then((r) => r.json());
|
||||
assert.ok(wide.data.tiles.count > meta.data.tiles.count);
|
||||
assert.strictEqual(wide.data.rangeBlocks, 8192);
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:可让机器人下线(停止自动重连)与重新上线', async () => {
|
||||
const { webConsole, pool } = setup();
|
||||
const entry = pool.get('BotA');
|
||||
let disconnected = false;
|
||||
entry.manager.disconnect = () => { disconnected = true; };
|
||||
const connected = [];
|
||||
entry.manager.connect = () => connected.push('BotA');
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const offline = await fetch(base + '/api/bots/BotA/offline', { method: 'POST' }).then((r) => r.json());
|
||||
assert.strictEqual(offline.ok, true);
|
||||
assert.ok(offline.message.includes('已下线'));
|
||||
assert.strictEqual(disconnected, true);
|
||||
assert.ok(offline.data.bots, '应返回最新状态负载供前端直接渲染');
|
||||
|
||||
const online = await fetch(base + '/api/bots/BotA/online', { method: 'POST' }).then((r) => r.json());
|
||||
assert.strictEqual(online.ok, true);
|
||||
assert.ok(online.message.includes('正在上线'));
|
||||
assert.deepStrictEqual(connected, ['BotA']);
|
||||
|
||||
const missing = await fetch(base + '/api/bots/没有这个/offline', { method: 'POST' });
|
||||
assert.strictEqual(missing.status, 404);
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP:未配置密码时免登录(本机开发模式)', async () => {
|
||||
const { webConsole } = setup();
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const session = await fetch(base + '/api/session').then((r) => r.json());
|
||||
assert.strictEqual(session.data.required, false);
|
||||
assert.strictEqual(session.data.authenticated, true);
|
||||
const bots = await fetch(base + '/api/bots');
|
||||
assert.strictEqual(bots.status, 200);
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('WebSocket:握手鉴权失败时被拒绝,成功后可收到状态推送', async () => {
|
||||
const { webConsole } = setup({ password: 'console-pw' });
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
const WebSocket = require('ws');
|
||||
try {
|
||||
const rejected = await new Promise((resolve) => {
|
||||
const socket = new WebSocket(base.replace('http', 'ws') + '/ws');
|
||||
socket.on('error', () => resolve('error'));
|
||||
socket.on('open', () => { socket.close(); resolve('open'); });
|
||||
});
|
||||
assert.strictEqual(rejected, 'error');
|
||||
|
||||
const payload = await new Promise((resolve, reject) => {
|
||||
const socket = new WebSocket(base.replace('http', 'ws') + '/ws?token=console-pw');
|
||||
const timer = setTimeout(() => reject(new Error('未收到状态推送')), 3000);
|
||||
socket.on('message', (data) => {
|
||||
const parsed = JSON.parse(data.toString());
|
||||
if (parsed.type === 'status') {
|
||||
clearTimeout(timer);
|
||||
socket.close();
|
||||
resolve(parsed.data);
|
||||
}
|
||||
});
|
||||
socket.on('error', reject);
|
||||
});
|
||||
assert.strictEqual(payload.bots.length, 2);
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
@@ -0,0 +1,109 @@
|
||||
'use strict';
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
|
||||
const { Notifier } = require('../src/core/notifier');
|
||||
const { defaultConfig } = require('../src/config/expansionConfig');
|
||||
|
||||
/** 造一个记录请求的假 fetch */
|
||||
function setup(options) {
|
||||
const opts = options || {};
|
||||
const config = defaultConfig();
|
||||
Object.assign(config.notify, opts.notify || {});
|
||||
const calls = [];
|
||||
const fetchImpl = opts.fetchImpl || (async (url, init) => {
|
||||
calls.push({ url, init });
|
||||
return { ok: true, status: 200 };
|
||||
});
|
||||
const notifier = new Notifier(config, null, { fetchImpl, minIntervalMs: opts.minIntervalMs });
|
||||
return { notifier, config, calls };
|
||||
}
|
||||
|
||||
test('默认关闭:没启用或没配地址时什么都不发', async () => {
|
||||
const off = setup();
|
||||
assert.strictEqual(off.notifier.isEnabled(), false);
|
||||
assert.strictEqual(await off.notifier.notify('hi'), false);
|
||||
assert.strictEqual(off.calls.length, 0);
|
||||
|
||||
const noUrl = setup({ notify: { enabled: true } });
|
||||
assert.strictEqual(noUrl.notifier.isEnabled(), false, '没有地址等同于没启用');
|
||||
assert.strictEqual(await noUrl.notifier.notify('hi'), false);
|
||||
});
|
||||
|
||||
test('启用后按飞书自定义机器人的文本格式 POST', async () => {
|
||||
const { notifier, calls } = setup({
|
||||
notify: { enabled: true, webhookUrl: 'https://open.feishu.cn/open-apis/bot/v2/hook/abc' }
|
||||
});
|
||||
assert.strictEqual(notifier.isEnabled(), true);
|
||||
assert.strictEqual(await notifier.notify('需要验证码'), true);
|
||||
assert.strictEqual(calls.length, 1);
|
||||
assert.strictEqual(calls[0].url, 'https://open.feishu.cn/open-apis/bot/v2/hook/abc');
|
||||
const body = JSON.parse(calls[0].init.body);
|
||||
assert.strictEqual(body.msgtype, 'text');
|
||||
assert.strictEqual(body.content.text, '需要验证码');
|
||||
assert.strictEqual(notifier.sent, 1);
|
||||
});
|
||||
|
||||
test('同一个去重 key 在最小间隔内只发一次(避免反复打扰)', async () => {
|
||||
const { notifier, calls } = setup({
|
||||
notify: { enabled: true, webhookUrl: 'https://example.com/hook' },
|
||||
minIntervalMs: 60000
|
||||
});
|
||||
assert.strictEqual(await notifier.notify('a', { key: 'verification:BotA' }), true);
|
||||
assert.strictEqual(await notifier.notify('a', { key: 'verification:BotA' }), false, '同一问题不重复提醒');
|
||||
assert.strictEqual(calls.length, 1);
|
||||
// 不同 key 互不影响
|
||||
assert.strictEqual(await notifier.notify('b', { key: 'rescue-failed:BotA' }), true);
|
||||
assert.strictEqual(calls.length, 2);
|
||||
// force 可以跳过去重(手动重发用)
|
||||
assert.strictEqual(await notifier.notify('a', { key: 'verification:BotA', force: true }), true);
|
||||
assert.strictEqual(calls.length, 3);
|
||||
});
|
||||
|
||||
test('Webhook 地址可回退环境变量 NOTIFY_WEBHOOK_URL', async () => {
|
||||
const previous = process.env.NOTIFY_WEBHOOK_URL;
|
||||
process.env.NOTIFY_WEBHOOK_URL = 'https://example.com/from-env';
|
||||
try {
|
||||
const { notifier, calls } = setup({ notify: { enabled: true } });
|
||||
assert.strictEqual(notifier.isEnabled(), true, '配置里没填地址时应回退环境变量');
|
||||
await notifier.notify('hi');
|
||||
assert.strictEqual(calls[0].url, 'https://example.com/from-env');
|
||||
} finally {
|
||||
if (previous === undefined) delete process.env.NOTIFY_WEBHOOK_URL;
|
||||
else process.env.NOTIFY_WEBHOOK_URL = previous;
|
||||
}
|
||||
});
|
||||
|
||||
test('发送失败与异常都被记下来,不会抛出', async () => {
|
||||
const { notifier } = setup({
|
||||
notify: { enabled: true, webhookUrl: 'https://example.com/hook' },
|
||||
fetchImpl: async () => ({ ok: false, status: 500 })
|
||||
});
|
||||
assert.strictEqual(await notifier.notify('hi'), false);
|
||||
assert.strictEqual(notifier.failed, 1);
|
||||
assert.strictEqual(notifier.lastError, 'HTTP 500');
|
||||
|
||||
const throwing = setup({
|
||||
notify: { enabled: true, webhookUrl: 'https://example.com/hook' },
|
||||
fetchImpl: async () => {
|
||||
throw new Error('网络不通');
|
||||
}
|
||||
});
|
||||
assert.strictEqual(await throwing.notifier.notify('hi'), false, '异常必须被吞掉');
|
||||
assert.strictEqual(throwing.notifier.failed, 1);
|
||||
assert.ok(throwing.notifier.lastError.includes('网络不通'));
|
||||
});
|
||||
|
||||
test('snapshot 只暴露域名,不泄露带凭证的完整地址', async () => {
|
||||
const { notifier } = setup({
|
||||
notify: { enabled: true, webhookUrl: 'https://open.feishu.cn/open-apis/bot/v2/hook/secret-token' }
|
||||
});
|
||||
await notifier.notify('hi');
|
||||
const snap = notifier.snapshot();
|
||||
assert.strictEqual(snap.enabled, true);
|
||||
assert.strictEqual(snap.configured, true);
|
||||
assert.strictEqual(snap.host, 'open.feishu.cn');
|
||||
assert.strictEqual(snap.sent, 1);
|
||||
assert.ok(!JSON.stringify(snap).includes('secret-token'), '完整地址不能出现在接口响应里');
|
||||
});
|
||||
@@ -0,0 +1,251 @@
|
||||
'use strict';
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
|
||||
const { PacketCapture, DEFAULT_MAX_PACKETS } = require('../src/core/packetCapture');
|
||||
|
||||
/** 造一个假的 mineflayer client:只记下 write 被调用了什么 */
|
||||
function fakeClient() {
|
||||
const sent = [];
|
||||
return {
|
||||
sent,
|
||||
write(name, params) {
|
||||
sent.push({ name, params });
|
||||
return true;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/** 一个类实例形式的向量(用来验证「类实例只留坐标」) */
|
||||
class FakeVec3 {
|
||||
constructor(x, y, z) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
clone() {
|
||||
return new FakeVec3(this.x, this.y, this.z);
|
||||
}
|
||||
}
|
||||
|
||||
const sleep = (ms) => new Promise((resolve) => setTimeout(resolve, ms));
|
||||
|
||||
