unity-mcp/Server/tests/test_cli.py

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Add CLI (#606) * feat: Add CLI for Unity MCP server - Add click-based CLI with 15+ command groups - Commands: gameobject, component, scene, asset, script, editor, prefab, material, lighting, ui, audio, animation, code - HTTP transport to communicate with Unity via MCP server - Output formats: text, json, table - Configuration via environment variables or CLI options - Comprehensive usage guide and unit tests * Update based on AI feedback * Fixes main.py error * Update for further error fix * Update based on AI * Update script.py * Update with better coverage and Tool Readme * Log a message with implicit URI changes Small update for #542 * Minor fixes (#602) * Log a message with implicit URI changes Small update for #542 * Log a message with implicit URI changes Small update for #542 * Add helper scripts to update forks * fix: improve HTTP Local URL validation UX and styling specificity - Rename CSS class from generic "error" to "http-local-url-error" for better specificity - Rename "invalid-url" class to "http-local-invalid-url" for clarity - Disable httpServerCommandField when URL is invalid or transport not HTTP Local - Clear field value and tooltip when showing validation errors - Ensure field is re-enabled when URL becomes valid * Docker mcp gateway (#603) * Log a message with implicit URI changes Small update for #542 * Update docker container to default to stdio Replaces #541 * fix: Rider config path and add MCP registry manifest (#604) - Fix RiderConfigurator to use correct GitHub Copilot config path: - Windows: %LOCALAPPDATA%\github-copilot\intellij\mcp.json - macOS: ~/Library/Application Support/github-copilot/intellij/mcp.json - Linux: ~/.config/github-copilot/intellij/mcp.json - Add mcp.json for GitHub MCP Registry support: - Enables users to install via coplaydev/unity-mcp - Uses uvx with mcpforunityserver from PyPI * Use click.echo instead of print statements * Standardize whitespace * Minor tweak in docs * Use `wait` params * Unrelated but project scoped tools should be off by default * Update lock file * Whitespace cleanup * Update custom_tool_service.py to skip global registration for any tool name that already exists as a built‑in. * Avoid silently falling back to the first Unity session when a specific unity_instance was requested but not found. If a client passes a unity_instance that doesn’t match any session, this code will still route the command to the first available session, which can send commands to the wrong project in multi‑instance environments. Instead, when a unity_instance is provided but no matching session_id is found, return an error (e.g. 400/404 with "Unity instance '' not found") and only default to the first session when no unity_instance was specified. Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update docs/CLI_USAGE.md Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Updated the CLI command registration to only swallow missing optional modules and to surface real import-time failures, so broken command modules don’t get silently ignored. * Sorted __all__ alphabetically to satisfy RUF022 in __init__.py. * Validate --params is a JSON object before merging. Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> --------- Co-authored-by: Shutong Wu <51266340+Scriptwonder@users.noreply.github.com> Co-authored-by: dsarno <david@lighthaus.us> Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-01-22 08:53:13 +08:00
"""Unit tests for Unity MCP CLI."""
import json
import pytest
from unittest.mock import patch, MagicMock, AsyncMock
from click.testing import CliRunner
from cli.main import cli
from cli.utils.config import CLIConfig, get_config, set_config
from cli.utils.output import format_output, format_as_json, format_as_text, format_as_table
from cli.utils.connection import (
send_command,
check_connection,
list_unity_instances,
UnityConnectionError,
)
# =============================================================================
# Fixtures
# =============================================================================
@pytest.fixture
def runner():
"""Create a CLI test runner."""
return CliRunner()
@pytest.fixture
def mock_config():
"""Create a mock CLI configuration."""
return CLIConfig(
host="127.0.0.1",
port=8080,
timeout=30,
format="text",
unity_instance=None,
)
@pytest.fixture
def mock_unity_response():
"""Standard successful Unity response."""
return {
"success": True,
"message": "Operation successful",
"data": {"test": "data"}
}
@pytest.fixture
def mock_instances_response():
"""Mock Unity instances response."""
return {
"success": True,
"instances": [
{
"session_id": "test-session-123",
"project": "TestProject",
"hash": "abc123def456",
"unity_version": "2022.3.10f1",
"connected_at": "2024-01-01T00:00:00Z",
}
]
}
# =============================================================================
# Config Tests
# =============================================================================
class TestConfig:
"""Tests for CLI configuration."""
def test_default_config(self):
"""Test default configuration values."""
config = CLIConfig()
assert config.host == "127.0.0.1"
assert config.port == 8080
assert config.timeout == 30
assert config.format == "text"
assert config.unity_instance is None
def test_config_from_env(self, monkeypatch):
"""Test configuration from environment variables."""
monkeypatch.setenv("UNITY_MCP_HOST", "192.168.1.100")
monkeypatch.setenv("UNITY_MCP_HTTP_PORT", "9090")
monkeypatch.setenv("UNITY_MCP_TIMEOUT", "60")
monkeypatch.setenv("UNITY_MCP_FORMAT", "json")
monkeypatch.setenv("UNITY_MCP_INSTANCE", "MyProject")
config = CLIConfig.from_env()
assert config.host == "192.168.1.100"
assert config.port == 9090
assert config.timeout == 60
assert config.format == "json"
assert config.unity_instance == "MyProject"
def test_set_and_get_config(self, mock_config):
"""Test setting and getting global config."""
set_config(mock_config)
retrieved = get_config()
assert retrieved.host == mock_config.host
assert retrieved.port == mock_config.port
# =============================================================================
# Output Formatting Tests
# =============================================================================
class TestOutputFormatting:
"""Tests for output formatting utilities."""
def test_format_as_json(self):
"""Test JSON formatting."""
data = {"key": "value", "number": 42}
result = format_as_json(data)
parsed = json.loads(result)
assert parsed == data
def test_format_as_json_with_complex_types(self):
"""Test JSON formatting with complex types."""
from datetime import datetime
data = {"timestamp": datetime(2024, 1, 1)}
result = format_as_json(data)
assert "2024" in result
def test_format_as_text_success_response(self):
"""Test text formatting for success response."""
data = {
"success": True,
"message": "OK",
"data": {"name": "Player", "id": 123}
}
result = format_as_text(data)
assert "name" in result
assert "Player" in result
def test_format_as_text_error_response(self):
"""Test text formatting for error response."""
data = {"success": False, "error": "Something went wrong"}
result = format_as_text(data)
assert "Error" in result
assert "Something went wrong" in result
def test_format_as_text_list(self):
"""Test text formatting for lists."""
data = [{"name": "Item1"}, {"name": "Item2"}]
result = format_as_text(data)
assert "2 items" in result
def test_format_as_table(self):
"""Test table formatting."""
data = [
{"name": "Player", "id": 1},
{"name": "Enemy", "id": 2},
]
result = format_as_table(data)
assert "name" in result
assert "Player" in result
assert "Enemy" in result
def test_format_output_dispatch(self):
"""Test format_output dispatches correctly."""
data = {"key": "value"}
json_result = format_output(data, "json")
assert json.loads(json_result) == data
text_result = format_output(data, "text")
assert "key" in text_result
table_result = format_output(data, "table")
assert "key" in table_result.lower() or "Key" in table_result
# =============================================================================
# Connection Tests
# =============================================================================
class TestConnection:
"""Tests for connection utilities."""
@pytest.mark.asyncio
async def test_check_connection_success(self):
"""Test successful connection check."""
mock_response = MagicMock()
mock_response.status_code = 200
with patch("httpx.AsyncClient") as mock_client:
mock_client.return_value.__aenter__.return_value.get = AsyncMock(
return_value=mock_response
)
result = await check_connection()
assert result is True
@pytest.mark.asyncio
async def test_check_connection_failure(self):
"""Test failed connection check."""
with patch("httpx.AsyncClient") as mock_client:
mock_client.return_value.__aenter__.return_value.get = AsyncMock(
side_effect=Exception("Connection refused")
)
result = await check_connection()
assert result is False
@pytest.mark.asyncio
async def test_send_command_success(self, mock_unity_response):
"""Test successful command sending."""
mock_response = MagicMock()
mock_response.status_code = 200
mock_response.json.return_value = mock_unity_response
with patch("httpx.AsyncClient") as mock_client:
mock_client.return_value.__aenter__.return_value.post = AsyncMock(
return_value=mock_response
)
mock_response.raise_for_status = MagicMock()
result = await send_command("test_command", {"param": "value"})
assert result == mock_unity_response
@pytest.mark.asyncio
async def test_send_command_connection_error(self):
"""Test command sending with connection error."""
with patch("httpx.AsyncClient") as mock_client:
mock_client.return_value.__aenter__.return_value.post = AsyncMock(
side_effect=Exception("Connection refused")
)
with pytest.raises(UnityConnectionError):
await send_command("test_command", {})
# =============================================================================
# CLI Command Tests
# =============================================================================
class TestCLICommands:
"""Tests for CLI commands."""
def test_cli_help(self, runner):
"""Test CLI help command."""
result = runner.invoke(cli, ["--help"])
assert result.exit_code == 0
assert "Unity MCP Command Line Interface" in result.output
def test_cli_version(self, runner):
"""Test CLI version command."""
result = runner.invoke(cli, ["--version"])
assert result.exit_code == 0
def test_status_connected(self, runner, mock_instances_response):
"""Test status command when connected."""
with patch("cli.main.run_check_connection", return_value=True):
with patch("cli.main.run_list_instances", return_value=mock_instances_response):
result = runner.invoke(cli, ["status"])
assert result.exit_code == 0
assert "Connected" in result.output
def test_status_disconnected(self, runner):
"""Test status command when disconnected."""
