Пример #1
0
def find_seen_but_unclick_elements(elements, scene_name):
    unclick_elements = []

    for elem in elements:
        e = TouchElem(scene_name, elem[0])
        if e not in clicked_elements:
            unclick_elements.append(elem)

    return unclick_elements
Пример #2
0
def find_unseen_elements(elements, scene_name):
    unseen_elements = []

    for elem in elements:
        e = TouchElem(scene_name, elem[0])
        if e not in seen_elements:
            unseen_elements.append(elem)

    return unseen_elements
Пример #3
0
def print_current_layer():
    elements = engine.get_touchable_elements()
    scene_name = engine.get_scene()

    curr_layer = ViewLayer()
    for e, _ in elements:
        te = TouchElem(scene_name, e)
        curr_layer.add_element(te)
    curr_layer.sort_elems_by_name()

    print("current layer: %s" % curr_layer.fullstr())
Пример #4
0
def explore(statfilename="policy.log",
            forbid_names=None,
            mode=0,
            max_num=300,
            interval=3):
    # mode: 0 for new strategy, 1 for old one

    global seen_elements, clicked_elements, visited_layer, unclick_element_2_layers, layer_2_unclick_cnt
    policy_cnt = [0, 0, 0, 0]

    logger.info("Start Exploring")

    graph = Graph()

    init_game_activity()

    prev_layer = None
    prev_entry = None

    cnt = 0
    error = 0
    not_in_game = False
    while cnt < max_num:
        time.sleep(interval)
        count_stat(cnt, len(clicked_elements), len(seen_elements),
                   len(visited_layer))
        logger.info("loop cnt is %d", cnt)

        # not game package, sleep some time first to make it stable
        if not in_game_activity():
            time.sleep(10)

        if not in_game_activity():
            if qqwx.check_qq_wx_package():
                # try to handle qq/wx package
                qqwx.handle_qq_wx_package()
            elif not_in_game:
                logger.info("not game package anymore, raise Exception")
                raise Exception, "not game package anymore"
            else:
                # exit this layer
                logger.info("not game package, back")
                device.back()
                prev_layer = None
                prev_entry = None
                cnt += 1
                not_in_game = True
                continue
        not_in_game = False

        elements = []
        try:
            elements = engine.get_touchable_elements()
        except:
            elements = None
            stack = traceback.format_exc()
            not_in_game = True
            logger.warn(stack)
            reporter.screenshot()

        # get elements timed out (0 fps)
        if elements is None:
            logger.info("get elements timed out, back")
            if qqwx.check_qq_wx_package():
                # try to handle qq/wx package
                qqwx.handle_qq_wx_package()
            else:
                # exit this layer
                logger.info("not game package, back")
                device.back()
            prev_layer = None
            prev_entry = None
            cnt += 1
            continue

        if forbid_names:
            elements = [
                e for e in elements if e[0].object_name not in forbid_names
            ]
        elements = find_in_screen_elements(elements)
        scene_name = engine.get_scene()
        elements = get_desuffixed_elements(elements)
        # no touchable element
        if len(elements) == 0:
            #             logger.info("no touchable element, click screen center")
            #             click_screen_center()
            logger.info("no touchable element, click screen corner")
            click_screen_corner()
            prev_layer = None
            prev_entry = None
            cnt += 1
            continue

        unseen_elements = find_unseen_elements(elements, scene_name)
        unclick_elements = find_seen_but_unclick_elements(elements, scene_name)

        # set current layer
        curr_layer = ViewLayer()
        for e, _ in elements:
            te = TouchElem(scene_name, e)
            curr_layer.add_element(te)
        curr_layer.sort_elems_by_name()
        #         logger.info("current layer data:\n%s", curr_layer.fullstr())
        logger.info("current layer: %s", curr_layer)

        # add vertex
        if not graph.check_vertex(curr_layer):
            graph.add_vertex(curr_layer)

        if curr_layer not in visited_layer:
            visited_layer.add(curr_layer)

        # set globals
        clear_view_layer_in_global(curr_layer)
        layer_2_unclick_cnt[curr_layer] = 0

        for e, _ in elements:
            te = TouchElem(scene_name, e)

