fix(click): scroll into view + DOM-dispatch fallback for reliable clicks
Real-world dogfooding surfaced clicks that resolve a valid @ref but still miss: - Scroll the target into view before computing click coordinates (scrollIntoViewIfNeeded). Without it, an element below the fold — or revealed after a scroll/popup — yields off-viewport coordinates and the click lands on whatever occupies that screen point. - Fall back to a DOM-dispatched `.click()` when the coordinate path fails (a persistent floating layer failing the occlusion guard, or coordinates that won't resolve). The DOM dispatch targets the intended element directly instead of a screen point, so an overlay or portal can't divert it. - AGENT_BROWSER_CLICK_MODE: "" (default: scroll + coordinate + DOM fallback), "coord" (strict coordinate, hard-fail on occlusion), "dom" (always element.click() — best for autocomplete/menu <li> that close on input blur). Fallback is limited to left single-clicks (DOM .click() can't express right/middle/double). Non-left/multi and "coord" mode keep the original error. Docs: README knob table + skill commands.md gain CLICK_MODE, a click-reliability note, and a "debug forms/hidden inputs with eval" section (snapshot doesn't show hidden inputs — the fast path to bugs like a hidden point_choice=none). 6 click/interaction e2e green; full suite 760 passed.
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@@ -139,6 +139,7 @@ When using `--launch` mode (standalone browser), a full suite of 32 stealth patc
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| `AGENT_BROWSER_BLOCK_WEBRTC` | auto | `--launch` only. Auto-forces WebRTC through the proxy when one is set (no real-IP leak). `1` hides the local IP without a proxy; `0` opts out. |
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| `AGENT_BROWSER_HIDE_CANVAS` | off | `--launch` only. Adds session-stable canvas/audio fingerprint noise. Off by default (noise is itself a "lie"). |
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| `AGENT_BROWSER_ADAPTIVE_REF` | on | When a saved `@ref` moves and the role/name re-query fails, relocate it by fingerprint similarity (high score + clear margin required, else it fails loudly). `0` disables. |
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| `AGENT_BROWSER_CLICK_MODE` | _(auto)_ | Click strategy. Default scrolls the target into view, dispatches a coordinate click, and falls back to a DOM `.click()` if a floating layer occludes the point. `dom` always uses `.click()` (best for autocomplete/menu items that close on blur); `coord` is strict coordinate-only (hard-fail on occlusion). |
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## Differences from upstream
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@@ -15,7 +15,111 @@ pub async fn click(
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click_count: i32,
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iframe_sessions: &HashMap<String, String>,
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) -> Result<(), String> {
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let (x, y, effective_session_id) = resolve_element_center(
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// AGENT_BROWSER_CLICK_MODE: "" (default) = coordinate click with a DOM
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// fallback; "coord" = strict coordinate only (no fallback); "dom" = always
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// dispatch through the DOM.
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let mode = std::env::var("AGENT_BROWSER_CLICK_MODE").unwrap_or_default();
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// (A) Scroll the target into view first so the computed coordinates land
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// inside the viewport. Without this, an element below the fold (or revealed
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// after scroll/popup) yields off-viewport coordinates and the click lands on
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// whatever currently occupies that point. Best-effort: ignore failures.
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scroll_into_view_if_needed(client, session_id, ref_map, selector_or_ref, iframe_sessions).await;
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if mode == "dom" {
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return dom_click(client, session_id, ref_map, selector_or_ref, iframe_sessions).await;
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}
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let resolved = resolve_element_center(
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client,
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session_id,
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ref_map,
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selector_or_ref,
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iframe_sessions,
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)
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.await;
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match resolved {
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Ok((x, y, effective_session_id)) => {
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dispatch_click(client, &effective_session_id, x, y, button, click_count).await
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}
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Err(e) => {
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// (B) The coordinate path failed — typically a persistent overlay
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// failing the occlusion guard, or coordinates that won't resolve.
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// Fall back to a DOM-dispatched `.click()` on the intended element,
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// which targets the element directly instead of a screen point.
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// Skipped for strict "coord" mode and for non-left / multi-clicks
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// (a DOM `.click()` can't express right/middle/double semantics).
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if mode == "coord" || button != "left" || click_count != 1 {
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return Err(e);
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}
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eprintln!(
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"[click] coordinate click failed ({e}); falling back to DOM dispatch \
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(set AGENT_BROWSER_CLICK_MODE=coord to disable)"
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);
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dom_click(client, session_id, ref_map, selector_or_ref, iframe_sessions)
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.await
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.map_err(|dom_err| format!("{e}\n(DOM-dispatch fallback also failed: {dom_err})"))
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}
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}
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}
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/// Best-effort scroll-into-view before a coordinate click. Uses Chrome's
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/// `scrollIntoViewIfNeeded` (only scrolls when not already fully visible),
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/// falling back to centered `scrollIntoView`. Resolution failures are ignored —
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/// the subsequent resolve will surface a real "not found" error.