test('没有连接时拒绝开始抓包', () => {
|
||||
const capture = new PacketCapture();
|
||||
const result = capture.start(1);
|
||||
assert.strictEqual(result.ok, false);
|
||||
assert.match(result.message, /没有可录制的连接/);
|
||||
assert.strictEqual(capture.running, false);
|
||||
});
|
||||
|
||||
test('录制期间记录出站包,同时原样发包', () => {
|
||||
const client = fakeClient();
|
||||
const capture = new PacketCapture();
|
||||
capture.setClient(client);
|
||||
|
||||
const original = client.write;
|
||||
assert.strictEqual(capture.start(1).ok, true);
|
||||
assert.strictEqual(capture.running, true);
|
||||
assert.notStrictEqual(client.write, original, '录制期间 write 应被挂钩');
|
||||
|
||||
client.write('position_look', { x: 1, y: 2, z: 3, onGround: true });
|
||||
client.write('player_input', { inputs: { forward: true } });
|
||||
|
||||
// 发包链路不受影响:原 write 照样被调用
|
||||
assert.strictEqual(client.sent.length, 2);
|
||||
assert.deepStrictEqual(client.sent[0], {
|
||||
name: 'position_look',
|
||||
params: { x: 1, y: 2, z: 3, onGround: true }
|
||||
});
|
||||
|
||||
const snap = capture.snapshot();
|
||||
assert.strictEqual(snap.count, 2);
|
||||
assert.deepStrictEqual(snap.byType, { position_look: 1, player_input: 1 });
|
||||
assert.strictEqual(snap.packets[0].name, 'position_look');
|
||||
assert.strictEqual(snap.packets[0].params.onGround, true);
|
||||
assert.ok(snap.packets[1].t >= snap.packets[0].t, 't 应为相对开始时间的非递减偏移');
|
||||
});
|
||||
|
||||
test('position_look 的参数是普通对象,yaw / pitch / onGround / flags 都必须保留', () => {
|
||||
// 回归:曾按「有 x/y/z 就当向量」处理,会把 position_look 的
|
||||
// yaw / pitch / onGround / flags 全部吞掉 —— 而那正是最需要对照的字段
|
||||
const client = fakeClient();
|
||||
const capture = new PacketCapture();
|
||||
capture.setClient(client);
|
||||
capture.start();
|
||||
|
||||
client.write('position_look', {
|
||||
x: 1.23456789,
|
||||
y: 64,
|
||||
z: -3.5,
|
||||
yaw: 90.5,
|
||||
pitch: -12.25,
|
||||
onGround: true,
|
||||
flags: { onGround: true, hasHorizontalCollision: undefined }
|
||||
});
|
||||
|
||||
const params = capture.snapshot().packets[0].params;
|
||||
assert.strictEqual(params.yaw, 90.5);
|
||||
assert.strictEqual(params.pitch, -12.25);
|
||||
assert.strictEqual(params.onGround, true);
|
||||
assert.deepStrictEqual(params.flags, { onGround: true, hasHorizontalCollision: null });
|
||||
assert.strictEqual(params.x, 1.23457, '浮点保留 5 位');
|
||||
});
|
||||
|
||||
test('类实例形式的向量只留坐标', () => {
|
||||
const client = fakeClient();
|
||||
const capture = new PacketCapture();
|
||||
capture.setClient(client);
|
||||
capture.start();
|
||||
|
||||
client.write('custom_payload', { pos: new FakeVec3(1, 2, 3), name: 'x' });
|
||||
|
||||
const params = capture.snapshot().packets[0].params;
|
||||
assert.deepStrictEqual(params.pos, { x: 1, y: 2, z: 3 });
|
||||
assert.strictEqual(params.name, 'x');
|
||||
});
|
||||
|
||||
test('停止后摘掉钩子并不再记录', () => {
|
||||
const client = fakeClient();
|
||||
const capture = new PacketCapture();
|
||||
capture.setClient(client);
|
||||
const original = client.write;
|
||||
|
||||
capture.start();
|
||||
client.write('position', { x: 0 });
|
||||
const result = capture.stop();
|
||||
assert.strictEqual(result.ok, true);
|
||||
assert.strictEqual(capture.running, false);
|
||||
assert.strictEqual(client.write, original, '停止后 write 应恢复原函数');
|
||||
|
||||
client.write('position', { x: 1 });
|
||||
assert.strictEqual(capture.snapshot().count, 1, '停止后不应再记录');
|
||||
assert.strictEqual(client.sent.length, 2, '停止后仍然正常发包');
|
||||
});
|
||||
|
||||
test('重复 stop 不会报错', () => {
|
||||
const client = fakeClient();
|
||||
const capture = new PacketCapture();
|
||||
capture.setClient(client);
|
||||
capture.start();
|
||||
assert.strictEqual(capture.stop().ok, true);
|
||||
assert.strictEqual(capture.stop().ok, true);
|
||||
assert.match(capture.stop().message, /没有在抓包/);
|
||||
});
|
||||
|
||||
test('到达上限后丢弃并计数,不无限吃内存', () => {
|
||||
const client = fakeClient();
|
||||
const capture = new PacketCapture({ maxPackets: 3 });
|
||||
capture.setClient(client);
|
||||
capture.start();
|
||||
|
||||
for (let i = 0; i < 10; i++) client.write('position', { x: i });
|
||||
|
||||
const snap = capture.snapshot();
|
||||
assert.strictEqual(snap.count, 3);
|
||||
assert.strictEqual(snap.dropped, 7);
|
||||
assert.strictEqual(snap.packets[2].params.x, 2, '保留的是最早的那几个包');
|
||||
});
|
||||
|
||||
test('snapshot 支持按包名过滤与 limit', () => {
|
||||
const client = fakeClient();
|
||||
const capture = new PacketCapture();
|
||||
capture.setClient(client);
|
||||
capture.start();
|
||||
client.write('position_look', { x: 1 });
|
||||
client.write('look', { yaw: 1 });
|
||||
client.write('position_look', { x: 2 });
|
||||
client.write('position_look', { x: 3 });
|
||||
|
||||
const filtered = capture.snapshot({ types: 'position_look,look' });
|
||||
assert.strictEqual(filtered.count, 4, 'count 是过滤前的总数');
|
||||
assert.strictEqual(filtered.returned, 4);
|
||||
|
||||
const onlyLook = capture.snapshot({ types: ['look'] });
|
||||
assert.strictEqual(onlyLook.returned, 1);
|
||||
assert.strictEqual(onlyLook.packets[0].name, 'look');
|
||||
|
||||
const limited = capture.snapshot({ limit: 2 });
|
||||
assert.strictEqual(limited.returned, 2);
|
||||
assert.strictEqual(limited.count, 4);
|
||||
});
|
||||
|
||||
test('给出时长后到点自动停止并摘钩子', async () => {
|
||||
const client = fakeClient();
|
||||
const capture = new PacketCapture();
|
||||
capture.setClient(client);
|
||||
const original = client.write;
|
||||
|
||||
capture.start(0.05);
|
||||
assert.strictEqual(capture.running, true);
|
||||
await sleep(150);
|
||||
assert.strictEqual(capture.running, false, '到点应自动停止');
|
||||
assert.strictEqual(client.write, original, '自动停止也要摘钩子');
|
||||
assert.ok(capture.snapshot().stoppedAt > 0);
|
||||
});
|
||||
|
||||
test('录制时长被上限截断', () => {
|
||||
const client = fakeClient();
|
||||
const capture = new PacketCapture();
|
||||
capture.setClient(client);
|
||||
const result = capture.start(9999);
|
||||
assert.match(result.message, /60 秒/);
|
||||
capture.stop();
|
||||
});
|
||||
|
||||
test('换连接时先收尾旧录制', () => {
|
||||
const first = fakeClient();
|
||||
const second = fakeClient();
|
||||
const capture = new PacketCapture();
|
||||
capture.setClient(first);
|
||||
capture.start();
|
||||
first.write('position', { x: 1 });
|
||||
const firstOriginal = first.write;
|
||||
assert.notStrictEqual(firstOriginal, undefined);
|
||||
|
||||
capture.setClient(second);
|
||||
assert.strictEqual(capture.running, false, '换连接应停止录制');
|
||||
assert.strictEqual(capture.snapshot().count, 1, '旧连接录到的内容保留');
|
||||
first.write('position', { x: 2 });
|
||||
assert.strictEqual(capture.snapshot().count, 1, '旧连接不再被记录');
|
||||
});
|
||||
|
||||
test('clear 清空已录内容', () => {
|
||||
const client = fakeClient();
|
||||
const capture = new PacketCapture();
|
||||
capture.setClient(client);
|
||||
capture.start();
|
||||
client.write('position', { x: 1 });
|
||||
assert.strictEqual(capture.snapshot().count, 1);
|
||||
capture.clear();
|
||||
const snap = capture.snapshot();
|
||||
assert.strictEqual(snap.count, 0);
|
||||
assert.deepStrictEqual(snap.byType, {});
|
||||
assert.strictEqual(snap.running, true, 'clear 不影响录制状态');
|
||||
});
|
||||
|
||||
test('抓包自身出异常也绝不影响发包', () => {
|
||||
const client = fakeClient();
|
||||
const capture = new PacketCapture();
|
||||
capture.setClient(client);
|
||||
capture.start();
|
||||
|
||||
// 造一个序列化时会抛的对象(getter 抛错)
|
||||
const evil = {};
|
||||
Object.defineProperty(evil, 'boom', {
|
||||
enumerable: true,
|
||||
get() {
|
||||
throw new Error('getter 炸了');
|
||||
}
|
||||
});
|
||||
|
||||
assert.doesNotThrow(() => client.write('custom_payload', evil));
|
||||
assert.strictEqual(client.sent.length, 1, '异常包仍然要发出去');
|
||||
});
|
||||
|
||||
test('默认上限是一个合理的正数', () => {
|
||||
assert.ok(DEFAULT_MAX_PACKETS > 0);
|
||||
assert.strictEqual(new PacketCapture().maxPackets, DEFAULT_MAX_PACKETS);
|
||||
});
|
||||
+184
-2
@@ -35,8 +35,190 @@ test('AltitudeGoal 使用 GoalNearXZ 时保留其到达范围', () => {
|
||||
assert.strictEqual(goal.isEnd({ x: 100, y: 70, z: 201 }), true, '范围内算到达');
|
||||
});
|
||||
|
||||
test('configure 施加 Grim 合规约束(默认禁止挖 / 放 / 跑酷 / 搭塔)', () => {
|
||||
const bot = new FakeBot();
|
||||
test('高度偏好默认关闭:它的启发值会破坏 partial 路径的终点选择', () => {
|
||||
// 回归:开启时实测 inputTicks = 0(寻路器一次移动指令都发不出),
|
||||
// 关掉后 inputTicks = 237(立刻开始移动)。详见 AltitudeGoal 的注释。
|
||||
const config = defaultConfig();
|
||||
assert.strictEqual(config.altitudePreference, false, '默认必须是关闭的');
|
||||