with patch("cli.main.run_check_connection", return_value=False):
result = runner.invoke(cli, ["status"])
assert result.exit_code == 1
assert "Cannot connect" in result.output
def test_instances_command(self, runner, mock_instances_response):
"""Test instances command."""
with patch("cli.main.run_list_instances", return_value=mock_instances_response):
result = runner.invoke(cli, ["instances"])
assert result.exit_code == 0
def test_raw_command(self, runner, mock_unity_response):
"""Test raw command."""
with patch("cli.main.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["raw", "test_command", '{"param": "value"}'])
assert result.exit_code == 0
def test_raw_command_invalid_json(self, runner):
"""Test raw command with invalid JSON."""
result = runner.invoke(cli, ["raw", "test_command", "invalid json"])
assert result.exit_code == 1
assert "Invalid JSON" in result.output
# =============================================================================
# GameObject Command Tests
# =============================================================================
class TestGameObjectCommands:
"""Tests for GameObject CLI commands."""
def test_gameobject_find(self, runner, mock_unity_response):
"""Test gameobject find command."""
with patch("cli.commands.gameobject.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["gameobject", "find", "Player"])
assert result.exit_code == 0
def test_gameobject_find_with_options(self, runner, mock_unity_response):
"""Test gameobject find with options."""
with patch("cli.commands.gameobject.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"gameobject", "find", "Enemy",
"--method", "by_tag",
"--include-inactive",
"--limit", "100"
])
assert result.exit_code == 0
def test_gameobject_create(self, runner, mock_unity_response):
"""Test gameobject create command."""
with patch("cli.commands.gameobject.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["gameobject", "create", "NewObject"])
assert result.exit_code == 0
def test_gameobject_create_with_primitive(self, runner, mock_unity_response):
"""Test gameobject create with primitive."""
with patch("cli.commands.gameobject.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"gameobject", "create", "MyCube",
"--primitive", "Cube",
"--position", "0", "1", "0"
])
assert result.exit_code == 0
def test_gameobject_modify(self, runner, mock_unity_response):
"""Test gameobject modify command."""
with patch("cli.commands.gameobject.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"gameobject", "modify", "Player",
"--position", "0", "5", "0"
])
assert result.exit_code == 0
def test_gameobject_delete(self, runner, mock_unity_response):
"""Test gameobject delete command."""
with patch("cli.commands.gameobject.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["gameobject", "delete", "OldObject", "--force"])
assert result.exit_code == 0
def test_gameobject_delete_confirmation(self, runner, mock_unity_response):
"""Test gameobject delete with confirmation prompt."""
with patch("cli.commands.gameobject.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["gameobject", "delete", "OldObject"], input="y\n")
assert result.exit_code == 0
def test_gameobject_duplicate(self, runner, mock_unity_response):
"""Test gameobject duplicate command."""
with patch("cli.commands.gameobject.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"gameobject", "duplicate", "Player",
"--name", "Player2",
"--offset", "5", "0", "0"
])
assert result.exit_code == 0
def test_gameobject_move(self, runner, mock_unity_response):
"""Test gameobject move command."""
with patch("cli.commands.gameobject.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"gameobject", "move", "Chair",
"--reference", "Table",
"--direction", "right",
"--distance", "2"
])
assert result.exit_code == 0
# =============================================================================
# Component Command Tests
# =============================================================================
class TestComponentCommands:
"""Tests for Component CLI commands."""
def test_component_add(self, runner, mock_unity_response):
"""Test component add command."""
with patch("cli.commands.component.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["component", "add", "Player", "Rigidbody"])
assert result.exit_code == 0
def test_component_remove(self, runner, mock_unity_response):
"""Test component remove command."""
with patch("cli.commands.component.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["component", "remove", "Player", "Rigidbody", "--force"])
assert result.exit_code == 0
def test_component_set(self, runner, mock_unity_response):
"""Test component set command."""
with patch("cli.commands.component.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["component", "set", "Player", "Rigidbody", "mass", "5.0"])
assert result.exit_code == 0
def test_component_modify(self, runner, mock_unity_response):
"""Test component modify command."""
with patch("cli.commands.component.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"component", "modify", "Player", "Rigidbody",
"--properties", '{"mass": 5.0, "useGravity": false}'
])
assert result.exit_code == 0
# =============================================================================
# Scene Command Tests
# =============================================================================
class TestSceneCommands:
"""Tests for Scene CLI commands."""
def test_scene_hierarchy(self, runner, mock_unity_response):
"""Test scene hierarchy command."""
with patch("cli.commands.scene.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["scene", "hierarchy"])
assert result.exit_code == 0
def test_scene_hierarchy_with_options(self, runner, mock_unity_response):
"""Test scene hierarchy with options."""
with patch("cli.commands.scene.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"scene", "hierarchy",
"--max-depth", "5",
"--include-transform"
])
assert result.exit_code == 0
def test_scene_active(self, runner, mock_unity_response):
"""Test scene active command."""
with patch("cli.commands.scene.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["scene", "active"])
assert result.exit_code == 0
def test_scene_load(self, runner, mock_unity_response):
"""Test scene load command."""
with patch("cli.commands.scene.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["scene", "load", "Assets/Scenes/Main.unity"])
assert result.exit_code == 0
def test_scene_save(self, runner, mock_unity_response):
"""Test scene save command."""
with patch("cli.commands.scene.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["scene", "save"])
assert result.exit_code == 0
def test_scene_create(self, runner, mock_unity_response):
"""Test scene create command."""
with patch("cli.commands.scene.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["scene", "create", "NewLevel"])
assert result.exit_code == 0
def test_scene_screenshot(self, runner, mock_unity_response):
"""Test scene screenshot command."""
with patch("cli.commands.scene.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["scene", "screenshot", "--filename", "test"])
assert result.exit_code == 0
# =============================================================================
# Asset Command Tests
# =============================================================================
class TestAssetCommands:
"""Tests for Asset CLI commands."""
def test_asset_search(self, runner, mock_unity_response):
"""Test asset search command."""
with patch("cli.commands.asset.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["asset", "search", "*.prefab"])
assert result.exit_code == 0
def test_asset_info(self, runner, mock_unity_response):
"""Test asset info command."""
with patch("cli.commands.asset.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["asset", "info", "Assets/Materials/Red.mat"])
assert result.exit_code == 0
def test_asset_create(self, runner, mock_unity_response):
"""Test asset create command."""
with patch("cli.commands.asset.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["asset", "create", "Assets/Materials/New.mat", "Material"])
assert result.exit_code == 0
def test_asset_delete(self, runner, mock_unity_response):
"""Test asset delete command."""
with patch("cli.commands.asset.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["asset", "delete", "Assets/Old.mat", "--force"])
assert result.exit_code == 0
def test_asset_duplicate(self, runner, mock_unity_response):
"""Test asset duplicate command."""
with patch("cli.commands.asset.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"asset", "duplicate",
"Assets/Materials/Red.mat",
"Assets/Materials/RedCopy.mat"
])
assert result.exit_code == 0
def test_asset_move(self, runner, mock_unity_response):
"""Test asset move command."""
with patch("cli.commands.asset.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"asset", "move",
"Assets/Old/Mat.mat",
"Assets/New/Mat.mat"
])
assert result.exit_code == 0
def test_asset_mkdir(self, runner, mock_unity_response):
"""Test asset mkdir command."""
with patch("cli.commands.asset.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["asset", "mkdir", "Assets/NewFolder"])
assert result.exit_code == 0
# =============================================================================
# Editor Command Tests
# =============================================================================
class TestEditorCommands:
"""Tests for Editor CLI commands."""
def test_editor_play(self, runner, mock_unity_response):
"""Test editor play command."""
with patch("cli.commands.editor.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["editor", "play"])
assert result.exit_code == 0
def test_editor_pause(self, runner, mock_unity_response):
"""Test editor pause command."""
with patch("cli.commands.editor.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["editor", "pause"])
assert result.exit_code == 0
def test_editor_stop(self, runner, mock_unity_response):
"""Test editor stop command."""
with patch("cli.commands.editor.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["editor", "stop"])
assert result.exit_code == 0
def test_editor_console(self, runner, mock_unity_response):
"""Test editor console command."""
with patch("cli.commands.editor.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["editor", "console"])
assert result.exit_code == 0
def test_editor_console_clear(self, runner, mock_unity_response):
"""Test editor console clear command."""
with patch("cli.commands.editor.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["editor", "console", "--clear"])
assert result.exit_code == 0
def test_editor_add_tag(self, runner, mock_unity_response):
"""Test editor add-tag command."""
with patch("cli.commands.editor.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["editor", "add-tag", "Enemy"])
assert result.exit_code == 0
def test_editor_add_layer(self, runner, mock_unity_response):
"""Test editor add-layer command."""
with patch("cli.commands.editor.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["editor", "add-layer", "Interactable"])
assert result.exit_code == 0
def test_editor_menu(self, runner, mock_unity_response):
"""Test editor menu command."""
with patch("cli.commands.editor.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["editor", "menu", "File/Save"])
assert result.exit_code == 0
def test_editor_tests(self, runner, mock_unity_response):
"""Test editor tests command."""
with patch("cli.commands.editor.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["editor", "tests", "--mode", "EditMode"])
assert result.exit_code == 0
# =============================================================================
# Prefab Command Tests
# =============================================================================
class TestPrefabCommands:
"""Tests for Prefab CLI commands."""
