文件
lyizai b2b0317af7 feat: 新增物理 tick 录制,把「走不动」的三种原因切开(1.9.0)
抓包已经证明「手动按键时客户端坐标一字未变、服务端入站位置包为 0」,
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读到了什么输入、算出了什么、有没有真的移动。
本提交补上这最后一块拼图。

新增 src/core/physicsRecorder.js + 控制台接口
(POST /api/bots/:id/physics/start|stop、GET /api/bots/:id/physics):

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;汇总给出四个判定计数:
- 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(地形)
- frozenTicks       有输入、没位移、物理没报告碰撞 → 输入根本没进物理

即:抓包看「发了什么」,本录制器看「物理读到了什么、动没动」,两者配合即可定位。

细节:
- 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;
- 录制全程 try 包裹,诊断自身出异常绝不影响物理循环;
- FakeBot 补上与 mineflayer 一致的 controlState(带 getter 的实时控制键代理)。

测试:451 → 468 个用例(含三种故障判定的回归用例与控制台接口用例),全绿。
2026-09-30 21:05:38 +08:00

191 行
5.2 KiB
JavaScript

'use strict';
const { EventEmitter } = require('events');
const { Vec3 } = require('vec3');
/** 真实的 1.21.4 注册表(mineflayer-pathfinder 的 Movements 依赖它) */
let cachedRegistry = null;
function defaultRegistry() {
if (!cachedRegistry) {
cachedRegistry = require('minecraft-data')('1.21.4');
}
return cachedRegistry;
}
/**
* 测试用的假 bot:只实现被测模块真正用到的接口,
* 避免测试依赖真实 Minecraft 服务器。
*/
class FakeBot extends EventEmitter {
constructor(options) {
super();
const opts = options || {};
this.username = opts.username || 'TestBot';
this.physicsEnabled = true;
this.usingHeldItem = false;
this.vehicle = null;
this.food = 20;
this.health = 20;
this.game = { gameMode: opts.gameMode || 'survival' };
this.physics = Object.assign({
gravity: 0.08,
playerSpeed: 0.1,
sprintSpeed: 0.3,
sneakSpeed: 0.3,
stepHeight: 0.6,
airborneInertia: 0.91,
waterInertia: 0.8,
yawSpeed: 3.0,
pitchSpeed: 3.0
}, opts.physics || {});
this.entity = {
position: new Vec3(opts.x || 0, opts.y || 64, opts.z || 0),
velocity: new Vec3(0, 0, 0),
yaw: 0,
pitch: 0,
eyeHeight: 1.62,
isInWater: false,
isInLava: false,
onGround: true
};
/** @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 = {};
this.world = opts.world || { raycast: () => null };
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) {
return this.controls[control] === true;
}
setControlState(control, state) {
this.controls[control] = state === true;
this.emit('controlState', control, state);
}
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' };
}
look(yaw, pitch) {
this.entity.yaw = yaw;
this.entity.pitch = pitch === undefined ? this.entity.pitch : pitch;
return Promise.resolve();
}
lookAt(point) {
return this.look(this.entity.yaw, this.entity.pitch);
}
attack(entity, swing) {
this.lastAttack = { entity, swing };
}
activateItem() {
this.usingHeldItem = true;
}
deactivateItem() {
this.usingHeldItem = false;
}
async waitForTicks(ticks) {
for (let i = 0; i < (ticks || 1); i++) this.emit('physicsTick');
}
chat(message) {
this.lastChat = message;
}
equip() {
return Promise.resolve();
}
consume() {
this.usingHeldItem = false;
this.food = 20;
return Promise.resolve();
}
mount() {
this.vehicle = { id: 99, position: this.entity.position.clone(), name: 'oak_boat' };
}
dismount() {
this.vehicle = null;
}
moveVehicle() {
this.lastVehicleMove = Array.from(arguments);
}
/** 推进一个物理 tick(触发合规层的旋转推进) */
tick() {
this.emit('physicsTick');
}
/** 推进 n 个物理 tick */
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 };