// 上面的差值断言同时说明了「为什么」:h 被减去了 weight × y,
|
||||
// 而 mineflayer-pathfinder 用 h 最小来挑 partial 路径终点,
|
||||
// 于是又高又偏的节点会胜出,路径永远到不了目标附近。
|
||||
const goal = new AltitudeGoal(new GoalXZ(0, 0), 0.1, 64);
|
||||
const farButHigh = goal.heuristic({ x: 0, y: 300, z: 0 }); // 就在目标正上方
|
||||
const nearButLow = goal.heuristic({ x: 40, y: 64, z: 0 }); // 离目标 40 格
|
||||
assert.ok(farButHigh <= nearButLow,
|
||||
`高处节点的启发值 ${farButHigh} 不大于低处近节点的 ${nearButLow},正是问题所在`);
|
||||
});
|
||||
|
||||
test('寻路状态日志被节流:进度刷屏不会把日志写爆', () => {
|
||||
// mineflayer-pathfinder 每用满一个 tick 的计算预算(tickTimeout,默认 40ms)
|
||||
// 就发一次 path_update。不节流时实测 4 分钟写了 3893 条「寻路状态」,
|
||||
// 既淹没真正有用的日志(一天上百 MB,本服磁盘本就只剩 2.4G),
|
||||
// 也让「寻路卡在哪」更难看清。
|
||||
const bot = new FakeBot({ x: 0.5, y: 64, z: 0.5 });
|
||||
bot.pathfinder = {
|
||||
setMovements: () => {},
|
||||
setGoal: () => {},
|
||||
thinkTimeout: 0,
|
||||
tickTimeout: 0,
|
||||
searchRadius: 0
|
||||
};
|
||||
const logs = [];
|
||||
const logger = { log: (msg) => logs.push(String(msg)), error: () => {}, list: () => [], clear: () => {} };
|
||||
const service = new PathingService(bot, defaultConfig(), logger);
|
||||
service.configure();
|
||||
|
||||
// 模拟一次长规划:状态一直是 partial、节点数快速增长
|
||||
for (let i = 0; i < 300; i++) {
|
||||
bot.emit('path_update', { status: 'partial', visitedNodes: i * 20, cost: 90 });
|
||||
}
|
||||
const progressLogs = logs.filter((m) => m.includes('寻路状态'));
|
||||
assert.ok(progressLogs.length >= 2, `不应把进度信息完全丢掉,实际 ${progressLogs.length} 条`);
|
||||
assert.ok(progressLogs.length <= 12, `300 次 partial 应被节流到十几条以内,实际 ${progressLogs.length} 条`);
|
||||
|
||||
// 状态变化是最要紧的信号,必须立刻记一条
|
||||
logs.length = 0;
|
||||
bot.emit('path_update', { status: 'success', visitedNodes: 6100, cost: 90 });
|
||||
assert.strictEqual(logs.filter((m) => m.includes('寻路状态')).length, 1, '状态变化要立刻记录');
|
||||
});
|
||||
|
||||
// ==================== 长距离分段寻路 ====================
|
||||
//
|
||||
// mineflayer-pathfinder 只能规划已加载区块范围(实测线上约 8 区块 ≈ 130 格),
|
||||
// 而扩地目标常在几十个区块外,A* 会瞬间 noPath。分段寻路就是为这个场景写的。
|
||||
|
||||
/** 造一个「已加载范围」有限的 bot 与寻路服务 */
|
||||
function setupSegment(options) {
|
||||
const opts = options || {};
|
||||
const bot = new FakeBot({ x: opts.x === undefined ? 0.5 : opts.x, y: 64, z: opts.z === undefined ? 0.5 : opts.z, loadedRadius: opts.loadedRadius === undefined ? 128 : opts.loadedRadius });
|
||||
const goals = [];
|
||||
bot.pathfinder = {
|
||||
setMovements: () => {},
|
||||
setGoal: (goal) => goals.push(goal),
|
||||
thinkTimeout: 0,
|
||||
tickTimeout: 0,
|
||||
searchRadius: 0
|
||||
};
|
||||
const config = defaultConfig();
|
||||
config.enforceClaimTime = false;
|
||||
Object.assign(config.pathing, opts.config || {});
|
||||
const service = new PathingService(bot, config, null);
|
||||
service.configure();
|
||||
return { bot, service, goals, config };
|
||||
}
|
||||
|
||||
test('_probeLoadedDistance 沿方向探测到已加载范围的边缘', () => {
|
||||
const { service } = setupSegment({ loadedRadius: 128 });
|
||||
assert.ok(Math.abs(service._probeLoadedDistance(1, 0, 512) - 128) < 2,
|
||||
'向右探测应停在已加载半径处');
|
||||
assert.ok(Math.abs(service._probeLoadedDistance(0, -1, 512) - 128) < 2);
|
||||
});
|
||||
|
||||
test('_segmentGoal 把远超已加载范围的目标裁剪到边缘附近', () => {
|
||||
const { service } = setupSegment({
|
||||
loadedRadius: 128,
|
||||
config: { segmentMarginBlocks: 24, maxSegmentBlocks: 4096 }
|
||||
});
|
||||
const far = { x: 0.5 + 800, z: 0.5 };
|
||||
const waypoint = service._segmentGoal(far);
|
||||
assert.ok(waypoint.x < far.x, '必须裁剪,否则寻路器会瞬间 noPath');
|
||||
assert.ok(waypoint.x > 0.5, '不能原地不动');
|
||||
assert.ok(Math.abs(waypoint.x - (0.5 + 128 - 24)) < 2, `段长应约为 已加载半径 - 边距,实际 ${waypoint.x}`);
|
||||
assert.ok(Math.abs(waypoint.z - 0.5) < 1, '方向应保持指向目标');
|
||||
});
|
||||
|
||||
test('_segmentGoal 的段长同时受「单段上限」约束', () => {
|
||||
const { service } = setupSegment({
|
||||
loadedRadius: 512,
|
||||
config: { segmentMarginBlocks: 24, maxSegmentBlocks: 64 }
|
||||
});
|
||||
const waypoint = service._segmentGoal({ x: 0.5 + 800, z: 0.5 });
|
||||
assert.ok(Math.abs(waypoint.x - (0.5 + 64)) < 3,
|
||||
`即使已加载范围很大,单段也不该超过 maxSegmentBlocks,实际 ${waypoint.x}`);
|
||||
});
|
||||
|
||||
test('_segmentGoal 目标在已加载范围内时不做裁剪', () => {
|
||||
const { service } = setupSegment({ loadedRadius: 128 });
|
||||
const near = { x: 0.5 + 40, z: 0.5 };
|
||||
assert.deepStrictEqual(service._segmentGoal(near), near);
|
||||
});
|
||||
|
||||
test('pathTo 长距离目标时下发的是分段中途点而不是最终目标', () => {
|
||||
const { service, goals } = setupSegment({ loadedRadius: 128 });
|
||||
// 目标区块中心约在 (800, 0)
|
||||
assert.strictEqual(service.pathTo({ x: 50, z: 0 }), true);
|
||||
assert.strictEqual(goals.length, 1);
|
||||
assert.strictEqual(service._waypointIsFinal, false, '这一段不是最终目标');
|
||||
assert.ok(service.currentWaypoint.x < 800);
|
||||
});
|
||||
|
||||
test('pathTo 近距离目标时直接下发最终目标', () => {
|
||||
const { service, goals } = setupSegment({ loadedRadius: 512 });
|
||||
assert.strictEqual(service.pathTo({ x: 5, z: 0 }), true);
|
||||
assert.strictEqual(goals.length, 1);
|
||||
assert.strictEqual(service._waypointIsFinal, true);
|
||||
});
|
||||
|
||||
test('走到中途点后自动规划下一段,而不是当作已到达', () => {
|
||||
const { bot, service, goals } = setupSegment({ loadedRadius: 128 });
|
||||
const events = [];
|
||||
service.onPathEvent = (event) => events.push(event);
|
||||
|
||||
service.pathTo({ x: 50, z: 0 });
|
||||
const before = goals.length;
|
||||
bot.emit('goal_reached');
|
||||
|
||||
assert.strictEqual(goals.length, before + 1, '应继续规划下一段');
|
||||
assert.strictEqual(service._segmentCount, 1);
|
||||
assert.ok(events.includes(PathEvent.SEGMENT_REACHED), '应发出 SEGMENT_REACHED 供控制器重置超时');
|
||||
assert.ok(!events.includes(PathEvent.AT_GOAL), '还没到最终目标,不能报到达');
|
||||
});
|
||||
|
||||
test('走到最终目标时发出 AT_GOAL 且不再规划', () => {
|
||||
const { bot, service, goals } = setupSegment({ loadedRadius: 512 });
|
||||
const events = [];
|
||||
service.onPathEvent = (event) => events.push(event);
|
||||
|
||||
service.pathTo({ x: 5, z: 0 });
|
||||
const before = goals.length;
|
||||
bot.emit('goal_reached');
|
||||
|
||||
assert.strictEqual(goals.length, before, '已到最终目标,不应再规划');
|
||||
assert.ok(events.includes(PathEvent.AT_GOAL));
|
||||
});
|
||||
|
||||
test('本段算出 noPath 时先缩短段长重试', () => {
|
||||
const { service } = setupSegment({ loadedRadius: 128 });
|
||||
service.pathTo({ x: 50, z: 0 });
|
||||
const firstWaypoint = service.currentWaypoint.x;
|
||||
|
||||
// 模拟寻路器报告本段不可达
|
||||
service.bot.emit('path_update', { status: 'noPath' });
|
||||
assert.strictEqual(service.calcFailed, false, '第一次应重试而不是直接失败');
|
||||
assert.ok(service.currentWaypoint.x < firstWaypoint, '段长应缩短');
|
||||
});
|
||||
|
||||
test('反复 noPath 最终会如实报失败,不会无限重试', () => {
|
||||
const { service } = setupSegment({ loadedRadius: 128 });
|
||||
const events = [];
|
||||
service.onPathEvent = (event) => events.push(event);
|
||||
service.pathTo({ x: 50, z: 0 });
|
||||
for (let i = 0; i < 10; i++) service.bot.emit('path_update', { status: 'noPath' });
|
||||
assert.strictEqual(service.calcFailed, true);
|
||||
assert.ok(events.includes(PathEvent.CALC_FAILED));
|
||||
});
|
||||
|
||||
test('cancel 清空分段状态', () => {
|
||||
const { service } = setupSegment({ loadedRadius: 128 });
|
||||
service.pathTo({ x: 50, z: 0 });
|
||||
service.cancel();
|
||||
assert.strictEqual(service.finalTarget, null);
|
||||
assert.strictEqual(service.currentWaypoint, null);
|
||||
assert.strictEqual(service._segmentCount, 0);
|
||||
assert.strictEqual(service.isPathing(), false);
|
||||
});
|
||||
|
||||
test('configure 施加 Grim 合规约束(默认禁止挖 / 放 / 跑酷 / 搭塔)', () => { const bot = new FakeBot();
|
||||
const movements = {};
|
||||
bot.pathfinder = {
|
||||
setMovements: (m) => { movements.value = m; },
|
||||
|
||||
@@ -0,0 +1,239 @@
|
||||
'use strict';
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
|
||||
const { PhysicsRecorder, DEFAULT_MAX_TICKS } = require('../src/core/physicsRecorder');
|
||||
const { FakeBot } = require('./helpers/fakeBot');
|
||||
|
||||
/** 造一个站在石头上的假 bot(脚下是 stone,便于断言方块名) */
|
||||
function setup(options) {
|
||||
const opts = options || {};
|
||||
const bot = new FakeBot({ x: 0, y: 64, z: 0 });
|
||||
bot.blockMap.set('0,63,0', { name: 'stone', boundingBox: 'block' });
|
||||
bot.blockMap.set('0,64,0', { name: 'air', boundingBox: 'empty' });
|
||||
bot.blockMap.set('0,65,0', { name: 'air', boundingBox: 'empty' });
|
||||
const recorder = new PhysicsRecorder(opts);
|
||||
recorder.setBot(bot);
|
||||