def test_prefab_open(self, runner, mock_unity_response):
"""Test prefab open command."""
with patch("cli.commands.prefab.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["prefab", "open", "Assets/Prefabs/Player.prefab"])
assert result.exit_code == 0
def test_prefab_close(self, runner, mock_unity_response):
"""Test prefab close command."""
with patch("cli.commands.prefab.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["prefab", "close"])
assert result.exit_code == 0
def test_prefab_save(self, runner, mock_unity_response):
"""Test prefab save command."""
with patch("cli.commands.prefab.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["prefab", "save"])
assert result.exit_code == 0
def test_prefab_create(self, runner, mock_unity_response):
"""Test prefab create command."""
with patch("cli.commands.prefab.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"prefab", "create", "Player", "Assets/Prefabs/Player.prefab"
])
assert result.exit_code == 0
# =============================================================================
# Material Command Tests
# =============================================================================
class TestMaterialCommands:
"""Tests for Material CLI commands."""
def test_material_info(self, runner, mock_unity_response):
"""Test material info command."""
with patch("cli.commands.material.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["material", "info", "Assets/Materials/Red.mat"])
assert result.exit_code == 0
def test_material_create(self, runner, mock_unity_response):
"""Test material create command."""
with patch("cli.commands.material.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["material", "create", "Assets/Materials/New.mat"])
assert result.exit_code == 0
def test_material_set_color(self, runner, mock_unity_response):
"""Test material set-color command."""
with patch("cli.commands.material.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"material", "set-color", "Assets/Materials/Red.mat",
"1", "0", "0"
])
assert result.exit_code == 0
def test_material_set_property(self, runner, mock_unity_response):
"""Test material set-property command."""
with patch("cli.commands.material.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"material", "set-property", "Assets/Materials/Mat.mat",
"_Metallic", "0.5"
])
assert result.exit_code == 0
def test_material_assign(self, runner, mock_unity_response):
"""Test material assign command."""
with patch("cli.commands.material.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"material", "assign", "Assets/Materials/Red.mat", "Cube"
])
assert result.exit_code == 0
# =============================================================================
# Script Command Tests
# =============================================================================
class TestScriptCommands:
"""Tests for Script CLI commands."""
def test_script_create(self, runner, mock_unity_response):
"""Test script create command."""
with patch("cli.commands.script.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["script", "create", "PlayerController"])
assert result.exit_code == 0
def test_script_create_with_options(self, runner, mock_unity_response):
"""Test script create with options."""
with patch("cli.commands.script.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"script", "create", "EnemyData",
"--type", "ScriptableObject",
"--namespace", "MyGame"
])
assert result.exit_code == 0
def test_script_read(self, runner):
"""Test script read command."""
mock_response = {
"success": True,
"data": {"content": "using UnityEngine;\n\npublic class Test {}"}
}
with patch("cli.commands.script.run_command", return_value=mock_response):
result = runner.invoke(
cli, ["script", "read", "Assets/Scripts/Test.cs"])
assert result.exit_code == 0
def test_script_delete(self, runner, mock_unity_response):
"""Test script delete command."""
with patch("cli.commands.script.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["script", "delete", "Assets/Scripts/Old.cs", "--force"])
assert result.exit_code == 0
# =============================================================================
# Global Options Tests
# =============================================================================
class TestGlobalOptions:
"""Tests for global CLI options."""
def test_custom_host(self, runner, mock_unity_response):
"""Test custom host option."""
with patch("cli.main.run_check_connection", return_value=True):
with patch("cli.main.run_list_instances", return_value={"instances": []}):
result = runner.invoke(
cli, ["--host", "192.168.1.100", "status"])
assert result.exit_code == 0
def test_custom_port(self, runner, mock_unity_response):
"""Test custom port option."""
with patch("cli.main.run_check_connection", return_value=True):
with patch("cli.main.run_list_instances", return_value={"instances": []}):
result = runner.invoke(cli, ["--port", "9090", "status"])
assert result.exit_code == 0
def test_json_format(self, runner, mock_unity_response):
"""Test JSON output format."""
with patch("cli.commands.scene.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["--format", "json", "scene", "active"])
assert result.exit_code == 0
def test_table_format(self, runner, mock_unity_response):
"""Test table output format."""
with patch("cli.commands.scene.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["--format", "table", "scene", "active"])
assert result.exit_code == 0
def test_timeout_option(self, runner, mock_unity_response):
"""Test timeout option."""
with patch("cli.main.run_check_connection", return_value=True):
with patch("cli.main.run_list_instances", return_value={"instances": []}):
result = runner.invoke(cli, ["--timeout", "60", "status"])
assert result.exit_code == 0
# =============================================================================
# Error Handling Tests
# =============================================================================
class TestErrorHandling:
"""Tests for error handling."""
def test_connection_error_handling(self, runner):
"""Test connection error is handled gracefully."""
with patch("cli.commands.scene.run_command", side_effect=UnityConnectionError("Connection failed")):
result = runner.invoke(cli, ["scene", "hierarchy"])
assert result.exit_code == 1
assert "Connection failed" in result.output or "Error" in result.output
def test_invalid_json_params(self, runner):
"""Test invalid JSON parameters are handled."""
result = runner.invoke(cli, [
"component", "modify", "Player", "Rigidbody",
"--properties", "not valid json"
])
assert result.exit_code == 1
assert "Invalid JSON" in result.output
def test_missing_required_argument(self, runner):
"""Test missing required argument."""
result = runner.invoke(cli, ["gameobject", "find"])
assert result.exit_code != 0
assert "Missing argument" in result.output
# =============================================================================
# Integration-style Tests (with mocked responses)
# =============================================================================
class TestIntegration:
"""Integration-style tests with realistic response data."""
def test_full_gameobject_workflow(self, runner):
"""Test a full GameObject workflow."""
create_response = {
"success": True,
"message": "GameObject created",
"data": {"instanceID": -12345, "name": "TestObject"}
}
modify_response = {
"success": True,
"message": "GameObject modified"
}
delete_response = {
"success": True,
"message": "GameObject deleted"
}
# Create
with patch("cli.commands.gameobject.run_command", return_value=create_response):
result = runner.invoke(
cli, ["gameobject", "create", "TestObject", "--primitive", "Cube"])
assert result.exit_code == 0
assert "Created" in result.output
# Modify
with patch("cli.commands.gameobject.run_command", return_value=modify_response):
result = runner.invoke(
cli, ["gameobject", "modify", "TestObject", "--position", "0", "5", "0"])
assert result.exit_code == 0
# Delete
with patch("cli.commands.gameobject.run_command", return_value=delete_response):
result = runner.invoke(
cli, ["gameobject", "delete", "TestObject", "--force"])
assert result.exit_code == 0
assert "Deleted" in result.output
def test_scene_hierarchy_with_data(self, runner):
"""Test scene hierarchy with realistic data."""
hierarchy_response = {
"success": True,
"data": {
"nodes": [
{"name": "Main Camera", "instanceID": -100, "childCount": 0},
{"name": "Directional Light",
"instanceID": -200, "childCount": 0},
{"name": "Player", "instanceID": -300, "childCount": 2},
]
}
}
with patch("cli.commands.scene.run_command", return_value=hierarchy_response):
result = runner.invoke(cli, ["scene", "hierarchy"])
assert result.exit_code == 0
def test_find_gameobjects_with_results(self, runner):
"""Test finding GameObjects with results."""
find_response = {
"success": True,
"message": "Found 3 GameObjects",
"data": {
"instanceIDs": [-100, -200, -300],
"count": 3,
"hasMore": False
}
}
with patch("cli.commands.gameobject.run_command", return_value=find_response):
result = runner.invoke(cli, ["gameobject", "find", "Camera"])
assert result.exit_code == 0
# =============================================================================
# Instance Command Tests
# =============================================================================
class TestInstanceCommands:
"""Tests for instance management commands."""
def test_instance_list(self, runner):
"""Test listing Unity instances."""
mock_instances = {
"instances": [
{"project": "TestProject", "hash": "abc123",
"unity_version": "2022.3.10f1", "session_id": "sess-1"}
]
}
with patch("cli.commands.instance.run_list_instances", return_value=mock_instances):
result = runner.invoke(cli, ["instance", "list"])
assert result.exit_code == 0
assert "TestProject" in result.output
def test_instance_set(self, runner, mock_unity_response):
"""Test setting active instance."""
with patch("cli.commands.instance.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["instance", "set", "TestProject@abc123"])
assert result.exit_code == 0
def test_instance_current(self, runner):
"""Test showing current instance."""
result = runner.invoke(cli, ["instance", "current"])
assert result.exit_code == 0
# Should show info message about no instance set
assert "instance" in result.output.lower()
# =============================================================================
# Shader Command Tests
# =============================================================================
class TestShaderCommands:
"""Tests for shader commands."""
def test_shader_read(self, runner):
"""Test reading a shader."""
read_response = {
"success": True,
"data": {"contents": "Shader \"Custom/Test\" { ... }"}
}
with patch("cli.commands.shader.run_command", return_value=read_response):
result = runner.invoke(
cli, ["shader", "read", "Assets/Shaders/Test.shader"])
assert result.exit_code == 0
def test_shader_create(self, runner, mock_unity_response):
"""Test creating a shader."""