            # add TouchElement into seen_elements
            if te not in seen_elements:
                seen_elements.add(te)

            # if this is an unclick element
            if te not in clicked_elements:
                # if this unclick element was not recorded before
                if te not in unclick_element_2_layers or curr_layer not in unclick_element_2_layers[
                        te]:
                    layer_2_unclick_cnt[curr_layer] += 1

                    # add into unclick_element_2_layers
                    unclick_element_2_layers.setdefault(te,
                                                        set()).add(curr_layer)

        # add edge
        if prev_layer and prev_entry:
            graph.add_edge(prev_layer, curr_layer, prev_entry)
        else:
            logger.info("prev layer and entry are None, ignore the edge")

        if mode == 1:
            # old strategy
            e, pos = tools.find_less_click_element(elements)
        else:
            # new strategy
            if unseen_elements:
                e, pos = unseen_elements[0]
                logger.info("choose an unseen element: %s", e.object_name)
                policy_cnt[0] += 1
            elif unclick_elements:
                e, pos = unclick_elements[0]
                logger.info("choose an unclick element: %s", e.object_name)
                policy_cnt[1] += 1
            else:
                # check if current layer has only 1 element and no edge out
                # NOTE!!! this policy is very *TRICKY* and should be fixed in SDK engine later
                outlayers = [
                    l.id
                    for l in graph.get_vertex(curr_layer).get_connections()
                ]
                if len(elements) == 1 and (not outlayers or
                                           (len(outlayers) == 1
                                            and outlayers[0] == curr_layer)):
                    logger.info(
                        "only 1 element and no edge to other layer, click screen corner"
                    )
                    click_screen_corner()
                    prev_layer = None
                    prev_entry = None
                    cnt += 1
                    continue

                logger.info("current layer contains no unclick element")
                max_unclick_layer, path = find_max_layer_unclick_reachable(
                    graph, curr_layer)
                if max_unclick_layer and path:
                    logger.info("choose a max unclick layer: %s",
                                max_unclick_layer)
                    prev_layer, prev_entry, num = go_through_graph_path(
                        graph, path, forbid_names)
                    cnt += num
                    logger.info("cnt adds %d", num)
                    policy_cnt[2] += 1
                    continue
                else:
                    rand = random.randint(0, len(elements))
                    logger.info("choose an action by random: %d", rand)
                    if rand == 0:
                        # this policy could possibly combine with *no edge out* policy
                        # say: delete *no edge out* policy, and only use this one
                        logger.info("click screen corner")
                        click_screen_corner()
                        prev_layer = None
                        prev_entry = None
                        cnt += 1
                        continue
                    else:
                        e, pos = find_less_click_element_ex(elements)
                        logger.info("choose a less click one: %s",
                                    e.object_name)
                        policy_cnt[3] += 1

        # actually click the element
        tools.screen_shot_click_pos(pos["x"], pos["y"])

        # handle new click element
        te = TouchElem(scene_name, e)
        if te not in clicked_elements:
            logger.info("handle new click element: %s", te)

            # add into clicked_elements
            clicked_elements.add(te)

            # count down all related layers
            if te in unclick_element_2_layers:
                for layer in unclick_element_2_layers[te]:
                    layer_2_unclick_cnt[layer] -= 1

                    # protect the code
                    if layer_2_unclick_cnt[layer] < 0:
                        logger.warn(
                            "layer_2_unclick_cnt[layer] negative, must be wrong. %s",
                            layer)
                        layer_2_unclick_cnt[layer] = 0

