I have a lot of tests that are being run with Jest and Puppeteer. I'm creating a new browser instance with puppeteer.launch() before each test, in order to avoid situations where re-using the browser results in flaky behavior. When I run all my tests together, occasionally the browser crashes after launching, and I can detect this by listening for the browser.on('disconnected', ...) event.
I'm now trying to handle that case, and re-create the browser if needed. The problem is how can I force the Chromium browser to crash, and send the same disconnected event? I've tried loading the page with special chrome:// URLs (see below).
Here's the simple example I'm working on:
import puppeteer from 'puppeteer';
async function getPage(url) {
const browser = await puppeteer.launch({});
const page = await browser.newPage();
await browser.on('disconnected', async () => {
console.log('############ browser crashed #############');
});
await page.goto(url, {waitUntil: 'load'});
return page;
};
describe('Raw Puppeteer Test', () => {
let page;
beforeEach(async () => {
page = await getPage('chrome://kill/');
});
afterEach(async () => {
await page.close();
await page.browser().close();
});
it('should relaunch the browser and re-run if the browser crashes', async () => {
const el = await page.waitForSelector('h1');
expect(el).not.toBeNull();
});
});
While kill and crash do appear to crash the Chromium browser, it doesn't send the disconnected event that a real crash would. I also tried inducebrowsercrashforrealz but that just results in a net::ERR_INVALID_URL error.
Is there a way to simulate a failed browser initialization in Puppeteer, that mimics a real-life crash?
Related
The credentials are verified to be correct.
When I run my script, I have headless:false and am watching everything seemingly behave correctly, but I get an incorrect username/password error. The same holds true if I manually type in the creds in this SAME browser that pops open when my script starts.
If I switch to my installed browser, however, creds work and I can login no problem.
I am just learning Puppeteer and do not have much front end experience. My guess is either Pandora has some extra layers of protection for logging in via scripts, or something I don't know about headless browsers in general.
Here is my script:
const puppeteer = require('puppeteer');
var fs = require('fs');
var ini = require('ini');
var config = ini.parse(fs.readFileSync('./creds.ini', 'utf-8'));
pandora_user = config.pandora.name;
pandora_pass = config.pandora.pass;
(async () => {
const browser = await puppeteer.launch(
{
headless: false,
executablePath: "C:\\Program Files\\Google\\Chrome\\Application\\chrome.exe"
}
);
const page = await browser.newPage();
const timeout = 500000; // my internet is down, running off bluetooth phone connection, dont judge me here
page.setDefaultTimeout(timeout);
try {
await page.goto("https://www.pandora.com/account/sign-in");
await page.waitForSelector(`input[name=email]`, {timeout, visible: true});
await page.waitForSelector(`input[name=password]`, {timeout, visible: true});
await page.type(`input[name=email]`, pandora_user);
await page.type(`input[name=password]`, pandora_pass);
await Promise.all([
page.click(`button[name="login"]`),
page.waitForNavigation()
])
} catch (err) {
console.log(err);
} finally {
await browser.close();
}
Tried adding ignoreDefaultArgs: ['--enable-automation'], to the launch args
I am running puppeteer in kiosk-printing mode to automate the printing of PDF to the printer. But I have to use waitForTimeout to give the printer sufficient time to, I guess, receive the print instructions. Otherwise, browser.close( ) shuts puppeteer down too quickly, and nothing prints.
How to wait for the print function to complete? I am not sure what the arbitrary waitForTimeout value should be.
const puppeteer = require('puppeteer');
(async () =>
{
const browser = await puppeteer.launch(
{
headless: false,
"args": [ "--kiosk-printing" ]
});
const page = await browser.newPage();
await page.goto(`file:///C:/Users/srich/Downloads/packing-list.pdf`);
await page.evaluate(() => { window.print(); });
await page.waitForTimeout(2000) ;
await browser.close( ) ;
})();
I tried to goto a web page after running window.print. Then wait for that navigation to complete. But the shutdown of puppeteer still came too quickly and the PDF did not print.
await page.evaluate(() => { window.print(); });
await page.goto(`https://google.com`);
await page.waitForSelector('input');
await browser.close( ) ;
I'm trying to collect Chrome browser logs: browser-issued warnings such as deprecation and interventions. For example, for site https://uriyaa.wixsite.com/corvid-cli2:
A cookie associated with a cross-site resource at http://wix.com/ was set without the `SameSite` attribute.