with patch("cli.commands.shader.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["shader", "create", "NewShader", "--path", "Assets/Shaders"])
assert result.exit_code == 0
def test_shader_delete(self, runner, mock_unity_response):
"""Test deleting a shader."""
with patch("cli.commands.shader.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["shader", "delete", "Assets/Shaders/Old.shader", "--force"])
assert result.exit_code == 0
# =============================================================================
# VFX Command Tests
# =============================================================================
class TestVfxCommands:
"""Tests for VFX commands."""
def test_vfx_particle_info(self, runner, mock_unity_response):
"""Test getting particle system info."""
with patch("cli.commands.vfx.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["vfx", "particle", "info", "Fire"])
assert result.exit_code == 0
def test_vfx_particle_play(self, runner, mock_unity_response):
"""Test playing a particle system."""
with patch("cli.commands.vfx.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["vfx", "particle", "play", "Fire"])
assert result.exit_code == 0
def test_vfx_particle_stop(self, runner, mock_unity_response):
"""Test stopping a particle system."""
with patch("cli.commands.vfx.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["vfx", "particle", "stop", "Fire"])
assert result.exit_code == 0
def test_vfx_line_info(self, runner, mock_unity_response):
"""Test getting line renderer info."""
with patch("cli.commands.vfx.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["vfx", "line", "info", "LaserBeam"])
assert result.exit_code == 0
def test_vfx_line_create_line(self, runner, mock_unity_response):
"""Test creating a line."""
with patch("cli.commands.vfx.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["vfx", "line", "create-line", "Line", "--start", "0", "0", "0", "--end", "10", "5", "0"])
assert result.exit_code == 0
def test_vfx_line_create_circle(self, runner, mock_unity_response):
"""Test creating a circle."""
with patch("cli.commands.vfx.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["vfx", "line", "create-circle", "Circle", "--radius", "5"])
assert result.exit_code == 0
def test_vfx_trail_info(self, runner, mock_unity_response):
"""Test getting trail renderer info."""
with patch("cli.commands.vfx.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["vfx", "trail", "info", "Trail"])
assert result.exit_code == 0
def test_vfx_trail_set_time(self, runner, mock_unity_response):
"""Test setting trail time."""
with patch("cli.commands.vfx.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["vfx", "trail", "set-time", "Trail", "2.0"])
assert result.exit_code == 0
def test_vfx_raw(self, runner, mock_unity_response):
"""Test raw VFX action."""
with patch("cli.commands.vfx.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["vfx", "raw", "particle_set_main", "Fire", "--params", '{"duration": 5}'])
assert result.exit_code == 0
def test_vfx_raw_invalid_json(self, runner):
"""Test raw VFX action with invalid JSON."""
result = runner.invoke(
cli, ["vfx", "raw", "particle_set_main", "Fire", "--params", "invalid json"])
assert result.exit_code == 1
assert "Invalid JSON" in result.output
# =============================================================================
# Batch Command Tests
# =============================================================================
class TestBatchCommands:
"""Tests for batch commands."""
def test_batch_inline(self, runner, mock_unity_response):
"""Test inline batch execution."""
batch_response = {
"success": True,
"data": {"results": [{"success": True}]}
}
with patch("cli.commands.batch.run_command", return_value=batch_response):
result = runner.invoke(
cli, ["batch", "inline", '[{"tool": "manage_scene", "params": {"action": "get_active"}}]'])
assert result.exit_code == 0
def test_batch_inline_invalid_json(self, runner):
"""Test inline batch with invalid JSON."""
result = runner.invoke(cli, ["batch", "inline", "not valid json"])
assert result.exit_code == 1
assert "Invalid JSON" in result.output
def test_batch_template(self, runner):
"""Test generating batch template."""
result = runner.invoke(cli, ["batch", "template"])
assert result.exit_code == 0
# Template should be valid JSON
import json
template = json.loads(result.output)
assert isinstance(template, list)
assert len(template) > 0
assert "tool" in template[0]
def test_batch_run_file(self, runner, tmp_path, mock_unity_response):
"""Test running batch from file."""
# Create a temp batch file
batch_file = tmp_path / "commands.json"
batch_file.write_text(
'[{"tool": "manage_scene", "params": {"action": "get_active"}}]')
batch_response = {
"success": True,
"data": {"results": [{"success": True}]}
}
with patch("cli.commands.batch.run_command", return_value=batch_response):
result = runner.invoke(cli, ["batch", "run", str(batch_file)])
assert result.exit_code == 0
# =============================================================================
# Enhanced Editor Command Tests
# =============================================================================
class TestEditorEnhancedCommands:
"""Tests for new editor subcommands."""
def test_editor_refresh(self, runner, mock_unity_response):
"""Test editor refresh."""
with patch("cli.commands.editor.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["editor", "refresh"])
assert result.exit_code == 0
def test_editor_refresh_with_compile(self, runner, mock_unity_response):
"""Test editor refresh with compile flag."""
with patch("cli.commands.editor.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["editor", "refresh", "--compile"])
assert result.exit_code == 0
def test_editor_custom_tool(self, runner, mock_unity_response):
"""Test executing custom tool."""
with patch("cli.commands.editor.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, ["editor", "custom-tool", "MyTool"])
assert result.exit_code == 0
def test_editor_custom_tool_with_params(self, runner, mock_unity_response):
"""Test executing custom tool with parameters."""
with patch("cli.commands.editor.run_command", return_value=mock_unity_response):
result = runner.invoke(
cli, ["editor", "custom-tool", "BuildTool", "--params", '{"target": "Android"}'])
assert result.exit_code == 0
def test_editor_custom_tool_invalid_json(self, runner):
"""Test custom tool with invalid JSON params."""
result = runner.invoke(
cli, ["editor", "custom-tool", "MyTool", "--params", "bad json"])
assert result.exit_code == 1
assert "Invalid JSON" in result.output
def test_editor_tests_async(self, runner):
"""Test async test execution."""
async_response = {
"success": True,
"data": {"job_id": "test-job-123", "status": "running"}
}
with patch("cli.commands.editor.run_command", return_value=async_response):
result = runner.invoke(cli, ["editor", "tests", "--async"])
assert result.exit_code == 0
assert "test-job-123" in result.output
def test_editor_poll_test(self, runner):
"""Test polling test job."""
poll_response = {
"success": True,
"data": {
"job_id": "test-job-123",
"status": "succeeded",
"result": {"summary": {"total": 10, "passed": 10, "failed": 0}}
}
}
with patch("cli.commands.editor.run_command", return_value=poll_response):
result = runner.invoke(
cli, ["editor", "poll-test", "test-job-123"])
assert result.exit_code == 0
# =============================================================================
# Code Search Tests
# =============================================================================
class TestCodeSearchCommand:
"""Tests for code search command."""
def test_code_search(self, runner):
"""Test code search."""
# Mock manage_script response with file contents
read_response = {
"status": "success",
"result": {
"success": True,
"data": {
"contents": "using UnityEngine;\n\npublic class Player : MonoBehaviour\n{\n void Start() {}\n}\n",
"contentsEncoded": False,
}
}
}
with patch("cli.commands.code.run_command", return_value=read_response):
result = runner.invoke(
cli, ["code", "search", "class.*Player", "Assets/Scripts/Player.cs"])
assert result.exit_code == 0
assert "Line 3" in result.output
assert "class Player" in result.output
def test_code_search_no_matches(self, runner):
"""Test code search with no matches."""
read_response = {
"status": "success",
"result": {
"success": True,
"data": {
"contents": "using UnityEngine;\n\npublic class Test : MonoBehaviour {}\n",
"contentsEncoded": False,
}
}
}
with patch("cli.commands.code.run_command", return_value=read_response):
result = runner.invoke(
cli, ["code", "search", "nonexistent", "Assets/Scripts/Test.cs"])
assert result.exit_code == 0
assert "No matches" in result.output
def test_code_search_with_options(self, runner):
"""Test code search with options."""
read_response = {
"status": "success",
"result": {
"success": True,
"data": {
"contents": "// TODO: implement this\n// FIXME: bug here\nclass Test {}\n",
"contentsEncoded": False,
}
}
}
with patch("cli.commands.code.run_command", return_value=read_response):
result = runner.invoke(
cli, ["code", "search", "TODO", "Assets/Utils.cs", "--max-results", "100", "--case-sensitive"])
assert result.exit_code == 0
assert "Line 1" in result.output
# =============================================================================
# Texture Command Tests
# =============================================================================
class TestTextureCommands:
"""Tests for Texture CLI commands."""
def test_texture_create_basic(self, runner, mock_unity_response):
"""Test basic texture create command."""
with patch("cli.commands.texture.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"texture", "create", "Assets/Textures/Red.png",
"--color", "[255,0,0,255]"
])
assert result.exit_code == 0
def test_texture_create_with_hex_color(self, runner, mock_unity_response):
"""Test texture create with hex color."""
with patch("cli.commands.texture.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"texture", "create", "Assets/Textures/Blue.png",
"--color", "#0000FF"
])
assert result.exit_code == 0
def test_texture_create_with_pattern(self, runner, mock_unity_response):
"""Test texture create with pattern."""
with patch("cli.commands.texture.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"texture", "create", "Assets/Textures/Checker.png",
"--pattern", "checkerboard",
"--width", "128",
"--height", "128"
])
assert result.exit_code == 0
def test_texture_create_with_import_settings(self, runner, mock_unity_response):
"""Test texture create with import settings."""