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async fn scroll_into_view_if_needed(
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client: &CdpClient,
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session_id: &str,
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ref_map: &RefMap,
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selector_or_ref: &str,
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iframe_sessions: &HashMap<String, String>,
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) {
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let Ok((object_id, effective_session_id)) = resolve_element_object_id(
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client,
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session_id,
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ref_map,
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selector_or_ref,
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iframe_sessions,
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)
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.await
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else {
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return;
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};
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let js = "function() { try { \
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if (typeof this.scrollIntoViewIfNeeded === 'function') { this.scrollIntoViewIfNeeded(true); } \
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else { this.scrollIntoView({ block: 'center', inline: 'center' }); } \
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} catch (e) {} }";
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let _ = client
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.send_command_typed::<_, Value>(
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"Runtime.callFunctionOn",
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&CallFunctionOnParams {
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function_declaration: js.to_string(),
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object_id: Some(object_id),
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arguments: None,
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return_by_value: Some(true),
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await_promise: Some(false),
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},
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Some(&effective_session_id),
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)
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.await;
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// Let the scroll settle so the following getBoxModel sees final coordinates.
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wait_for_paint_settled(client, &effective_session_id).await;
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}
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/// Dispatch a click through the DOM (`element.click()`) instead of via screen
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/// coordinates. Targets the intended element directly, so it works when a
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/// floating layer occludes the click point or the element sits in a portal that
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/// confuses `elementFromPoint`. Used as the fallback for `click` and when
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/// `AGENT_BROWSER_CLICK_MODE=dom`.
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async fn dom_click(
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client: &CdpClient,
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session_id: &str,
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ref_map: &RefMap,
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selector_or_ref: &str,
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iframe_sessions: &HashMap<String, String>,
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) -> Result<(), String> {
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let (object_id, effective_session_id) = resolve_element_object_id(
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client,
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session_id,
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ref_map,
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@@ -23,7 +127,21 @@ pub async fn click(
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iframe_sessions,
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)
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.await?;
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dispatch_click(client, &effective_session_id, x, y, button, click_count).await
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client
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.send_command_typed::<_, Value>(
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"Runtime.callFunctionOn",
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&CallFunctionOnParams {
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function_declaration: "function() { this.click(); }".to_string(),
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object_id: Some(object_id),
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arguments: None,
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return_by_value: Some(true),
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await_promise: Some(false),
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},
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Some(&effective_session_id),
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)
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.await?;
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wait_for_paint_settled(client, &effective_session_id).await;
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Ok(())
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}
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pub async fn dblclick(
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@@ -336,6 +336,25 @@ agent-browser profiler start # Start Chrome DevTools profiling
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agent-browser profiler stop trace.json # Stop and save profile
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```
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### Debugging forms / hidden state with `eval`
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The a11y `snapshot` shows visible, interactive elements — it does **not** show
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hidden inputs or a control's actual submitted value. When a form "looks filled"
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but submit-validation rejects it, go straight to the DOM with `eval` instead of
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guessing from the snapshot. This is usually the fastest way to find the real
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problem (e.g. a hidden `point_choice=none` that the visible UI never exposes):
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```bash
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# Dump every field's name → value, including hidden inputs and unchecked radios
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agent-browser eval "JSON.stringify([...document.forms[0].elements].map(e=>({name:e.name,type:e.type,value:e.value,checked:e.checked})).filter(e=>e.name))"
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# Inspect one hidden field directly
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agent-browser eval "document.querySelector('[name=point_choice]')?.value"
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# Why won't it submit? Ask the browser's own validity API
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agent-browser eval "[...document.forms[0].elements].filter(e=>!e.validity?.valid).map(e=>e.name+': '+e.validationMessage)"
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```
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## React / Web Vitals
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Requires `--enable react-devtools` at launch for the `react ...` commands.
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@@ -391,8 +410,22 @@ AGENT_BROWSER_HIDE_SCROLLBARS="false" # Keep native scrollbars visible in
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AGENT_BROWSER_PROVIDER="browserbase" # Cloud browser provider
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AGENT_BROWSER_STREAM_PORT="9223" # Override WebSocket streaming port (default: OS-assigned)
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AGENT_BROWSER_HOME="/path/to/agent-browser" # Custom install location
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AGENT_BROWSER_CLICK_MODE="dom" # Click strategy: "" (default: scroll-in + coordinate
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# click, DOM-dispatch fallback), "coord" (strict
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# coordinate only), "dom" (always element.click())
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```
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### Click reliability
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`click` auto-scrolls the target into view first, then dispatches a coordinate
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click. If that fails (a floating layer fails the occlusion guard, or the point
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won't resolve) it falls back to a DOM-dispatched `.click()` on the intended
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element. If a click *reports success but the page didn't react* — common for
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autocomplete/menu `<li>` items that close on the input's blur — retry that one
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with `AGENT_BROWSER_CLICK_MODE=dom` (a DOM dispatch doesn't move focus the way a
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real pointer press does, so the item still selects). `=coord` disables the
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fallback when you specifically want a hard failure on occlusion.
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### Stealth / anti-detection knobs (fork)
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```bash
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