A future release of Chrome will only deliver cookies with cross-site requests if they are set with `SameSite=None` and `Secure`.
You can review cookies in developer tools under Application>Storage>Cookies and see more details at https://www.chromestatus.com/feature/5088147346030592 and https://www.chromestatus.com/feature/5633521622188032.
I thought the following code would do the trick but it only catches logs generated by the page code.
(async ()=> {
const browser = await puppeteer.launch({dumpio: true});
const page = await browser.newPage();
page.on('console', msg => {
for (let i = 0; i < msg._args.length; ++i)
console.log(`${i}: ${msg._args[i]}`);
});
await page.goto('https://uriyaa.wixsite.com/corvid-cli2', {waitUntil: 'networkidle2', timeout: 20000});
await page.screenshot({path: 'screenshot.png'});
await browser.close();
})();
bellow is not relevant as I thought as reportingobserver does not catch the chrome info on cookies without sameSite:
Reading on the subject led me to https://developers.google.com/web/updates/2018/07/reportingobserver but I'm not sure how to use it, using the example int the browser console didn't work.
I'm not sure in which context the observer code should be used or if the browser need a flag to activate the reporting API. Or if this is the way to got about it.
help is welcomed.
Presumably, the 'console' event only catches console.log() and similar calls from the pages. But it seems you can catch warnings from the browser via CDPSession with Log Domain. Unfortunately, it works for me only with a headful browser:
'use strict';
const puppeteer = require('puppeteer');
(async function main() {
try {
const browser = await puppeteer.launch({ headless: false });
const [page] = await browser.pages();
const cdp = await page.target().createCDPSession();
await cdp.send('Log.enable');
cdp.on('Log.entryAdded', async ({ entry }) => {
console.log(entry);
});
await page.goto('https://uriyaa.wixsite.com/corvid-cli2');
} catch (err) {
console.error(err);
}
})();
And one of the entries:
{
source: 'other',
level: 'warning',
text: 'A cookie associated with a cross-site resource at http://www.wix.com/ was set without the `SameSite` attribute. It has been blocked, as Chrome now only delivers cookies with cross-site requests if they are set with `SameSite=None` and `Secure`. You can review cookies in developer tools under Application>Storage>Cookies and see more details at https://www.chromestatus.com/feature/5088147346030592 and https://www.chromestatus.com/feature/5633521622188032.',
timestamp: 1589058118372.802,
url: 'https://uriyaa.wixsite.com/corvid-cli2'
}
When you launch Puppeteer browser, inside the options object, you should set dumpio to true:
await puppeteer.launch({ dumpio: true });
This will basically "pipe browser process stdout and stderr into process.stdout and process.stderr", which means it will redirect browser logs to whatever main process, server, etc. you are running.
You can see this and other launch options you can use when launching Puppeteer in here: https://www.puppeteersharp.com/api/PuppeteerSharp.LaunchOptions.html
Can someone explain why this code isn't working. I have a console log before I run page.evaluate() which logs what I expect, but the console log inside page.evaluate never runs.
const puppeteer = require('puppeteer');
(async () => {
try {
const browser = await puppeteer.launch();
const page = await browser.newPage();
await page.goto('https://www.example.com');
page.on('response', async response => {
const url = response.url();
if (url.includes('something')) {
console.log('this code runs');
await page.evaluate(() => {
console.log("this code doesn't run");
});
}
});
} catch (err) {
console.log(err);
}
})();
Console log doesn't work in page.evaluate()
https://github.com/GoogleChrome/puppeteer/issues/1944
Try to use this code for display console.log from evaluate
page.on('console', msg => {
for (let i = 0; i < msg.args().length; ++i)
console.log(`${i}: ${msg.args()[i]}`);
});
page.evaluate(() => console.log('hello', 5, {foo: 'bar'}));
https://pptr.dev/#?product=Puppeteer&version=v1.20.0&show=api-event-console
The code inside page.evaluate is run in the browser context, so the console.log works, but inside the Chrome console and not the Puppeteer one.