return { bot, recorder };
|
||||
}
|
||||
|
||||
/** 模拟一 tick:先改位置/速度/碰撞状态,再触发 physicsTick */
|
||||
function tick(bot, patch) {
|
||||
Object.assign(bot.entity, patch || {});
|
||||
bot.emit('physicsTick');
|
||||
}
|
||||
|
||||
test('没有 bot 时拒绝开始录制', () => {
|
||||
const recorder = new PhysicsRecorder();
|
||||
const result = recorder.start(1);
|
||||
assert.strictEqual(result.ok, false);
|
||||
assert.match(result.message, /没有可录制的连接/);
|
||||
assert.strictEqual(recorder.running, false);
|
||||
});
|
||||
|
||||
test('逐 tick 记录输入、速度、位移与脚下方块', () => {
|
||||
const { bot, recorder } = setup();
|
||||
assert.strictEqual(recorder.start(1).ok, true);
|
||||
assert.strictEqual(recorder.running, true);
|
||||
|
||||
bot.setControlState('forward', true);
|
||||
bot.entity.velocity.set(0.1, -0.078, 0);
|
||||
tick(bot, { position: bot.entity.position.offset(0, 0, 0.1) });
|
||||
tick(bot, { position: bot.entity.position.offset(0, 0, 0.1) });
|
||||
|
||||
const snap = recorder.snapshot();
|
||||
assert.strictEqual(snap.count, 2);
|
||||
assert.strictEqual(snap.physicsEnabled, true);
|
||||
const first = snap.ticks[0];
|
||||
assert.strictEqual(first.control.forward, true);
|
||||
assert.strictEqual(first.control.back, false);
|
||||
assert.strictEqual(first.vx, 0.1);
|
||||
assert.strictEqual(first.onGround, true);
|
||||
assert.strictEqual(first.blockBelow, 'stone');
|
||||
assert.strictEqual(first.blockAtFeet, 'air');
|
||||
assert.strictEqual(first.blockAtHead, 'air');
|
||||
// 录制开始时会先取一次当前位置当基线,所以第一个 tick 也有有效位移
|
||||
assert.strictEqual(first.dz, 0.1);
|
||||
assert.strictEqual(snap.ticks[1].dz, 0.1);
|
||||
assert.strictEqual(snap.inputTicks, 2);
|
||||
assert.strictEqual(snap.inputMovedTicks, 2);
|
||||
assert.strictEqual(snap.maxHorizDelta, 0.1);
|
||||
});
|
||||
|
||||
test('有输入但没位移且物理报告水平碰撞 → 记为「被方块挡住」', () => {
|
||||
const { bot, recorder } = setup();
|
||||
recorder.start();
|
||||
bot.setControlState('forward', true);
|
||||
// 位置不变、物理报告水平碰撞:典型的「撞墙」
|
||||
tick(bot, { isCollidedHorizontally: true });
|
||||
tick(bot, { isCollidedHorizontally: true });
|
||||
|
||||
const snap = recorder.snapshot();
|
||||
assert.strictEqual(snap.inputTicks, 2);
|
||||
assert.strictEqual(snap.inputMovedTicks, 0);
|
||||
assert.strictEqual(snap.blockedTicks, 2);
|
||||
assert.strictEqual(snap.frozenTicks, 0, '报告了碰撞就不算「输入没生效」');
|
||||
});
|
||||
|
||||
test('有输入但没位移且物理没报告碰撞 → 记为「输入没进物理」', () => {
|
||||
const { bot, recorder } = setup();
|
||||
recorder.start();
|
||||
bot.setControlState('forward', true);
|
||||
// 位置不变、速度恒为 0、也没有碰撞报告:输入根本没生效
|
||||
tick(bot, { isCollidedHorizontally: false });
|
||||
tick(bot, { isCollidedHorizontally: false });
|
||||
|
||||
const snap = recorder.snapshot();
|
||||
assert.strictEqual(snap.inputTicks, 2);
|
||||
assert.strictEqual(snap.inputMovedTicks, 0);
|
||||
assert.strictEqual(snap.frozenTicks, 2);
|
||||
assert.strictEqual(snap.blockedTicks, 0, '没报告碰撞就不算「被挡住」');
|
||||
});
|
||||
|
||||
test('有输入、没位移、没碰撞,但水平速度非零 → 记为「被服务端推回」', () => {
|
||||
// 实测形态:大厅里物理每 tick 都在动,位移却被服务端的位置包抹掉
|
||||
// (推回发生在 tick 之间,所以 tick 级位移为 0、也没有方块碰撞)
|
||||
const { bot, recorder } = setup();
|
||||
recorder.start();
|
||||
bot.setControlState('forward', true);
|
||||
bot.entity.velocity.set(0, -0.0784, 0.02319);
|
||||
tick(bot, { isCollidedHorizontally: false });
|
||||
tick(bot, { isCollidedHorizontally: false });
|
||||
|
||||
const snap = recorder.snapshot();
|
||||
assert.strictEqual(snap.inputTicks, 2);
|
||||
assert.strictEqual(snap.inputMovedTicks, 0);
|
||||
assert.strictEqual(snap.pushedBackTicks, 2);
|
||||
assert.strictEqual(snap.frozenTicks, 0, '速度非零就不该算「输入没进物理」');
|
||||
assert.strictEqual(snap.blockedTicks, 0);
|
||||
});
|
||||
|
||||
test('没有输入时不计入 inputTicks', () => {
|
||||
const { bot, recorder } = setup();
|
||||
recorder.start();
|
||||
tick(bot);
|
||||
tick(bot);
|
||||
const snap = recorder.snapshot();
|
||||
assert.strictEqual(snap.count, 2);
|
||||
assert.strictEqual(snap.inputTicks, 0);
|
||||
assert.strictEqual(snap.movedTicks, 0);
|
||||
});
|
||||
|
||||
test('停止后摘掉监听并不再记录', () => {
|
||||
const { bot, recorder } = setup();
|
||||
recorder.start();
|
||||
tick(bot);
|
||||
const result = recorder.stop();
|
||||
assert.strictEqual(result.ok, true);
|
||||
assert.strictEqual(recorder.running, false);
|
||||
assert.match(result.message, /共 1 个 tick/);
|
||||
|
||||
tick(bot);
|
||||
assert.strictEqual(recorder.snapshot().count, 1, '停止后不应再记录');
|
||||
assert.strictEqual(bot.listenerCount('physicsTick'), 0, '监听应已摘掉');
|
||||
});
|
||||
|
||||
test('重复 stop 不报错', () => {
|
||||
const { recorder } = setup();
|
||||
recorder.start();
|
||||
assert.strictEqual(recorder.stop().ok, true);
|
||||
assert.match(recorder.stop().message, /没有在录制/);
|
||||
});
|
||||
|
||||
test('滚动缓冲只保留最近 maxTicks 个 tick', () => {
|
||||
const { bot, recorder } = setup({ maxTicks: 3 });
|
||||
recorder.start();
|
||||
for (let i = 0; i < 10; i++) {
|
||||
tick(bot, { position: bot.entity.position.offset(0, 0, 1) });
|
||||
}
|
||||
const snap = recorder.snapshot();
|
||||
assert.strictEqual(snap.count, 3);
|
||||
assert.strictEqual(snap.ticks.length, 3);
|
||||
});
|
||||
|
||||
test('snapshot 的 limit 只影响返回条数,不影响统计', () => {
|
||||
const { bot, recorder } = setup();
|
||||
recorder.start();
|
||||
bot.setControlState('forward', true);
|
||||
for (let i = 0; i < 5; i++) tick(bot, { position: bot.entity.position.offset(0, 0, 1) });
|
||||
|
||||
const snap = recorder.snapshot({ limit: 2 });
|
||||
assert.strictEqual(snap.count, 5);
|
||||
assert.strictEqual(snap.returned, 2);
|
||||
assert.strictEqual(snap.ticks.length, 2);
|
||||
assert.strictEqual(snap.inputMovedTicks, 5);
|
||||
});
|
||||
|
||||
test('给出时长后到点自动停止并摘监听', async () => {
|
||||
const { bot, recorder } = setup();
|
||||
recorder.start(0.05);
|
||||
assert.strictEqual(recorder.running, true);
|
||||
await new Promise((resolve) => setTimeout(resolve, 150));
|
||||
assert.strictEqual(recorder.running, false);
|
||||
assert.strictEqual(bot.listenerCount('physicsTick'), 0);
|
||||
assert.ok(recorder.snapshot().stoppedAt > 0);
|
||||
});
|
||||
|
||||
test('录制时长被上限截断', () => {
|
||||
const { recorder } = setup();
|
||||
const result = recorder.start(9999);
|
||||
assert.match(result.message, /120 秒/);
|
||||
recorder.stop();
|
||||
});
|
||||
|
||||
test('换 bot 时先收尾旧录制', () => {
|
||||
const { bot, recorder } = setup();
|
||||
recorder.start();
|
||||
tick(bot);
|
||||
const other = new FakeBot();
|
||||
recorder.setBot(other);
|
||||
assert.strictEqual(recorder.running, false, '换 bot 应停止录制');
|
||||
assert.strictEqual(recorder.snapshot().count, 1, '旧 bot 录到的内容保留');
|
||||
tick(bot);
|
||||
assert.strictEqual(recorder.snapshot().count, 1, '旧 bot 不再被记录');
|
||||
});
|
||||
|
||||
test('clear 清空已录内容且不影响录制状态', () => {
|
||||
const { bot, recorder } = setup();
|
||||
recorder.start();
|
||||
tick(bot);
|
||||
assert.strictEqual(recorder.snapshot().count, 1);
|
||||
recorder.clear();
|
||||
const snap = recorder.snapshot();
|
||||
assert.strictEqual(snap.count, 0);
|
||||
assert.strictEqual(snap.running, true);
|
||||
});
|
||||
|
||||
test('方块读不到(区块未加载)时记 null 而不是抛错', () => {
|
||||
const { bot, recorder } = setup();
|
||||
recorder.start();
|
||||
bot.blockAt = () => null;
|
||||
tick(bot);
|
||||
const row = recorder.snapshot().ticks[0];
|
||||
assert.strictEqual(row.blockBelow, null);
|
||||
assert.strictEqual(row.blockAtFeet, null);
|
||||
});
|
||||
|
||||
test('录制自身出异常也不影响物理循环', () => {
|
||||
const { bot, recorder } = setup();
|
||||
recorder.start();
|
||||
// 位置是 NaN 时直接跳过,不抛错
|
||||
tick(bot, { position: { x: NaN, y: 0, z: 0 } });
|
||||
assert.strictEqual(recorder.snapshot().count, 0);
|
||||
|
||||
// blockAt 抛错也不能让 physicsTick 崩
|
||||
bot.entity.position = { x: 1, y: 64, z: 1, offset: () => ({ x: 1, y: 63, z: 1 }) };
|
||||
bot.blockAt = () => {
|
||||
throw new Error('炸了');
|
||||
};
|
||||
assert.doesNotThrow(() => bot.emit('physicsTick'));
|
||||
const snap = recorder.snapshot();
|
||||
assert.strictEqual(snap.count, 1);
|
||||
assert.strictEqual(snap.ticks[0].blockBelow, null);
|
||||
});
|
||||
|
||||
test('默认上限是一个合理的正数', () => {
|
||||
assert.ok(DEFAULT_MAX_TICKS >= 20);
|
||||
assert.strictEqual(new PhysicsRecorder().maxTicks, DEFAULT_MAX_TICKS);
|
||||
});
|
||||
@@ -0,0 +1,288 @@
|
||||
'use strict';
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
|
||||
const { ScheduledMessenger, normalizeTasks, clampInterval, parseCron, nextCronTime,
|
||||