                # delete TouchElem from unclick_element_2_layers
                del unclick_element_2_layers[te]

        # set prev layer and entry
        prev_layer = curr_layer
        prev_entry = te

        # add loop count
        cnt += 1

    count_stat(cnt, len(clicked_elements), len(seen_elements),
               len(visited_layer))

    logger.info("Finish Exploring")
    output_stat(statfilename)

    logger.debug("%s", graph)
    log_desuffix()

    seen_sum = len(seen_elements)
    clicked_sum = len(clicked_elements)
    unclick_sum = 0
    unclick_sum_zero = 0
    for k in unclick_element_2_layers:
        if len(unclick_element_2_layers[k]) > 0:
            unclick_sum += 1
        else:
            unclick_sum_zero += 1
    logger.info(
        "sumcheck. seen sum: %d, clicked sum: %s, unclick sum: %s, unclick sum zero: %s",
        seen_sum, clicked_sum, unclick_sum, unclick_sum_zero)

    logger.info("visited layer cnt: %d", len(visited_layer))
    logger.info("each policy cnt: %s", policy_cnt)

    sum1 = 0
    for v in graph:
        sum1 += layer_2_unclick_cnt[v.get_id()]
    sum2 = 0
    for elem in unclick_element_2_layers:
        sum2 += len(unclick_element_2_layers[elem])
    logger.info(
        "sumcheck. layer sum unclick cnt is %d, unclick element sum layer is %d",
        sum1, sum2)

    for elem in unclick_element_2_layers:
        logger.debug("unclick element contained in following layers: %s", elem)
        for layer in unclick_element_2_layers[elem]:
            #             logger.debug("%s", layer.fullstr())
            logger.debug("%s", layer)
Пример #5
0
def go_through_graph_path(graph, path, forbid_names):
    '''
    @return: (prev layer, prev entry, click number)
    '''
    prev_layer = None
    prev_entry = None

    # go through the path
    num = 0
    for i in range(0, len(path) - 1):
        time.sleep(3)

        from_vertex = graph.get_vertex(path[i])
        to_vertex = graph.get_vertex(path[i + 1])

        # get current real layer
        elements = engine.get_touchable_elements()
        if forbid_names:
            elements = [
                e for e in elements if e[0].object_name not in forbid_names
            ]
        elements = find_in_screen_elements(elements)
        scene_name = engine.get_scene()
        elements = get_desuffixed_elements(elements)
        curr_layer = ViewLayer()
        for e, _ in elements:
            te = TouchElem(scene_name, e)
            curr_layer.add_element(te)
        curr_layer.sort_elems_by_name()

        # current layer diff from memory
        if curr_layer != path[i]:
            if i > 0:
                logger.info(
                    "layer in real not equal to layer in memory, need to reset the edge"
                )
                prev_layer = path[i - 1]
                prev_entry = graph.get_vertex(path[i -
                                                   1]).get_entry(from_vertex)

                graph.del_edge(path[i - 1], path[i])
            else:
                logger.warn(
                    "layer path[0] in real not equal to layer in memory, impossible?!"
                )

            break
        else:
            logger.info("layer in real match memory, good")

        edge_element = from_vertex.get_entry(to_vertex)
        elem = engine.find_element(edge_element.element.object_name)

        if elem:
            tools.screen_shot_click(elem)
            num += 1
            logger.info("go through path from %s to %s, edge is %s", path[i],
                        path[i + 1], edge_element)
        else:
            logger.info("no entry %s in layer %s, clear the edge",
                        edge_element, path[i])
            graph.del_edge(path[i], path[i + 1])
            break
    else:
        # last layer in path
        time.sleep(3)

        # get current real layer
        elements = engine.get_touchable_elements()
        if forbid_names:
            elements = [
                e for e in elements if e[0].object_name not in forbid_names
            ]
        elements = find_in_screen_elements(elements)
        scene_name = engine.get_scene()
        elements = get_desuffixed_elements(elements)
        curr_layer = ViewLayer()
        for e, _ in elements:
            te = TouchElem(scene_name, e)
            curr_layer.add_element(te)
        curr_layer.sort_elems_by_name()

        if curr_layer != path[-1]:
            if len(path) > 1:
                logger.info(
                    "layer in real not equal to layer in memory, need to reset the edge"
                )
                prev_layer = path[-2]
                prev_entry = graph.get_vertex(path[-2]).get_entry(
                    graph.get_vertex(path[-1]))

                graph.del_edge(path[-2], path[-1])
            else:
                logger.warn(
                    "layer path[0] in real not equal to layer in memory, impossible?!"
                )

        else:
            logger.info("layer in real match memory, good")

    return (prev_layer, prev_entry, num)