To display the logs of the Chrome context inside the Puppeteer console, you can set dumpio to true in the arguments when launching a browser using Puppeteer:
const browser = await puppeteer.launch({
dumpio: true
})
Console.log works but in the browser context. I'm guessing here that you are trying to see the log in the CLI. If you want to see the log set headless to false and then see the log in the browser console.
I'm trying to use headless Chrome (v66 on Win10, using C#) to take a series of screenshots from a 3D model in forge autodesk viewer.
The problem i'm facing is that once the model is loaded i set the camera into the first position, take a screenshot and then try to set the camera to the next position for the next screenshot. Once i try that (setting the camera position later then on the initial load), the webgl context is lost.
I have too little knowledge of WebGL / swiftshaders / etc, but what i find frustrating, is that when i position the camera directly after the load, it does work. (IE, the workaround is to spawn a seperate headless session per camera view, but since the loading of the geometry takes 20sec or more, thats not preferred)
So, this:
viewerApp.myCurrentViewer.addEventListener(Autodesk.Viewing.GEOMETRY_LOADED_EVENT,
function () {
_viewer = viewerApp.myCurrentViewer;
SetPerspective();
SetCamera(cams[0].position, cams[0].target);//no probs here
document.getElementById('MyViewerDiv').classList.add("geometry-loaded");
});
works (the camera is positioned), but when i execute a javascript function later (using driver.ExecuteScript($"SetCamera({JsonConvert.SerializeObject(target.Value.Position)},{JsonConvert.SerializeObject(target.Value.Target)});"); or on a timeout in the page itself, it outputs WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost.
When i use a smaller model, everything works. Thus i think i understand the reason is too much memory/processing consumption, but why is it working at all then?
Looking at resource monitor, im not convinced that the consumption is actually problematic, my laptop should be capable (i7HQ7700, gtx1050, 16gbRam) I tried fiddling around with some GPU and GL flags of Chrome, to no avail. I suspect the GPU isn't used (which i found some posts that it actually can be used in headless...) Also, the forge viewer outputs GPU mem used, but that might be just the log message:
Starting ChromeDriver 2.38.552522 (437e6fbedfa8762dec75e2c5b3ddb86763dc9dcb) on port 62676
Only local connections are allowed.
[0517/203535.902:ERROR:gpu_process_transport_factory.cc(1007)] Lost UI shared context.
DevTools listening on ws://127.0.0.1:12556/devtools/browser/5b66c120-dc64-4211-a207-ac97152ace9a
---some ssl future warnings---
[0517/203540.524:INFO:CONSOLE(2)] "THREE.WebGLRenderer", source: https://developer.api.autodesk.com/modelderivative/v2/viewers/three.min.js (2)
[0517/203543.074:INFO:CONSOLE(0)] "[.Offscreen-For-WebGL-00000237DECBB270]RENDER WARNING: there is no texture bound to the unit 0", source: http://localhost:8881/Content/Screenshot.html
[0517/203543.074:INFO:CONSOLE(0)] "[.Offscreen-For-WebGL-00000237DECBB270]RENDER WARNING: there is no texture bound to the unit 0", source: http://localhost:8881/Content/Screenshot.html
[0517/203552.280:INFO:CONSOLE(2)] "Total geometry size: 8.434013366699219 MB", source: https://developer.api.autodesk.com/modelderivative/v2/viewers/three.min.js (2)
[0517/203552.281:INFO:CONSOLE(2)] "Number of meshes: 2909", source: https://developer.api.autodesk.com/modelderivative/v2/viewers/three.min.js (2)
[0517/203552.281:INFO:CONSOLE(2)] "Num Meshes on GPU: 2908", source: https://developer.api.autodesk.com/modelderivative/v2/viewers/three.min.js (2)
[0517/203552.281:INFO:CONSOLE(2)] "Net GPU geom memory used: 7494392", source: https://developer.api.autodesk.com/modelderivative/v2/viewers/three.min.js (2)
[0517/203558.143:INFO:CONSOLE(0)] "WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost", source: http://localhost:8881/Content/Screenshot.html
To be complete, running the same program without the --headless flag, is working fine, so i guess the code itself is ok.