MIN_INTERVAL_SECONDS, MAX_TASKS } = require('../src/bot/scheduledMessenger');
|
||||
const { Logger } = require('../src/util/logger');
|
||||
const { EventEmitter } = require('events');
|
||||
|
||||
/** 造一个会发事件、可控的假 BotManager(用于「发送结果确认」测试) */
|
||||
function emittableManager(options) {
|
||||
const opts = options || {};
|
||||
const manager = new EventEmitter();
|
||||
manager.connection = { username: 'BotA' };
|
||||
manager.sent = [];
|
||||
manager.canSendChat = () => opts.canSend !== false;
|
||||
manager.sendChat = (content) => {
|
||||
manager.sent.push(content);
|
||||
return true;
|
||||
};
|
||||
return manager;
|
||||
}
|
||||
|
||||
/** 造一个可控的假 BotManager */
|
||||
function fakeManager(options) {
|
||||
const opts = options || {};
|
||||
const sent = [];
|
||||
return {
|
||||
connection: { username: 'BotA' },
|
||||
canSendChat: () => opts.canSend !== false,
|
||||
sendChat: (content) => {
|
||||
sent.push(content);
|
||||
return true;
|
||||
},
|
||||
sent
|
||||
};
|
||||
}
|
||||
|
||||
test('normalizeTasks 丢弃空内容、补齐默认值、按 / 前缀判定类型', () => {
|
||||
const tasks = normalizeTasks([
|
||||
{ id: 'a', content: '/u restore confirm', intervalSeconds: 300, label: '恢复民心' },
|
||||
{ content: '大家好', intervalSeconds: 60 },
|
||||
{ content: ' ' },
|
||||
null,
|
||||
{ intervalSeconds: 10 }
|
||||
]);
|
||||
assert.strictEqual(tasks.length, 2);
|
||||
assert.strictEqual(tasks[0].kind, 'command', '以 / 开头应识别为指令');
|
||||
assert.strictEqual(tasks[0].enabled, true, '默认启用');
|
||||
assert.strictEqual(tasks[1].kind, 'chat');
|
||||
assert.ok(tasks[1].id, '缺 id 时应自动生成');
|
||||
});
|
||||
|
||||
test('normalizeTasks 钳制间隔到合理范围并限制条数', () => {
|
||||
assert.strictEqual(clampInterval(1), MIN_INTERVAL_SECONDS, '间隔不能小于下限,否则等同刷屏');
|
||||
assert.strictEqual(clampInterval(999999), 86400);
|
||||
assert.strictEqual(clampInterval('abc'), 300, '非法值回退到 5 分钟');
|
||||
const many = [];
|
||||
for (let i = 0; i < MAX_TASKS + 10; i++) many.push({ content: 'm' + i, intervalSeconds: 60 });
|
||||
assert.strictEqual(normalizeTasks(many).length, MAX_TASKS);
|
||||
});
|
||||
|
||||
test('id 重复时自动改名,保证每个任务独立计时', () => {
|
||||
const tasks = normalizeTasks([
|
||||
{ id: 'x', content: 'a', intervalSeconds: 60 },
|
||||
{ id: 'x', content: 'b', intervalSeconds: 60 }
|
||||
]);
|
||||
assert.strictEqual(tasks.length, 2);
|
||||
assert.notStrictEqual(tasks[0].id, tasks[1].id);
|
||||
});
|
||||
|
||||
test('到点才发送,且按间隔重复', () => {
|
||||
const manager = fakeManager();
|
||||
const messenger = new ScheduledMessenger(manager, null);
|
||||
const t0 = 1_000_000;
|
||||
messenger.setTasks([{ id: 'restore', content: '/u restore confirm', intervalSeconds: 300 }], t0);
|
||||
|
||||
assert.strictEqual(messenger.tick(t0), 0, '刚设置完不应立即发送');
|
||||
assert.strictEqual(messenger.tick(t0 + 299_000), 0, '未到间隔不发');
|
||||
assert.strictEqual(messenger.tick(t0 + 300_000), 1, '到点应发送');
|
||||
assert.deepStrictEqual(manager.sent, ['/u restore confirm']);
|
||||
assert.strictEqual(messenger.tick(t0 + 599_000), 0);
|
||||
assert.strictEqual(messenger.tick(t0 + 600_000), 1, '第二个周期应再发一次');
|
||||
assert.strictEqual(manager.sent.length, 2);
|
||||
});
|
||||
|
||||
test('未连接 / 未通过登录验证时跳过本次并顺延,不补发', () => {
|
||||
const manager = fakeManager({ canSend: false });
|
||||
const messenger = new ScheduledMessenger(manager, null);
|
||||
const t0 = 1_000_000;
|
||||
messenger.setTasks([{ id: 'a', content: 'hi', intervalSeconds: 60 }], t0);
|
||||
assert.strictEqual(messenger.tick(t0 + 60_000), 0, '未就绪时不发送');
|
||||
assert.deepStrictEqual(manager.sent, []);
|
||||
// 顺延一个周期:即使中间恢复也不会把漏掉的补发出来
|
||||
manager.canSendChat = () => true;
|
||||
assert.strictEqual(messenger.tick(t0 + 61_000), 0, '不能补发上一周期的内容');
|
||||
assert.strictEqual(messenger.tick(t0 + 120_000), 1);
|
||||
assert.deepStrictEqual(manager.sent, ['hi']);
|
||||
});
|
||||
|
||||
test('禁用的任务不发送', () => {
|
||||
const manager = fakeManager();
|
||||
const messenger = new ScheduledMessenger(manager, null);
|
||||
messenger.setTasks([{ id: 'a', content: 'hi', intervalSeconds: 60, enabled: false }], 1_000_000);
|
||||
assert.strictEqual(messenger.tick(1_000_000 + 120_000), 0);
|
||||
assert.deepStrictEqual(manager.sent, []);
|
||||
});
|
||||
|
||||
test('多个任务各自独立计时', () => {
|
||||
const manager = fakeManager();
|
||||
const messenger = new ScheduledMessenger(manager, null);
|
||||
const t0 = 1_000_000;
|
||||
messenger.setTasks([
|
||||
{ id: 'fast', content: 'A', intervalSeconds: 30 },
|
||||
{ id: 'slow', content: 'B', intervalSeconds: 300 }
|
||||
], t0);
|
||||
assert.strictEqual(messenger.tick(t0 + 30_000), 1);
|
||||
assert.strictEqual(messenger.tick(t0 + 60_000), 1);
|
||||
assert.strictEqual(messenger.tick(t0 + 300_000), 2, '两个任务在同一时刻都到点');
|
||||
assert.deepStrictEqual(manager.sent, ['A', 'A', 'A', 'B']);
|
||||
});
|
||||
|
||||
test('snapshot 暴露剩余秒数供控制台展示', () => {
|
||||
const manager = fakeManager();
|
||||
const messenger = new ScheduledMessenger(manager, null);
|
||||
messenger.setTasks([{ id: 'a', label: '恢复', content: '/u restore confirm', intervalSeconds: 300 }], Date.now());
|
||||
const snap = messenger.snapshot();
|
||||
assert.strictEqual(snap.length, 1);
|
||||
assert.strictEqual(snap[0].label, '恢复');
|
||||
assert.strictEqual(snap[0].kind, 'command');
|
||||
assert.ok(snap[0].nextDueAt > 0);
|
||||
assert.ok(snap[0].nextInSeconds <= 300 && snap[0].nextInSeconds >= 0);
|
||||
});
|
||||
|
||||
test('setTasks 整体替换并重置计时', () => {
|
||||
const manager = fakeManager();
|
||||
const messenger = new ScheduledMessenger(manager, null);
|
||||
const t0 = 1_000_000;
|
||||
messenger.setTasks([{ id: 'a', content: 'A', intervalSeconds: 60 }], t0);
|
||||
messenger.tick(t0 + 60_000);
|
||||
assert.strictEqual(manager.sent.length, 1);
|
||||
|
||||
messenger.setTasks([{ id: 'b', content: 'B', intervalSeconds: 60 }], t0 + 60_000);
|
||||
assert.strictEqual(messenger.snapshot().length, 1);
|
||||
assert.strictEqual(messenger.tick(t0 + 61_000), 0, '替换后重新计时,不应立刻发送');
|
||||
assert.strictEqual(messenger.tick(t0 + 200_000), 1);
|
||||
assert.deepStrictEqual(manager.sent, ['A', 'B']);
|
||||
});
|
||||
|
||||
test('start / stop 控制心跳定时器', () => {
|
||||
const messenger = new ScheduledMessenger(fakeManager(), null);
|
||||
messenger.start();
|
||||
assert.ok(messenger._timer, 'start 后应有定时器');
|
||||
const timer = messenger._timer;
|
||||
messenger.start();
|
||||
assert.strictEqual(messenger._timer, timer, '重复 start 不应叠加定时器');
|
||||
messenger.stop();
|
||||
assert.strictEqual(messenger._timer, null);
|
||||
});
|
||||
|
||||
// ==================== cron 式调度 ====================
|
||||
|
||||
test('parseCron 接受常用写法,拒绝非法表达式', () => {
|
||||
assert.ok(parseCron('0 9 * * *'), '每天 09:00');
|
||||
assert.ok(parseCron('0/30 * * * *'), '每 30 分钟');
|
||||
assert.ok(parseCron('0 12 * * 1-5'), '工作日 12:00');
|
||||
assert.ok(parseCron('5,35 8-18 * * *'), '区间 + 列表');
|
||||
assert.strictEqual(parseCron('0 9 * *'), null, '段数不足应拒绝');
|
||||
assert.strictEqual(parseCron('99 9 * * *'), null, '越界应拒绝');
|
||||
assert.strictEqual(parseCron('0 9 * * 9'), null, '周只能是 0-6');
|
||||
assert.strictEqual(parseCron(''), null);
|
||||
});
|
||||
|
||||
test('cron 任务只在匹配时刻发送,且不会同一天重复发', () => {
|
||||
const manager = fakeManager();
|
||||
const messenger = new ScheduledMessenger(manager, null);
|
||||
const now = new Date(2026, 8, 28, 8, 0, 0); // 2026-09-28 08:00(本地时间)
|
||||
messenger.setTasks([{ id: 'daily', content: '早安公告', cron: '0 9 * * *' }], now.getTime());
|
||||
|
||||
messenger.tick(new Date(2026, 8, 28, 8, 59, 0).getTime());
|
||||
assert.strictEqual(manager.sent.length, 0, '09:00 之前不该发');
|
||||
messenger.tick(new Date(2026, 8, 28, 9, 0, 10).getTime());
|
||||
assert.strictEqual(manager.sent.length, 1, '09:00 到点应发送');
|
||||
messenger.tick(new Date(2026, 8, 28, 9, 1, 0).getTime());
|
||||
assert.strictEqual(manager.sent.length, 1, '同一天不应重复发');
|
||||
|
||||
const snap = messenger.snapshot()[0];
|
||||
assert.strictEqual(snap.mode, 'cron');
|
||||
assert.strictEqual(snap.cron, '0 9 * * *');
|
||||
assert.strictEqual(new Date(snap.nextDueAt).getDate(), 29, '下一次应是明天 09:00');
|
||||
assert.strictEqual(new Date(snap.nextDueAt).getHours(), 9);
|
||||
});
|
||||
|
||||
test('cron 支持星期范围:工作日表达式会跳过周末', () => {
|
||||
const manager = fakeManager();
|
||||
const messenger = new ScheduledMessenger(manager, null);
|
||||
const saturday = new Date(2026, 8, 26, 13, 0, 0); // 2026-09-26 周六
|
||||
assert.strictEqual(saturday.getDay(), 6);
|
||||
messenger.setTasks([{ id: 'workday', content: 'x', cron: '0 12 * * 1-5' }], saturday.getTime());
|
||||
const due = new Date(messenger.snapshot()[0].nextDueAt);
|
||||
assert.strictEqual(due.getDay(), 1, '应跳到周一');
|
||||
assert.strictEqual(due.getDate(), 28);
|
||||
});
|
||||
|
||||
test('cron 步长写法:每 30 分钟', () => {
|
||||
const manager = fakeManager();
|
||||
const messenger = new ScheduledMessenger(manager, null);
|
||||
const now = new Date(2026, 8, 28, 8, 1, 0);
|
||||
messenger.setTasks([{ id: 'half', content: 'x', cron: '0/30 * * * *' }], now.getTime());
|
||||
const due = new Date(messenger.snapshot()[0].nextDueAt);
|
||||
assert.strictEqual(due.getHours(), 8);
|
||||
assert.strictEqual(due.getMinutes(), 30, '下一次应是 08:30');
|
||||
});
|
||||
|
||||
test('无效 cron 表达式回退到固定间隔,并说明原因', () => {
|
||||
const tasks = normalizeTasks([{ content: 'x', cron: '99 99 * * *', intervalSeconds: 60 }]);
|
||||
assert.strictEqual(tasks[0].mode, 'interval', '非法表达式不能静默吞掉,应按间隔发送');
|
||||
assert.ok(tasks[0].cronError.includes('无效'), '要给出可见的原因:' + tasks[0].cronError);
|
||||
assert.strictEqual(tasks[0].cron, '', '非法表达式不应被保留');
|
||||
});
|
||||
|
||||
test('nextCronTime 能跳到下一个月(稀缺表达式)', () => {
|
||||
const parsed = parseCron('0 0 1 * *'); // 每月 1 日 00:00
|
||||
const from = new Date(2026, 8, 28, 12, 0, 0).getTime();
|
||||
const next = new Date(nextCronTime(parsed, from));
|
||||
assert.strictEqual(next.getMonth(), 9, '应跳到 10 月');
|
||||
assert.strictEqual(next.getDate(), 1);
|
||||
});
|
||||
|
||||
// ==================== 发送结果确认 ====================
|
||||
|
||||
test('发送结果确认:命中服务器回复记为「已确认」', () => {
|
||||
const manager = emittableManager();
|
||||
const messenger = new ScheduledMessenger(manager, null);
|
||||
const t0 = 1_000_000;
|
||||
messenger.setTasks([{
|
||||
id: 'restore',
|
||||
content: '/u restore confirm',
|
||||
intervalSeconds: 300,
|
||||
expectPattern: '民心.*恢复',
|
||||
confirmTimeoutSeconds: 10
|
||||
}], t0);
|
||||
messenger.start(); // 注册 chat 监听
|
||||
|
||||
assert.strictEqual(messenger.tick(t0 + 300_000), 1);
|
||||
manager.emit('chat', '你的疆土民心已经恢复', 'system');
|
||||
const result = messenger.snapshot()[0].lastResult;
|
||||
assert.strictEqual(result.ok, true);
|
||||
assert.ok(result.detail.includes('民心'));
|
||||
messenger.stop();
|
||||
});
|
||||
|
||||
test('发送结果确认:超时未回复记为「未确认」并写警告', () => {
|
||||
const manager = emittableManager();
|
||||
const logger = new Logger({ echo: false });
|
||||
const messenger = new ScheduledMessenger(manager, logger);
|
||||
const t0 = 1_000_000;
|
||||
messenger.setTasks([{
|
||||
id: 'restore',
|
||||
content: '/u restore confirm',
|
||||
intervalSeconds: 300,
|
||||
expectPattern: '民心.*恢复',
|
||||
confirmTimeoutSeconds: 10
|
||||
}], t0);
|
||||
messenger.start();
|
||||
|
||||
assert.strictEqual(messenger.tick(t0 + 300_000), 1);
|
||||
messenger.tick(t0 + 300_000 + 11_000); // 超过确认超时
|
||||
const result = messenger.snapshot()[0].lastResult;
|
||||
assert.strictEqual(result.ok, false);
|
||||
assert.ok(result.detail.includes('没有收到预期回复'));
|
||||
assert.ok(logger.list().some((e) => e.level === 'warn' && e.message.includes('没有收到预期回复')),
|
||||
'日志里必须能看到「没生效」这件事');
|
||||
messenger.stop();
|
||||
});
|
||||
|
||||
test('没配「期望回复」的任务不做确认,也不会误报未确认', () => {
|
||||
const manager = emittableManager();
|
||||
const messenger = new ScheduledMessenger(manager, null);
|
||||
const t0 = 1_000_000;
|
||||
messenger.setTasks([{ id: 'plain', content: 'hi', intervalSeconds: 60 }], t0);
|
||||
messenger.start();
|
||||
assert.strictEqual(messenger.tick(t0 + 60_000), 1);
|
||||
messenger.tick(t0 + 120_000);
|
||||
assert.strictEqual(messenger.snapshot()[0].lastResult, null, '未配置确认就不该有结果状态');
|
||||
messenger.stop();
|
||||
});
|
||||
@@ -0,0 +1,261 @@
|
||||
'use strict';
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
|
||||
const {
|
||||
SimpApiClient,
|
||||
SimpApiV2Client,
|
||||
BASE_URL,
|
||||
BASE_URL_V2,
|
||||
componentToText,
|
||||
normalizeLimit,
|
||||
parseUnionSummary,
|
||||
parseTerritoryChunk
|
||||
} = require('../src/core/simpApiClient');
|
||||
|
||||
test('componentToText 把公告的组件 JSON 压平成纯文本', () => {
|
||||
const raw = '{"color":"gold","extra":[{"color":"aqua","text":"wans7891"},'
|
||||
+ '{"color":"yellow","text":" 在坐标 (-8109, -8976)"},'
|
||||
+ '{"color":"gold","text":" 创立了新的邦国 "},'
|
||||
+ '{"color":"aqua","text":"「雅典维亚城邦」"}]}';
|
||||
assert.strictEqual(componentToText(raw), 'wans7891 在坐标 (-8109, -8976) 创立了新的邦国 「雅典维亚城邦」');
|
||||
// 嵌套 extra
|
||||
const nested = '{"text":"公告: ","extra":[{"text":"外层","extra":[{"text":"内层"}]}]}';
|
||||
assert.strictEqual(componentToText(nested), '公告: 外层内层');
|
||||
});
|
||||
|
||||
test('componentToText 对非 JSON 文本原样返回', () => {
|
||||
assert.strictEqual(componentToText('普通公告'), '普通公告');
|
||||
assert.strictEqual(componentToText(''), '');
|
||||
assert.strictEqual(componentToText(null), '');
|
||||
});
|
||||
|
||||
test('normalizeLimit 钳制到 1..1000', () => {
|
||||
assert.strictEqual(normalizeLimit(0), 1);
|
||||
assert.strictEqual(normalizeLimit(50), 50);
|
||||
assert.strictEqual(normalizeLimit(99999), 1000);
|
||||
assert.strictEqual(normalizeLimit('abc'), 100, '非法值回退到文档默认值 100');
|
||||
assert.strictEqual(normalizeLimit(undefined), 100);
|
||||
});
|
||||
|
||||
test('parseUnionSummary 解析邦国摘要并按方块坐标换算王城区块', () => {
|
||||
const union = parseUnionSummary({
|
||||
id: 12,
|
||||
name: '养老院',
|
||||
leader_name: 'LouieMAIN',
|
||||
member_count: 6,
|
||||
territory_chunk_count: 28853,
|
||||
territory_block_area: 7386368,
|
||||
special_output_material: 'TERRACOTTA',
|
||||
capital_x: 6763.4,
|
||||
capital_z: 11929.2
|
||||
});
|
||||
assert.strictEqual(union.name, '养老院');
|
||||
assert.strictEqual(union.leader, 'LouieMAIN');
|
||||
assert.strictEqual(union.memberCount, 6);
|
||||
assert.strictEqual(union.chunkCount, 28853);
|
||||
assert.strictEqual(union.specialOutput, 'TERRACOTTA');
|
||||
// 方块坐标 ÷ 16 才是区块坐标
|
||||
assert.deepStrictEqual(union.capital, { x: 422, z: 745 });
|
||||
});
|
||||
|
||||
test('parseUnionSummary 缺王城坐标时返回 null 而不是 NaN', () => {
|
||||
const union = parseUnionSummary({ name: '没有王城的邦国', capital_x: null, capital_z: null });
|
||||
assert.strictEqual(union.capital, null);
|
||||
assert.strictEqual(parseUnionSummary({}), null, '没有邦国名应视为无效');
|
||||
assert.strictEqual(parseUnionSummary(null), null);
|
||||
});
|
||||
|
||||
test('parseTerritoryChunk 解析区块并拒绝坐标缺失的行', () => {
|
||||
const chunk = parseTerritoryChunk({
|
||||
x: 1,
|
||||
z: -2,
|
||||
union_id: 12,
|
||||
union_name: '养老院',
|
||||
loyalty: 100,
|
||||
last_claimed_at: '2025-08-08T13:43:21.323+08:00'
|
||||
});
|
||||
assert.deepStrictEqual(chunk, {
|
||||
x: 1,
|
||||
z: -2,
|
||||
unionId: 12,
|
||||
unionName: '养老院',
|
||||
loyalty: 100,
|
||||
lastClaimedAt: '2025-08-08T13:43:21.323+08:00'
|
||||
});
|
||||
assert.strictEqual(parseTerritoryChunk({ x: null, z: 1 }), null);
|
||||
assert.strictEqual(parseTerritoryChunk({}), null);
|
||||
assert.strictEqual(parseTerritoryChunk(null), null);
|
||||
});
|
||||
|
||||
test('客户端在未配置 Key 时把错误写清楚,而不是静默失败', async () => {
|
||||
const client = new SimpApiClient(null);
|
||||
assert.strictEqual(client.hasApiKey(), false);
|
||||
assert.strictEqual(await client.getUnionTerritoryStats('x'), null);
|
||||
assert.strictEqual(client.lastError(), '未配置 API Key');
|
||||
|
||||
const v2 = new SimpApiV2Client(null);
|
||||
// 在线列表在无 Key 时返回空结构,但 lastError 必须说明原因
|
||||
assert.deepStrictEqual(await v2.getOnlinePlayers(), { online: 0, max: 0, players: [] });
|
||||
assert.strictEqual(v2.lastError(), '未配置 API-V2 Key');
|
||||
assert.strictEqual(await v2.getDragon(), null);
|
||||
});
|
||||
|
||||
// ==================== API-V2(字段名以实测响应为准)====================
|
||||
|
||||
/** 造一个返回固定响应的假 fetch */
|
||||
function stubV2(responses) {
|
||||
const calls = [];
|
||||
return {
|
||||
calls,
|
||||
fetchImpl: async (url) => {
|
||||
calls.push(url);
|
||||
const path = url.split('/api-v2/')[1] || '';
|
||||
const body = responses[path];
|
||||
if (body === undefined) return { status: 404, text: async () => '{"error":"not found"}' };
|
||||
if (typeof body === 'object' && body.__status) {
|
||||
return { status: body.__status, text: async () => JSON.stringify(body.body) };
|
||||
}
|
||||
return { status: 200, text: async () => JSON.stringify(body) };
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/** 用桩 fetch 建一个 V2 客户端 */
|
||||
function v2With(responses) {
|
||||
const stub = stubV2(responses);
|
||||
const client = new SimpApiV2Client(null);
|
||||
client.setApiKey('test-key');