Is there any way to increase the allowed resources or anything?
(code for SetCamera)
function SetCamera(newPos, newTarget) {
nav = nav || viewerApp.myCurrentViewer.navigation;
nav.setPosition(newPos);
nav.setTarget(newTarget);
nav.orientCameraUp();
}
EDIT: Test case (currently on a test website, so this will we deleted at some point)
EDIT2: Result for running code below
NodeJS:
try {
const URN = '';
const Token = '';
(async () => {
const puppeteer = require('puppeteer');
const browser = await puppeteer.launch();
const page = await browser.newPage();
console.log('browsing');
await page.goto('https://rogerintelligentcloud.azurewebsites.net/test?urn=' + URN + '&token=' + Token);
//replace autodeskURN and token to point to your model
console.log("waiting");
await page.mainFrame().waitForSelector(
'.geometry-loaded', {
timeout: 60000
});
await takescreen(page, 'nodetest1');
await takescreen(page, 'nodetest2');
await takescreen(page, 'nodetest3');
await takescreen(page, 'nodetest4');
await takescreen(page, 'nodetest5');
await takescreen(page, 'nodetest6');
await page.evaluate("Test();");
await takescreen(page, 'nodetest11');
await takescreen(page, 'nodetest12');
await takescreen(page, 'nodetest13');
await takescreen(page, 'nodetest14');
await takescreen(page, 'nodetest15');
await takescreen(page, 'nodetest16');
await browser.close();
})();
} catch (e) {
console.log(e);
}
async function takescreen(page, name){
await page.screenshot({
path: 'c:\\temp\\'+name+'.png'
});
}
I didn't see any WebGL related error messages show up with your snippet and the rme_advanced_sample_project.rvt model, the only one I can see is page.delay is not defined. Here is my test code modified from the your code snippet and Philippe's forge-viewer-headless demo. If I missed something, please kindly point out. Thanks~
import puppeteer from 'puppeteer'
import 'babel-polyfill'
import path from 'path'
import os from 'os';
try {
const URN = 'YOUR_URN';
const Token = 'YOUR_TOKEN';
(async () => {
const browser = await puppeteer.launch();
const page = await browser.newPage();
await page.goto(`https://rogerintelligentcloud.azurewebsites.net/test?urn=${ URN }&token=${ Token }`);
//replace autodeskURN and token to point to your model
await page.mainFrame().waitForSelector(
'.geometry-loaded', {
timeout: 60000
});
await delay(3000);
await page.screenshot({
path: path.join( os.tmpdir(), 'nodetest.png' )
})
await page.evaluate("Test();");
await page.evaluate("Test();");
await page.evaluate("Test();");
await page.evaluate("Test();");
await delay(3000);
const targetTxt = await page.evaluate(() => document.querySelector('body > :last-child').innerText );
console.log( targetTxt );
const targetLen = await page.evaluate(() => document.querySelectorAll('body > div:not(.box)').length );
console.log( targetLen );
await page.screenshot({
path: path.join( os.tmpdir(), 'nodetest2.png' )
})
await browser.close();
})();
function delay(timeout) {
return new Promise((resolve) => {
setTimeout(resolve, timeout);
});
}
}
catch (e) {
console.log(e);
}
Snapshot from my test result:
nodetest.png:
nodetest2.png:
Edit 2:
Tested with your code, it works fine on my machine.
But there is one change to run your code properly in my env. I modified your takescreen function definition:
function takescreen(page, name){
return page.screenshot({
path: 'c:\\temp\\'+name+'.png'
});
}