|
||||
client.fetchImpl = stub.fetchImpl;
|
||||
return { client, stub };
|
||||
}
|
||||
|
||||
test('getOnlinePlayers 解析 {online,max,players} 结构而不是裸数组', async () => {
|
||||
const { client } = v2With({
|
||||
players: {
|
||||
online: 2,
|
||||
max: 5000,
|
||||
players: [
|
||||
{ name: 'wans2023', displayName: 'wans2023', uuid: 'u1', world: 'world' },
|
||||
{ name: 'xiaofan', displayName: 'xiaofan', uuid: 'u2', world: 'world' }
|
||||
]
|
||||
}
|
||||
});
|
||||
const result = await client.getOnlinePlayers();
|
||||
assert.strictEqual(result.online, 2);
|
||||
assert.strictEqual(result.max, 5000);
|
||||
assert.strictEqual(result.players.length, 2);
|
||||
assert.strictEqual(result.players[0].name, 'wans2023');
|
||||
assert.strictEqual(result.players[0].world, 'world');
|
||||
});
|
||||
|
||||
test('getGameTime 直接使用服务端算好的时刻,不再用 tick 换算', async () => {
|
||||
const { client } = v2With({
|
||||
time: { world: 'world', tick: 10085, phase: 'DAY', time12: '04:05 PM', time24: '16:05' }
|
||||
});
|
||||
const time = await client.getGameTime();
|
||||
assert.strictEqual(time.time24, '16:05');
|
||||
assert.strictEqual(time.time12, '04:05 PM');
|
||||
assert.strictEqual(time.phase, 'DAY');
|
||||
assert.strictEqual(time.tick, 10085);
|
||||
});
|
||||
|
||||
test('getDragon 读的是 dragonAlive 而不是 alive', async () => {
|
||||
const { client } = v2With({ dragon: { dragonAlive: false, world: 'world_the_end' } });
|
||||
const dragon = await client.getDragon();
|
||||
assert.strictEqual(dragon.alive, false);
|
||||
assert.strictEqual(dragon.world, 'world_the_end');
|
||||
|
||||
const alive = v2With({ dragon: { dragonAlive: true, world: 'world_the_end' } });
|
||||
assert.strictEqual((await alive.client.getDragon()).alive, true);
|
||||
});
|
||||
|
||||
test('getPlayerEquipment 解析 equipment 子对象,并把 damage 换算成剩余耐久', async () => {
|
||||
const { client } = v2With({
|
||||
'players/wans2023/equipment': {
|
||||
name: 'wans2023',
|
||||
displayName: 'wans2023',
|
||||
uuid: 'u1',
|
||||
equipment: {
|
||||
mainHand: { type: 'BAMBOO_PLANKS', key: 'minecraft:bamboo_planks', amount: 9, damage: 0, maxDurability: 0, unbreakable: false },
|
||||
offHand: null,
|
||||
helmet: { type: 'IRON_HELMET', key: 'minecraft:iron_helmet', amount: 1, damage: 157, maxDurability: 165, unbreakable: false }
|
||||
}
|
||||
}
|
||||
});
|
||||
const equipment = await client.getPlayerEquipment('wans2023');
|
||||
assert.strictEqual(equipment.player, 'wans2023');
|
||||
assert.strictEqual(equipment.mainHand.key, 'minecraft:bamboo_planks');
|
||||
assert.strictEqual(equipment.mainHand.amount, 9);
|
||||
assert.strictEqual(equipment.mainHand.maxDurability, 0, '方块类物品没有耐久');
|
||||
assert.strictEqual(equipment.offHand, null);
|
||||
// damage=157 / max=165 -> 剩余 8,而不是把 157 当成剩余耐久
|
||||
assert.strictEqual(equipment.helmet.damage, 157);
|
||||
assert.strictEqual(equipment.helmet.maxDurability, 165);
|
||||
assert.strictEqual(equipment.helmet.remainingDurability, 8);
|
||||
assert.strictEqual(equipment.chestplate, null);
|
||||
});
|
||||
|
||||
test('V2 触发限流时把 retryAfterSeconds 写进错误信息', async () => {
|
||||
const { client } = v2With({
|
||||
dragon: { __status: 429, body: { error: '请求过于频繁,已超出限速', limit: 1, retryAfterSeconds: 16 } }
|
||||
});
|
||||
assert.strictEqual(await client.getDragon(), null);
|
||||
assert.ok(client.lastError().includes('还需等待 16 秒'), '实际:' + client.lastError());
|
||||
assert.strictEqual(client.lastHttpStatus(), 429);
|
||||
});
|
||||
|
||||
test('V2 的 401 提示要点明「需要单独申请密钥」', async () => {
|
||||
const { client } = v2With({
|
||||
time: { __status: 401, body: { error: 'missing or invalid api key' } }
|
||||
});
|
||||
assert.strictEqual(await client.getGameTime(), null);
|
||||
assert.ok(client.lastError().includes('单独申请'), '实际:' + client.lastError());
|
||||
});
|
||||
|
||||
test('V2 响应走本地缓存,不会因为反复点击把配额打满', async () => {
|
||||
const { client, stub } = v2With({
|
||||
time: { world: 'world', tick: 1, phase: 'DAY', time12: 'x', time24: '06:00' }
|
||||
});
|
||||
await client.getGameTime();
|
||||
await client.getGameTime();
|
||||
await client.getGameTime();
|
||||
assert.strictEqual(stub.calls.length, 1, '三次查询只应打一次接口');
|
||||
assert.strictEqual(client.snapshot().cacheHits, 2);
|
||||
});
|
||||
|
||||
test('setApiKey 变更时清空缓存,避免旧 Key 的响应串味', () => {
|
||||
const client = new SimpApiClient(null);
|
||||
client.cache.set('info/unions', { body: '[]', expiresAt: Date.now() + 10000 });
|
||||
client.setApiKey('first');
|
||||
assert.strictEqual(client.cache.size, 0, '第一次设置也应从空 Key 状态切换');
|
||||
client.cache.set('info/unions', { body: '[]', expiresAt: Date.now() + 10000 });
|
||||
client.setApiKey('second');
|
||||
assert.strictEqual(client.cache.size, 0, '换 Key 必须清缓存');
|
||||
// 相同 Key 重复设置不应清缓存(否则每次配置下发都会白打接口)
|
||||
client.cache.set('info/unions', { body: '[]', expiresAt: Date.now() + 10000 });
|
||||
client.setApiKey('second');
|
||||
assert.strictEqual(client.cache.size, 1);
|
||||
});
|
||||
|
||||
test('API 与 API-V2 是两个独立的基础地址与密钥', () => {
|
||||
const v1 = new SimpApiClient(null, {});
|
||||
const v2 = new SimpApiV2Client(null, {});
|
||||
assert.strictEqual(v1.baseUrl, BASE_URL);
|
||||
assert.strictEqual(v2.baseUrl, BASE_URL_V2);
|
||||
assert.notStrictEqual(v1.baseUrl, v2.baseUrl);
|
||||
v1.setApiKey('key-v1');
|
||||
assert.strictEqual(v1.hasApiKey(), true);
|
||||
assert.strictEqual(v2.hasApiKey(), false, 'V1 的 Key 不应影响 V2');
|
||||
});
|
||||
|
||||
test('snapshot 暴露用量与缓存统计供控制台展示', () => {
|
||||
const client = new SimpApiClient(null);
|
||||
const snap = client.snapshot();
|
||||
assert.strictEqual(snap.hasKey, false);
|
||||
assert.strictEqual(snap.requestCount, 0);
|
||||
assert.strictEqual(snap.cacheHits, 0);
|
||||
assert.strictEqual(snap.cachedPaths, 0);
|
||||
assert.strictEqual(snap.baseUrl, BASE_URL);
|
||||
});
|
||||
@@ -0,0 +1,89 @@
|
||||
'use strict';
|
||||
|
||||
const test = require('node:test');
|
||||
const assert = require('node:assert');
|
||||
|
||||
const { TargetLeaseTable, DEFAULT_TTL_MS } = require('../src/core/targetLease');
|
||||
|
||||
test('tryAcquire:先抢到的机器人独占,其他机器人拿不到', () => {
|
||||
const table = new TargetLeaseTable();
|
||||
const chunk = { x: 10, z: 20 };
|
||||
assert.strictEqual(table.tryAcquire(chunk, 'A'), true);
|
||||
assert.strictEqual(table.tryAcquire(chunk, 'B'), false, '被别人占用时应失败');
|
||||
assert.strictEqual(table.isLeasedByOther(chunk, 'B'), true);
|
||||
assert.strictEqual(table.isLeasedByOther(chunk, 'A'), false, '自己占用不算「被别人占用」');
|
||||
});
|
||||
|
||||
test('tryAcquire:同一机器人可重复占用(视为续租)', () => {
|
||||
const table = new TargetLeaseTable({ ttlMs: 1000 });
|
||||
const chunk = { x: 1, z: 1 };
|
||||
assert.strictEqual(table.tryAcquire(chunk, 'A'), true);
|
||||
assert.strictEqual(table.tryAcquire(chunk, 'A'), true, '自己再抢一次不应失败');
|
||||
assert.strictEqual(table.size, 1, '不应产生第二条记录');
|
||||
});
|
||||
|
||||
test('租约到期后自动失效,其他机器人可接手(不会永久锁死区块)', async () => {
|
||||
const table = new TargetLeaseTable({ ttlMs: 30 });
|
||||
const chunk = { x: 5, z: 5 };
|
||||
assert.strictEqual(table.tryAcquire(chunk, 'A'), true);
|
||||
assert.strictEqual(table.tryAcquire(chunk, 'B'), false);
|
||||
await new Promise((resolve) => setTimeout(resolve, 45));
|
||||
assert.strictEqual(table.isLeasedByOther(chunk, 'B'), false, '过期后应视为空闲');
|
||||
assert.strictEqual(table.tryAcquire(chunk, 'B'), true, '过期后其他机器人可接手');
|
||||
});
|
||||
|
||||
test('release:只有持有者能释放,释放后别人立刻可用', () => {
|
||||
const table = new TargetLeaseTable();
|
||||
const chunk = { x: 2, z: 3 };
|
||||
table.tryAcquire(chunk, 'A');
|
||||
assert.strictEqual(table.release(chunk, 'B'), false, '非持有者不能释放');
|
||||
assert.strictEqual(table.tryAcquire(chunk, 'B'), false);
|
||||
assert.strictEqual(table.release(chunk, 'A'), true);
|
||||
assert.strictEqual(table.tryAcquire(chunk, 'B'), true);
|
||||
});
|
||||
|
||||
test('releaseAll 释放某机器人的全部占用(停止任务 / 断线时用)', () => {
|
||||
const table = new TargetLeaseTable();
|
||||
table.tryAcquire({ x: 0, z: 0 }, 'A');
|
||||
table.tryAcquire({ x: 1, z: 0 }, 'A');
|
||||
table.tryAcquire({ x: 0, z: 1 }, 'B');
|
||||
assert.strictEqual(table.releaseAll('A'), 2);
|
||||
assert.strictEqual(table.size, 1, '只应剩下 B 的占用');
|
||||
assert.strictEqual(table.isLeasedByOther({ x: 0, z: 0 }, 'B'), false);
|
||||
});
|
||||
|
||||
test('renew 延长租约,防止长距离寻路中途被抢', async () => {
|
||||
// 时序余量刻意放宽:要证明的是「续租把到期时间往后推了」,
|
||||
// 即「总耗时 > 原始 TTL」但「距续租的耗时 < TTL」。
|
||||
// 睡眠取 0.7 × TTL,两侧各留 0.3 × TTL(120ms)调度余量 ——
|
||||
// 早先用 TTL=40ms / 睡眠 25ms 只剩 15ms,全量并行跑测试时会偶发失败。
|
||||
const ttlMs = 400;
|
||||
const sleepMs = 280;
|
||||
const table = new TargetLeaseTable({ ttlMs });
|
||||
const chunk = { x: 7, z: 7 };
|
||||
table.tryAcquire(chunk, 'A');
|
||||
await new Promise((resolve) => setTimeout(resolve, sleepMs));
|
||||
assert.strictEqual(table.renew(chunk, 'A'), true);
|
||||
await new Promise((resolve) => setTimeout(resolve, sleepMs));
|
||||
// 已超过原始 TTL,但续租过 → 仍是 A 的
|
||||
assert.strictEqual(table.tryAcquire(chunk, 'B'), false, '续租后不应被抢走');
|
||||
});
|
||||
|
||||
test('renew 对非持有者无效', () => {
|
||||
const table = new TargetLeaseTable();
|
||||
table.tryAcquire({ x: 9, z: 9 }, 'A');
|
||||
assert.strictEqual(table.renew({ x: 9, z: 9 }, 'B'), false);
|
||||
});
|
||||
|
||||
test('sweep 清理过期租约,snapshot 只列出有效占用', async () => {
|
||||
const table = new TargetLeaseTable({ ttlMs: 20 });
|
||||
table.tryAcquire({ x: 1, z: 1 }, 'A');
|
||||
await new Promise((resolve) => setTimeout(resolve, 30));
|
||||
assert.strictEqual(table.sweep(), 1);
|
||||
assert.deepStrictEqual(table.snapshot(), []);
|
||||
});
|
||||
|
||||
test('默认租约时长与配置常量一致', () => {
|
||||
assert.strictEqual(new TargetLeaseTable().ttlMs, DEFAULT_TTL_MS);
|
||||
assert.ok(DEFAULT_TTL_MS >= 60000, '默认不应太短,否则长距离寻路会被抢');
|
||||
});
|
||||
+118
-3
@@ -5,6 +5,9 @@ const assert = require('node:assert');
|
||||
|
||||
const { flattenChunks, boundsOf, timingSafeEqual, WebConsole } = require('../src/web/server');
|
||||
const { TerritoryModel } = require('../src/core/territoryModel');
|
||||
const { PacketCapture } = require('../src/core/packetCapture');
|
||||
const { PhysicsRecorder } = require('../src/core/physicsRecorder');
|
||||
const { FakeBot } = require('./helpers/fakeBot');
|
||||
const { defaultConfig } = require('../src/config/expansionConfig');
|
||||
const { Logger } = require('../src/util/logger');
|
||||
const chunkPos = require('../src/core/chunkPos');
|
||||
@@ -33,7 +36,8 @@ test('timingSafeEqual 只接受等长且完全相同的字符串', () => {
|
||||
});
|
||||
|
||||
/** 搭建一个使用桩依赖的控制台实例 */
|
||||
function setupConsole() {
|
||||
function setupConsole(options) {
|
||||
const opts = options || {};
|
||||
const map = new Map([[
|
||||
'A',
|
||||
{
|
||||
@@ -48,9 +52,28 @@ function setupConsole() {
|
||||
model.addSessionClaim({ x: 1, z: 0 });
|
||||
|
||||
const logger = new Logger({ echo: false });
|
||||
// 抓包接口的桩:挂一个真的 PacketCapture + 假 client,接口测到的是真实逻辑
|
||||
const captureClient = {
|
||||
sent: [],
|
||||
write(name, params) {
|
||||
this.sent.push({ name, params });
|
||||
}
|
||||
};
|
||||
const packetCapture = new PacketCapture();
|
||||
packetCapture.setClient(captureClient);
|
||||
// 物理录制接口的桩:同样挂真的 PhysicsRecorder + FakeBot
|
||||
const physicsBot = new FakeBot({ x: 0, y: 64, z: 0 });
|
||||
const physicsRecorder = new PhysicsRecorder();
|
||||
physicsRecorder.setBot(physicsBot);
|
||||
const botManager = {
|
||||
snapshot: () => ({ state: 'online', username: 'TestBot' }),
|
||||
sendCommand: () => {}
|
||||
sendCommand: () => {},
|
||||
startPacketCapture: (seconds) => packetCapture.start(seconds),
|
||||
stopPacketCapture: () => packetCapture.stop(),
|
||||
packetCaptureSnapshot: (options) => packetCapture.snapshot(options),
|
||||
startPhysicsRecorder: (seconds) => physicsRecorder.start(seconds),
|
||||
stopPhysicsRecorder: () => physicsRecorder.stop(),
|
||||
physicsSnapshot: (options) => physicsRecorder.snapshot(options)
|
||||
};
|
||||
const controller = {
|
||||
target: { x: 2, z: 0 },
|
||||
@@ -73,10 +96,12 @@ function setupConsole() {
|
||||
controller,
|
||||
dataService,
|
||||
logger,
|
||||
bigMap: opts.bigMap,
|
||||
notifier: opts.notifier,
|
||||
getConfig: () => config,
|
||||
applyConfig: (next) => next
|
||||
}, { host: '127.0.0.1', port: 0 });
|
||||
return { webConsole, model, logger, controller };
|
||||
return { webConsole, model, logger, controller, captureClient, packetCapture, physicsBot, physicsRecorder };
|
||||
}
|
||||
|
||||
test('mapPayload 返回己方 / 会话 / 飞地 / 目标与各邦国摘要', () => {
|
||||
@@ -116,6 +141,20 @@ test('statusPayload 汇总 bot / 任务 / 数据源状态', () => {
|
||||
assert.strictEqual(payload.data.stateCount, 1);
|
||||
assert.strictEqual(payload.claimTime.start, 11);
|
||||
assert.strictEqual(payload.claimTime.end, 22);
|
||||
assert.strictEqual(payload.notify, null, '未注入通知器时为 null(状态接口不应报错)');
|
||||
});
|
||||
|
||||
test('注入通知器时状态接口只暴露域名,不泄露完整 Webhook 地址', () => {
|
||||
const { Notifier } = require('../src/core/notifier');
|
||||
const config = defaultConfig();
|
||||
config.notify.enabled = true;
|
||||
config.notify.webhookUrl = 'https://open.feishu.cn/open-apis/bot/v2/hook/secret-token';
|
||||
const notifier = new Notifier(config, null, { fetchImpl: async () => ({ ok: true, status: 200 }) });
|
||||
const { webConsole } = setupConsole({ notifier });
|
||||
const payload = webConsole.statusPayload();
|
||||
assert.strictEqual(payload.notify.enabled, true);
|
||||
assert.strictEqual(payload.notify.host, 'open.feishu.cn');
|
||||
assert.ok(!JSON.stringify(payload).includes('secret-token'), '完整地址不能出现在状态响应里');
|
||||
});
|
||||
|
||||
test('HTTP 接口:/api/status、/api/config、/api/map 可访问', async () => {
|
||||
@@ -204,3 +243,79 @@ test('HTTP 接口:POST /api/command 缺参数时返回 400', async () => {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP 接口:抓包可开始、取结果(含按包名过滤)、停止', async () => {
|
||||
const { webConsole, captureClient } = setupConsole();
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const started = await fetch(base + '/api/bots/bot/capture/start', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ seconds: 5 })
|
||||
}).then((r) => r.json());
|
||||
assert.strictEqual(started.ok, true);
|
||||
assert.match(started.message, /已开始抓包/);
|
||||
|
||||
captureClient.write('position_look', { x: 1, y: 64, z: 2, yaw: 90, onGround: true });
|
||||
captureClient.write('look', { yaw: 91 });
|
||||
|
||||
const snap = await fetch(base + '/api/bots/bot/capture').then((r) => r.json());
|
||||
assert.strictEqual(snap.ok, true);
|
||||
assert.strictEqual(snap.data.running, true);
|
||||
assert.strictEqual(snap.data.count, 2);
|
||||
assert.deepStrictEqual(snap.data.byType, { position_look: 1, look: 1 });
|
||||
assert.strictEqual(snap.data.packets[0].params.onGround, true);
|
||||
|
||||
const filtered = await fetch(base + '/api/bots/bot/capture?types=look').then((r) => r.json());
|
||||
assert.strictEqual(filtered.data.count, 2, 'count 是过滤前的总数');
|
||||
assert.strictEqual(filtered.data.returned, 1);
|
||||
assert.strictEqual(filtered.data.packets[0].name, 'look');
|
||||
|
||||
const stopped = await fetch(base + '/api/bots/bot/capture/stop', { method: 'POST' }).then((r) => r.json());
|
||||
assert.strictEqual(stopped.ok, true);
|
||||
|
||||
const after = await fetch(base + '/api/bots/bot/capture').then((r) => r.json());
|
||||
assert.strictEqual(after.data.running, false);
|
||||
assert.strictEqual(after.data.count, 2, '停止后已录内容仍可读');
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
test('HTTP 接口:物理录制可开始、取结果、停止', async () => {
|
||||
const { webConsole, physicsBot } = setupConsole();
|
||||
await webConsole.start();
|
||||
const base = webConsole.baseUrl();
|
||||
try {
|
||||
const started = await fetch(base + '/api/bots/bot/physics/start', {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ seconds: 5 })
|
||||
}).then((r) => r.json());
|
||||
assert.strictEqual(started.ok, true);
|
||||
assert.match(started.message, /已开始录制物理 tick/);
|
||||
|
||||
// 模拟「按着前进但物理没动」:应当被统计成 frozenTicks
|
||||
physicsBot.setControlState('forward', true);
|
||||
physicsBot.emit('physicsTick');
|
||||
physicsBot.emit('physicsTick');
|
||||
|
||||
const snap = await fetch(base + '/api/bots/bot/physics').then((r) => r.json());
|
||||
assert.strictEqual(snap.ok, true);
|
||||
assert.strictEqual(snap.data.running, true);
|
||||
assert.strictEqual(snap.data.count, 2);
|
||||
assert.strictEqual(snap.data.inputTicks, 2);
|
||||
assert.strictEqual(snap.data.inputMovedTicks, 0);
|
||||
assert.strictEqual(snap.data.frozenTicks, 2);
|
||||
|
||||
const limited = await fetch(base + '/api/bots/bot/physics?limit=1').then((r) => r.json());
|
||||
assert.strictEqual(limited.data.count, 2);
|
||||
assert.strictEqual(limited.data.returned, 1);
|
||||
|
||||
const stopped = await fetch(base + '/api/bots/bot/physics/stop', { method: 'POST' }).then((r) => r.json());
|
||||
assert.strictEqual(stopped.ok, true);
|
||||
} finally {
|
||||
await webConsole.stop();
|
||||
}
|
||||
});
|
||||
|
||||
在新工单中引用
屏蔽一个用户