with patch("cli.commands.texture.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"texture", "create", "Assets/Textures/Sprite.png",
"--import-settings", '{"texture_type": "sprite", "filter_mode": "point"}'
])
assert result.exit_code == 0
def test_texture_sprite_basic(self, runner, mock_unity_response):
"""Test sprite create command."""
with patch("cli.commands.texture.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"texture", "sprite", "Assets/Sprites/Player.png"
])
assert result.exit_code == 0
def test_texture_sprite_with_color(self, runner, mock_unity_response):
"""Test sprite create with solid color."""
with patch("cli.commands.texture.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"texture", "sprite", "Assets/Sprites/Green.png",
"--color", "[0,255,0,255]"
])
assert result.exit_code == 0
def test_texture_sprite_with_pattern(self, runner, mock_unity_response):
"""Test sprite create with pattern."""
with patch("cli.commands.texture.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"texture", "sprite", "Assets/Sprites/Dots.png",
"--pattern", "dots",
"--ppu", "50"
])
assert result.exit_code == 0
def test_texture_sprite_with_custom_pivot(self, runner, mock_unity_response):
"""Test sprite create with custom pivot."""
with patch("cli.commands.texture.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"texture", "sprite", "Assets/Sprites/Custom.png",
"--pivot", "[0.25,0.75]"
])
assert result.exit_code == 0
def test_texture_modify(self, runner, mock_unity_response):
"""Test texture modify command."""
with patch("cli.commands.texture.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"texture", "modify", "Assets/Textures/Test.png",
"--set-pixels", '{"x":0,"y":0,"width":10,"height":10,"color":[255,0,0,255]}'
])
assert result.exit_code == 0
def test_texture_delete(self, runner, mock_unity_response):
"""Test texture delete command."""
with patch("cli.commands.texture.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
Large Cleanup and Refactor + Many new Tests added (#642) * docs: Add codebase overview and comprehensive refactor plan - Add .claude/OVERVIEW.md with repository structure snapshot for future agents * Documents 10 major components/domains * Maps architecture layers and file organization * Lists 94 Python files, 163 C# files, 27 MCP tools * Identifies known improvement areas and patterns - Add results/REFACTOR_PLAN.md with comprehensive refactoring strategy * Synthesis of findings from 10 parallel domain analyses * P0-P3 prioritized refactor items targeting 25-40% code reduction * 23 specific refactoring tasks with effort estimates * Regression-safe refactoring methodology: - Characterization tests for current behavior - One-commit-one-change discipline - Parallel implementation patterns for verification - Feature flags for instant rollback (EditorPrefs + environment) * 4-phase parallel subagent execution workflow: - Phase 1: Write characterization tests (10 agents in parallel) - Phase 2: Execute refactorings (10 agents in parallel) - Phase 3: Fix failing tests (10 agents in parallel) - Phase 4: Cleanup legacy code (parallel) * Domain-to-agent mapping and detailed prompt templates * Safety guarantees and regression detection strategy This plan enables structured, low-risk refactoring of the unity-mcp codebase while maintaining full backward compatibility and reducing code duplication. Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com> * More stuff for cleanup * docs: Document null parameter handling inconsistency and test validation blocker Characterization test fixes: - Fix ManageEditor test to expect NullReferenceException (actual behavior) - Fix FindGameObjects test to expect ErrorResponse (actual behavior) Discovered issues: - Inconsistent null handling: ManageEditor throws, FindGameObjects handles gracefully - Running all EditMode tests triggers domain reloads that break MCP connection Documentation updates: - Add null handling inconsistency to REFACTOR_PLAN.md P1-1 section - Create REFACTOR_PROGRESS.md to track refactoring work - Document blocker: domain reload tests break MCP during test runs Files: - TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/Characterization/EditorTools_Characterization.cs:32-47 - results/REFACTOR_PLAN.md (P1-1 section) - REFACTOR_PROGRESS.md (new file) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: Prevent characterization tests from mutating editor state Root causes identified: 1. Tests calling ManageEditor.HandleCommand with "play" action entered play mode 2. Test executing "Window/General/Console" menu item opened Console window Both actions caused Unity to steal focus from terminal Fixes: - Replaced "play" actions with "telemetry_status" (read-only) in 5 tests - Fixed FindGameObjects tests to use "searchTerm" instead of "query" parameter - Marked ExecuteMenuItem Console window test as [Explicit] Result: 37/38 characterization tests pass without entering play mode or stealing focus Tests fixed: - HandleCommand_ActionNormalization_CaseInsensitive - HandleCommand_ManageEditor_DifferentActionsDispatchToDifferentHandlers - HandleCommand_ManageEditor_ReturnsResponseObject - HandleCommand_ManageEditor_ReadOnlyActionsDoNotMutateState - HandleCommand_ManageEditor_ActionsRecognized - HandleCommand_ExecuteMenuItem_ExecutesNonBlacklistedItems (marked Explicit) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * docs: Mark characterization test validation complete Updated REFACTOR_PROGRESS.md: - Status: Ready for refactoring - Completed characterization test validation (37/38 passing) - Documented fixes for play mode and focus stealing issues - Next steps: Begin Phase 1 Quick Wins Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: Mark StopLocalHttpServer test as Explicit - kills MCP connection Root cause: ServerManagementService_StopLocalHttpServer_PrefersPidfileBasedApproach calls service.StopLocalHttpServer() which actually stops the running MCP server, causing the MCP connection to drop and test framework to crash. Fix: Marked test as [Explicit("Stops the MCP server - kills connection")] Result: 25/26 ServicesCharacterizationTests pass without killing MCP server Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * docs: Update progress with complete characterization test validation Validated both characterization test suites: - EditorToolsCharacterizationTests: 37 passing, 1 explicit - ServicesCharacterizationTests: 25 passing, 1 explicit Total characterization tests: 62 passing, 2 explicit (64 total) Combined with 280 existing regression tests: 342 C# tests Total project coverage: ~545 tests (342 C# + 203 Python) All tests run without: - Play mode entry - Focus stealing - MCP server crashes - Assembly reload issues Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * test: Add 29 Windows/UI domain characterization tests Add comprehensive characterization tests documenting UI patterns: - EditorPrefs binding patterns (3 tests) - UI lifecycle patterns (6 tests) - Callback registration patterns (4 tests) - Cross-component communication (5 tests) - Visibility/refresh logic (2 tests) All 29 tests pass (validated in EditMode). Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * docs: Update progress with Windows characterization tests complete - Added 29 Windows/UI characterization tests (all passing) - Updated total C# tests: 371 passing, 2 explicit - Updated total coverage: ~574 tests (371 C# + 203 Python) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * test: Add 53 Models domain characterization tests Add comprehensive characterization tests documenting model patterns: - McpStatus enum (3 tests) - ConfiguredTransport enum (2 tests) - McpClient class (20 tests) - documents 6 capability flags - McpConfigServer class (10 tests) - JSON.NET NullValueHandling - McpConfigServers class (4 tests) - JsonProperty("unityMCP") - McpConfig class (5 tests) - three-level hierarchy - Command class (8 tests) - JObject params handling - Round-trip serialization (1 test) All 53 tests pass (validated in EditMode). Captures P2-3 target: McpClient over-configuration issue. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * docs: Update progress with Models tests complete and bug documentation - Added 53 Models characterization tests (all passing) - Updated total C# tests: 424 passing, 2 explicit - Updated total coverage: ~627 tests (424 C# + 203 Python) - All characterization test domains now complete - Documented McpClient.SetStatus() NullReferenceException bug Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * feat: Add pagination and filtering to tests resource Reduces token usage from 13K+ to ~500 tokens for typical queries. C# (Unity) Changes: - Add pagination support (page_size, cursor, page_number) - Add name filter parameter (case-insensitive contains) - Default page_size: 50, max: 200 - Returns PaginationResponse with items, cursor, nextCursor, totalCount - Both get_tests and get_tests_for_mode now support pagination Python (MCP Server) Changes: - Update resource signatures to accept pagination parameters - Add PaginatedTestsData model for new response format - Support both new paginated format and legacy list format - Forward all parameters (mode, filter, page_size, cursor) to Unity - Mark get_tests_for_mode as DEPRECATED (use get_tests with mode param) Usage Examples: - mcpforunity://tests?page_size=10 - mcpforunity://tests?mode=EditMode&filter=Characterization - mcpforunity://tests?page_size=50&cursor=50 Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: Simplify tests resource to work with fastmcp URI constraints FastMCP resources require URI path parameters, not function parameters. Simplified Python resource handlers to pass empty params to Unity. Tested and verified: - mcpforunity://tests - Returns first 50 of 426 tests (paginated) - mcpforunity://tests/EditMode - Returns first 50 of 421 EditMode tests Token savings: ~85% reduction (~6,150 → ~725 tokens per query) C# handler (already committed) supports: - mode, filter, page_size, cursor, page_number parameters - Default page_size: 50, max: 200 - Returns PaginatedTestsData with nextCursor for pagination Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * docs: Complete pre-refactor utility audit Audited existing utilities to avoid duplication and identify opportunities to patch in existing helpers rather than creating new ones. Key findings: - AssetPathUtility.cs already exists (QW-3: patch in, don't create) - ParamCoercion.cs already exists (foundation for P1-1) - JSON parser pattern exists but not extracted (QW-2: create) - Search method constants duplicated 14 times in vfx.py alone (QW-4: create) - Confirmation dialog duplicated in 5 files (QW-5: create) Updated REFACTOR_PLAN.md to reflect Create vs Patch In actions. Created UTILITY_AUDIT.md with full analysis. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * refactor: QW-1 Delete dead code Removed confirmed dead code: - Server/src/utils/reload_sentinel.py (entire deprecated file) - Server/src/transport/unity_transport.py:28-76 (with_unity_instance decorator - never used) - Server/src/core/config.py:49-51 (configure_logging method - never called) - MCPForUnity/Editor/Services/Transport/TransportManager.cs:26-27 (ActiveTransport, ActiveMode deprecated accessors) - MCPForUnity/Editor/Windows/McpSetupWindow.cs:37 (commented maxSize line) - MCPForUnity/Editor/Windows/Components/Connection/McpConnectionSection.cs (stopHttpServerButton backward-compat code and references) Updated characterization tests to document removal of configure_logging. NOT removed (refactor plan was incorrect - these are actively used): - port_registry_ttl (used in stdio_port_registry.py) - reload_retry_ms (used in plugin_hub.py, unity_connection.py) - STDIO framing config (used in unity_connection.py) All 59 config/transport tests passing. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * docs: Update progress with QW-1 complete QW-1 (Delete Dead Code) completed - 86 lines removed. Updated refactor plan to document: - What was actually deleted (6 items, 86 lines) - What was NOT dead code (port_registry_ttl, reload_retry_ms, STDIO framing config - all actively used) - Test verification (59 config/transport tests passing) Updated progress tracking with QW-1 completion details. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * refactor: QW-2 Create JSON parser utility Created Server/src/cli/utils/parsers.py with comprehensive JSON parsing utilities: - parse_value_safe(): JSON → float → string fallback (no exit) - parse_json_or_exit(): JSON with quote/bool fixes, exits on error - parse_json_dict_or_exit(): Ensures result is dict - parse_json_list_or_exit(): Ensures result is list Updated 8 CLI command modules to use new utilities: - material.py: 2 patterns replaced (JSON → float → string, dict parsing) - component.py: 3 patterns replaced (value parsing, 2x dict parsing) - texture.py: Removed local try_parse_json (14 lines), now uses utility - vfx.py: 2 patterns replaced (list and dict parsing) - asset.py: 1 pattern replaced (dict parsing) - editor.py: 1 pattern replaced (dict parsing) - script.py: 1 pattern replaced (list parsing) - batch.py: 1 pattern replaced (list parsing) Eliminated ~60 lines of duplicated JSON parsing code. All 23 material/component CLI tests passing. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * docs: Update progress with QW-2 complete QW-2 (Create JSON Parser Utility) completed - ~60 lines eliminated. Created comprehensive parser utility with 4 functions: - parse_value_safe(): JSON → float → string (no exit) - parse_json_or_exit(): JSON with fixes, exits on error - parse_json_dict_or_exit(): Ensures dict result - parse_json_list_or_exit(): Ensures list result Updated 8 CLI modules, eliminated ~60 lines of duplication. All 23 CLI tests passing. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * refactor: QW-3 Patch in AssetPathUtility for path normalization Replaced duplicated path normalization patterns with AssetPathUtility.NormalizeSeparators(): Files updated: - ManageScene.cs: 2 occurrences (lines 104, 131) - ManageShader.cs: 2 occurrences (lines 69, 85) - ManageScript.cs: 4 occurrences (lines 63, 66, 81, 82, 185, 2639) - GameObjectModify.cs: 1 occurrence (line 50) - ManageScriptableObject.cs: 1 occurrence (line 1444) Total: 10+ path.Replace('\\', '/') patterns replaced with utility calls. AssetPathUtility.NormalizeSeparators() provides centralized, tested path normalization that: - Converts backslashes to forward slashes - Handles null/empty paths safely - Is already used throughout the codebase Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * docs: Update progress with QW-3 complete QW-3 (Patch in AssetPathUtility) completed - 10+ patterns replaced. Patched existing AssetPathUtility.NormalizeSeparators() into 5 Editor tool files: - ManageScene.cs: 2 patterns - ManageShader.cs: 2 patterns - ManageScript.cs: 4 patterns - GameObjectModify.cs: 1 pattern - ManageScriptableObject.cs: 1 pattern Replaced duplicated path.Replace('\\', '/') patterns with centralized utility. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * refactor: QW-4 Create search method constants for CLI commands Created centralized constants module to eliminate duplicated search method choices across CLI commands. This establishes a single source of truth for GameObject/component search patterns. Changes: - Created Server/src/cli/utils/constants.py with 4 search method sets: * SEARCH_METHODS_FULL (6 methods) - for gameobject commands * SEARCH_METHODS_BASIC (3 methods) - for component/animation/audio * SEARCH_METHODS_RENDERER (5 methods) - for material commands * SEARCH_METHODS_TAGGED (4 methods) - for VFX commands - Updated 6 CLI command modules to use new constants: * vfx.py: 14 occurrences replaced with SEARCH_METHOD_CHOICE_TAGGED * gameobject.py: Multiple occurrences with FULL and TAGGED * component.py: All occurrences with BASIC * material.py: All occurrences with RENDERER * animation.py: All occurrences with BASIC * audio.py: All occurrences with BASIC Impact: - Eliminates ~30+ lines of duplicated Click.Choice declarations - Makes search method changes easier (single source of truth) - Prevents inconsistencies across commands Testing: All 49 CLI characterization tests passing Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * docs: Update REFACTOR_PLAN with QW-4 completion status * refactor: QW-5 Create confirmation dialog utility for CLI commands Created centralized confirmation utility to eliminate duplicated confirmation dialog patterns across CLI commands. Provides consistent UX for destructive operations. Changes: - Created Server/src/cli/utils/confirmation.py with confirm_destructive_action() * Flexible message formatting for different contexts * Respects --force flag to skip prompts * Raises click.Abort if user declines - Updated 5 CLI command modules to use new utility: * component.py: Remove component confirmation * gameobject.py: Delete GameObject confirmation * script.py: Delete script confirmation * shader.py: Delete shader confirmation * asset.py: Delete asset confirmation Impact: - Eliminates 5+ duplicate "if not force: click.confirm(...)" patterns - Consistent confirmation message formatting - Single location to enhance confirmation behavior Testing: All 49 CLI characterization tests passing Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * docs: Add QW-5 completion and comprehensive verification summary All Quick Wins (QW-1 through QW-5) now complete and fully verified with: - 108/108 Python tests passing - 322/327 C# Unity tests passing (5 explicit skipped) - Live integration tests successful Total impact: ~180+ lines removed, 3 new utilities created, 16 files refactored * docs: Add URI to all 21 MCP resource descriptions for better discoverability Added explicit URI documentation to every MCP resource description to prevent confusion between resource names (snake_case) and URIs (slash/hyphen separated). Changes: - Updated 21 MCP resources across 14 Python files - Format: description + newline + URI: mcpforunity://... - Added MCP Resources section to README.md explaining URI format - Emphasized that resource names != URIs (editor_state vs editor/state) Impact: - Future AI agents will not fumble with URI format - Self-documenting resource catalog - Clear distinction between name and URI fields Files updated (14 Python files, 21 resources total): - tags.py, editor_state.py, unity_instances.py, project_info.py - prefab_stage.py, custom_tools.py, windows.py, selection.py - menu_items.py, layers.py, active_tool.py - prefab.py (3 resources), gameobject.py (4 resources), tests.py (2 resources) - README.md (added MCP Resources documentation section) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * refactor: P1-1 Create ToolParams validation wrapper - Add ToolParams helper class for unified parameter validation - Add Result<T> type for operation results - Implements snake_case/camelCase fallback automatically - Add comprehensive unit tests for ToolParams - Refactor ManageEditor.cs to use ToolParams (fixes null params issue) - Refactor FindGameObjects.cs to use ToolParams This eliminates repetitive IsNullOrEmpty checks and provides consistent error messages across all tools. First step towards removing 997+ lines of duplicated validation code. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * refactor: P1-1 Apply ToolParams to ManageScript and ReadConsole - Refactor ManageScript.cs to use ToolParams wrapper - Refactor ReadConsole.cs to use ToolParams wrapper - Simplifies parameter extraction and validation - Maintains backwards compatibility with snake_case/camelCase Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * fix: Resolve compilation errors in ToolParams implementation - Rename Result<T>.Error property to ErrorMessage to avoid conflict with Error() static method - Update all references to use ErrorMessage instead of Error - Fix SearchMethods constant reference in FindGameObjects - Rename options variable to optionsToken in ManageScript to avoid scope conflict - Verify compilation succeeds with no errors Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> * test: Update ManageEditor null params test to reflect P1-1 fix The P1-1 ToolParams refactoring fixed ManageEditor to handle null params gracefully by returning an ErrorResponse instead of throwing NullReferenceException. Update the characterization test to validate this new, correct behavior. * docs: Add P1-1.5 Python MCP Parameter Aliasing plan Identified gap: C# ToolParams provides snake_case/camelCase flexibility, but Python MCP layer (FastMCP/pydantic) rejects non-matching parameter names. This creates user friction when they guess wrong on naming convention. Plan adds parameter normalization decorator to Python tool registration, making the entire stack forgiving of naming conventions. Scope: ~20 tools, ~50+ parameters Estimated effort: 2 hours Risk: Low (additive, does not modify existing behavior) Impact: High (eliminates entire class of user errors) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Address PR #642 CodeRabbit review feedback - ToolParams: Add GetToken helper for consistent snake/camel fallback in GetBool, Has, and GetRaw methods (not just string getters) - ManageScript: Guard options token type with `as JObject` before indexing - constants.py: Add `by_id` to SEARCH_METHODS_RENDERER for consistency - McpClient: Add null-safe check for configStatus in GetStatusDisplayString Added 6 new tests for snake/camel fallback in GetBool, Has, GetRaw. All 458 EditMode tests passing (452 pass, 6 expected skips). Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Address remaining PR #642 CodeRabbit feedback - texture.py: Remove unused `json` import (now using centralized parser) - GetTests.cs: Clamp pageSize before computing cursor to fix inconsistency when page_number is used with large page_size values - mcp.json: Use ${workspaceFolder} instead of hardcoded absolute path - settings.local.json: Remove duplicate unity-mcp permission entry, rename server to UnityMCP for consistency All 458 EditMode tests passing. 22 Python texture tests passing. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Address final PR #642 CodeRabbit feedback for tests - Rename HandleCommand_AllTools_SafelyHandleNullTokens to HandleCommand_ManageEditor_SafelyHandlesNullTokens (scope accuracy) - Strengthen assertion from ContainsKey("success") to (bool)jo["success"] - Fix incorrect parameter name from "query" to "searchTerm" in HandleCommand_FindGameObjects_SearchMethodOptions test All 458 EditMode tests passing. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Integrate CodeRabbit feedback into P1-1.5 plan Updated the Python MCP Parameter Aliasing plan based on PR review: - Add preliminary audit step to check sync vs async tool functions - Update decorator to handle both sync and async functions - Improve camel_to_snake regex for consecutive capitals (HTMLParser) - Add conflict detection when both naming conventions are provided - Add edge cases table with expected behavior - Expand unit test requirements for new scenarios - Adjust time estimate from 2h to 2.5h Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * feat: P1-1.5 Add parameter normalization middleware for camelCase support Implements Python MCP parameter aliasing via FastMCP middleware. This allows MCP clients to use either camelCase or snake_case for parameter names (e.g., searchMethod or search_method). Implementation: - ParamNormalizerMiddleware intercepts tool calls before FastMCP validation - Normalizes camelCase params to snake_case in the request message - When both conventions are provided, explicit snake_case takes precedence Files added: - transport/param_normalizer_middleware.py - Middleware implementation - services/tools/param_normalizer.py - Decorator version (backup approach) - tests/test_param_normalizer.py - 23 comprehensive tests Changes: - main.py: Register ParamNormalizerMiddleware before UnityInstanceMiddleware - services/tools/__init__.py: Remove decorator approach (middleware handles it) All 23 param normalizer tests passing. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor: P1-1.5 Use Pydantic AliasChoices instead of middleware The middleware approach didn't work because FastMCP validates parameters during JSON-RPC parsing, before middleware runs. Pydantic's AliasChoices with Field(validation_alias=...) works correctly at the validation layer. Changes: - Update find_gameobjects.py to use AliasChoices pattern - Remove ParamNormalizerMiddleware (validation happens before middleware) - Delete param_normalizer.py decorator (same issue - runs after validation) - Rewrite tests to verify AliasChoices pattern only This allows tools to accept both snake_case and camelCase parameter names (e.g., search_term and searchTerm both work). Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Update P1-1.5 status - pattern established, expansion bookmarked The AliasChoices pattern works but adds verbosity. Decision: keep find_gameobjects as proof-of-concept, expand to other tools only if models frequently struggle with snake_case parameter names. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor: P1-6 Consolidate duplicate test fixtures Remove duplicate DummyMCP definitions from 4 test files - now import from test_helpers.py instead. Also consolidate duplicate setup_*_tools functions where identical to test_helpers.setup_script_tools. - test_validate_script_summary.py: -27 lines - test_manage_script_uri.py: -22 lines - test_script_tools.py: -35 lines - test_read_console_truncate.py: -11 lines Total: ~95 lines removed, 18 tests still passing. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Update progress - P1-6 done, P1-2 and P2-3 skipped - P1-6 (test fixtures): Complete, 95 lines removed - P1-2 (EditorPrefs binding): Skipped - low impact, keys already centralized - P2-3 (Configurator builder): Skipped - configurators already well-factored Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor: P2-1 Add handle_unity_errors decorator for CLI commands Create a reusable decorator that handles the repeated try/except UnityConnectionError pattern found 99 times across 19 CLI files. - Add handle_unity_errors() decorator to connection.py - Refactor scene.py (7 commands) as proof-of-concept: -24 lines - Pattern ready to apply to remaining 18 CLI command files Each application eliminates ~3 lines per command (try/except/sys.exit). Estimated total reduction when fully applied: ~200 lines. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Update progress - P2-1 in progress Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor: P2-1 Complete - Apply handle_unity_errors decorator to all CLI commands Applied the @handle_unity_errors decorator to 83 CLI commands across 18 files, eliminating ~296 lines of repetitive try/except UnityConnectionError boilerplate. Files updated: - animation.py, asset.py, audio.py, batch.py, code.py, component.py - editor.py, gameobject.py, instance.py, lighting.py, material.py - prefab.py, script.py, shader.py, texture.py, tool.py, ui.py, vfx.py Remaining intentional exceptions: - editor.py:446 - Silent catch for suggestion lookup - gameobject.py:191 - Track component failures in loop - main.py - Special handling for status/ping/interactive commands Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Update progress - P2-1 complete P2-1 (CLI Command Wrapper) is now complete: - Created @handle_unity_errors decorator - Applied to 83 commands across 18 files - Eliminated ~296 lines of boilerplate Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Add P2-8 CLI Consistency Pass to refactor plan Identified during live CLI testing - inconsistent patterns cause user errors: - Missing --force flags on some destructive commands (texture, shader) - Subcommand structure confusion (vfx particle info vs vfx particle-info) - Inconsistent positional vs named arguments Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor: P1-3 Add nullable coercion methods and consolidate TryParse patterns Added nullable coercion overloads to ParamCoercion: - CoerceIntNullable(JToken) - returns int? for optional params - CoerceBoolNullable(JToken) - returns bool? for optional params - CoerceFloatNullable(JToken) - returns float? for optional params Refactored tools to use ParamCoercion instead of duplicated patterns: - ManageScene.cs: Removed local BI()/BB() functions (~27 lines) - RunTests.cs: Simplified bool parsing (~15 lines) - GetTestJob.cs: Simplified bool parsing (~17 lines) - RefreshUnity.cs: Simplified bool parsing (~10 lines) Total: 87 lines of duplicated code eliminated, replaced with reusable utility calls. All 458 Unity tests passing. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Update progress - P1-3 complete Added nullable coercion methods and consolidated TryParse patterns. ~87 lines eliminated from 4 tool files. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Add P2-9 focus nudge improvements task to refactor plan Problem identified during testing: Unity gets re-throttled by macOS before enough test progress is made. 0.5s focus duration + 5s rate limit creates cycle where Unity is throttled most of the time. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(P2-8): Add --force flag to texture delete command texture delete was the only destructive CLI command missing the confirmation prompt and --force flag. Now consistent with: - script delete - shader delete - asset delete - gameobject delete - component remove All 173 CLI tests passing. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Update P2-8 CLI Consistency Pass status Core consistency issues addressed: - texture delete now has --force/-f flag - All --force flags verified to have -f short option VFX clear commands intentionally left without confirmation (ephemeral). Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Address CodeRabbit PR feedback REFACTOR_PROGRESS.md: - Add blank line after "### Python Tests" heading before table (MD058) - Convert bold table header to proper heading (MD036) - Add blank lines around scope analysis table Server/src/cli/commands/ui.py: - Add error handling for Canvas component creation loop - Track and report failed components instead of silently ignoring EditorTools_Characterization.cs: - Fix "query" to "searchTerm" in FindGameObjects tests - HandleCommand_FindGameObjects_ReturnsPaginationMetadata - HandleCommand_FindGameObjects_PageSizeRange Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * test(P3-1): Add ServerManagementService characterization tests Add focused behavioral tests for ServerManagementService public methods before decomposition refactoring: - IsLocalUrl tests (localhost, 127.0.0.1, remote, empty) - CanStartLocalServer tests (HTTP disabled, enabled with local/remote URL) - TryGetLocalHttpServerCommand tests (HTTP disabled, remote URL, local URL) - IsLocalHttpServerReachable tests (no server, remote URL) - IsLocalHttpServerRunning tests (remote URL, error handling) - ClearUvxCache error handling test - Private method characterization via reflection These tests establish a regression baseline before extracting: ProcessDetector, PidFileManager, ProcessTerminator, ServerCommandBuilder, and TerminalLauncher components. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(P3-1): Add Server component interfaces Add interface definitions for ServerManagementService decomposition: - IProcessDetector: Platform-specific process inspection - LooksLikeMcpServerProcess, TryGetProcessCommandLine - GetListeningProcessIdsForPort, GetCurrentProcessId, ProcessExists - IPidFileManager: PID file and handshake state management - GetPidFilePath, TryReadPid, DeletePidFile - StoreHandshake, TryGetHandshake, StoreTracking, TryGetStoredPid - IProcessTerminator: Platform-specific process termination - Terminate (graceful-then-forced approach) - IServerCommandBuilder: uvx/server command construction - TryBuildCommand, BuildUvPathFromUvx, GetPlatformSpecificPathPrepend - ITerminalLauncher: Platform-specific terminal launching - CreateTerminalProcessStartInfo (macOS, Windows, Linux) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(P3-1): Extract ProcessDetector from ServerManagementService Create ProcessDetector implementing IProcessDetector: - LooksLikeMcpServerProcess: Multi-strategy process identification - TryGetProcessCommandLine: Platform-specific command line retrieval - GetListeningProcessIdsForPort: Port-to-PID mapping via netstat/lsof - GetCurrentProcessId: Safe Unity process ID retrieval - ProcessExists: Cross-platform process existence check - NormalizeForMatch: String normalization for matching Update ServerManagementService: - Add IProcessDetector dependency via constructor injection - Delegate process inspection calls to injected detector - Maintain backward compatibility with parameterless constructor Add ProcessDetectorTests (25 tests): - NormalizeForMatch edge cases and string handling - GetCurrentProcessId consistency and validity - ProcessExists for current process and invalid PIDs - GetListeningProcessIdsForPort validation - LooksLikeMcpServerProcess safety checks Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(P3-1): Extract PidFileManager from ServerManagementService Create PidFileManager implementing IPidFileManager: - GetPidDirectory/GetPidFilePath: PID file path construction - TryReadPid: Parse PID from file with whitespace tolerance - TryGetPortFromPidFilePath: Extract port from PID file name - DeletePidFile: Safe PID file deletion - StoreHandshake/TryGetHandshake: EditorPrefs handshake management - StoreTracking/TryGetStoredPid: EditorPrefs PID tracking - GetStoredArgsHash: Retrieve stored args fingerprint - ClearTracking: Clear all EditorPrefs tracking keys - ComputeShortHash: SHA256-based fingerprint generation Update ServerManagementService: - Add IPidFileManager dependency via constructor injection - Delegate all PID file operations to injected manager - Remove redundant static methods Add PidFileManagerTests (33 tests): - GetPidFilePath and GetPidDirectory validation - TryReadPid with valid/invalid files, whitespace, edge cases - TryGetPortFromPidFilePath parsing - Handshake store/retrieve - Tracking store/retrieve/clear - ComputeShortHash determinism and edge cases - DeletePidFile safety Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(P3-1): Extract ProcessTerminator from ServerManagementService Create ProcessTerminator implementing IProcessTerminator: - Terminate: Platform-specific process termination - Windows: taskkill with /T (tree kill), escalates to /F if needed - Unix: SIGTERM (kill -15) with 8s grace period, escalates to SIGKILL (kill -9) - Verifies process termination via ProcessDetector.ProcessExists() Update ServerManagementService: - Add IProcessTerminator dependency via constructor injection - Delegate TerminateProcess calls to injected terminator - Remove ProcessExistsUnix helper (used via ProcessDetector) Add ProcessTerminatorTests (10 tests): - Constructor validation (null detector throws) - Terminate with invalid/zero/non-existent PIDs - Interface implementation verification - Integration test with real detector Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(P3-1): Extract ServerCommandBuilder from ServerManagementService Create ServerCommandBuilder implementing IServerCommandBuilder: - TryBuildCommand: Constructs uvx command for HTTP server launch - Validates HTTP transport enabled - Validates local URL (localhost, 127.0.0.1, 0.0.0.0, ::1) - Integrates with AssetPathUtility for uvx path discovery - Handles dev mode refresh flags and project-scoped tools - BuildUvPathFromUvx: Converts uvx path to uv path - GetPlatformSpecificPathPrepend: Platform-specific PATH prefixes - QuoteIfNeeded: Quote paths containing spaces Update ServerManagementService: - Add IServerCommandBuilder dependency via constructor injection - Delegate command building to injected builder - Remove redundant static methods (BuildUvPathFromUvx, GetPlatformSpecificPathPrepend) Add ServerCommandBuilderTests (19 tests): - QuoteIfNeeded edge cases (spaces, null, empty, already quoted) - BuildUvPathFromUvx path conversion (Unix, Windows, null, filename-only) - GetPlatformSpecificPathPrepend platform handling - TryBuildCommand validation (HTTP disabled, remote URL, local URL) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(P3-1): Extract TerminalLauncher from ServerManagementService Create TerminalLauncher implementing ITerminalLauncher: - CreateTerminalProcessStartInfo: Platform-specific terminal launch - macOS: Uses .command script + /usr/bin/open -a Terminal - Windows: Uses .cmd script + cmd.exe /c start - Linux: Auto-detects gnome-terminal, xterm, konsole, xfce4-terminal - GetProjectRootPath: Unity project root discovery Update ServerManagementService: - Add ITerminalLauncher dependency via constructor injection - Delegate terminal operations to injected launcher - Remove 110+ lines of platform-specific terminal code Add TerminalLauncherTests (15 tests): - GetProjectRootPath validation (non-empty, exists, not Assets) - CreateTerminalProcessStartInfo error handling (empty, null, whitespace) - ProcessStartInfo configuration validation - Platform-specific behavior verification Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(P3-1): Complete ServerManagementService decomposition Final cleanup of ServerManagementService after extracting 5 focused components: - Remove unused imports (System.Globalization, System.Security.Cryptography, System.Text) - Remove unused static field (LoggedStopDiagnosticsPids) - Remove unused methods (GetProjectRootPath, StoreLocalServerPidTracking, LogStopDiagnosticsOnce, TrimForLog) ServerManagementService is now a clean orchestrator at 876 lines (down from 1489), delegating to: ProcessDetector, PidFileManager, ProcessTerminator, ServerCommandBuilder, TerminalLauncher Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix(critical): Prevent ProcessTerminator from killing all processes Add PID validation before any kill operation: - Reject PID <= 1 (prevents kill -1 catastrophe and init termination) - Reject current Unity process PID On Unix, kill(-1) sends signal to ALL processes the user can signal. This caused all Mac applications to exit when tests ran Terminate(-1). Added tests for PID 1 and current process protection. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix(tests): Correct characterization tests to document actual behavior - IsLocalUrl_IPv6Loopback: Changed to assert false (known limitation) - IsLocalUrl_Static reflection test: Same IPv6 fix - BuildUvPathFromUvx_WindowsPath: Skip on non-Windows platforms Characterization tests should document actual behavior, not desired behavior. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(P1-5): Add EditorConfigurationCache to eliminate scattered EditorPrefs reads - Create EditorConfigurationCache singleton to centralize frequently-read settings - Replace 25 direct EditorPrefs.GetBool(UseHttpTransport) calls with cached access - Add change notification event for reactive UI updates - Add Refresh() method for explicit cache invalidation - Add 13 unit tests for cache behavior (singleton, read, write, invalidation) - Update test files to refresh cache when modifying EditorPrefs directly Files using cache: ServerManagementService, BridgeControlService, ConfigJsonBuilder, McpClientConfiguratorBase, McpConnectionSection, McpClientConfigSection, StdioBridgeHost, StdioBridgeReloadHandler, HttpBridgeReloadHandler, McpEditorShutdownCleanup, ServerCommandBuilder, ClaudeDesktopConfigurator, CherryStudioConfigurator Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Mark P1-5 Configuration Cache as complete Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Fix misleading parameter documentation in tests.py resources The get_tests and get_tests_for_mode MCP resources claimed to support optional parameters (filter, page_size, cursor) that were not actually being forwarded to Unity. Updated docstrings to accurately describe current behavior (returns first page with defaults) and direct users to run_tests tool for advanced filtering/pagination. Addresses CodeRabbit review comment about documentation/implementation consistency. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Update REFACTOR_PROGRESS.md with P3-1 and P1-5 completions - Added P3-1: ServerManagementService decomposition (1489→300 lines, 5 new services) - Added P1-5: EditorConfigurationCache (25 EditorPrefs reads centralized) - Updated test counts: 594 passing, 6 explicit (600 total) - Updated current status header Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Update P2-6 plan with detailed VFX split + utility consolidation Revised P2-6 to include: - Part 1: Extract VFX Graph code into VfxGraphAssets/Read/Write/Control.cs - Part 2: Consolidate ToCamelCase/ToSnakeCase into StringCaseUtility.cs - Eliminates 6x duplication of string case conversion code - Reduces ManageVFX.cs from 1023 to ~350 lines Also marked P1-4 (Session Model Consolidation) as skipped - low impact after evaluation showed only 1 conversion site with 4 lines of code. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(P2-6): Consolidate string case utilities Create StringCaseUtility.cs with ToSnakeCase and ToCamelCase methods. Update 5 files to use the shared utility, removing 6 duplicate implementations. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(P2-6): Extract VFX Graph code from ManageVFX Extract ~590 lines of VFX Graph code into 5 dedicated files: - VfxGraphAssets.cs: Asset management (create, assign, list) - VfxGraphRead.cs: Read operations (get_info) - VfxGraphWrite.cs: Parameter setters - VfxGraphControl.cs: Playback control - VfxGraphCommon.cs: Shared utilities ManageVFX.cs reduced from 1006 to 411 lines (59% reduction). Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Update REFACTOR_PROGRESS.md with P2-6 completion - ManageVFX.cs reduced from 1006 to 411 lines (59% reduction) - 5 new VFX Graph files created - StringCaseUtility consolidates 6 duplicate implementations - P1-4 marked as skipped (low impact) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix(P1-5): Add cache refresh when toggling HTTP/STDIO transport McpConnectionSection was updating EditorPrefs but not refreshing EditorConfigurationCache when user switched transports. Cache would return stale value until manual refresh. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(P2-9): Improve focus nudge timing for better test reliability - Increase default focus duration from 0.5s to 2.0s - Reduce minimum nudge interval from 5.0s to 2.0s - Add environment variable configuration: - UNITY_MCP_NUDGE_DURATION_S: focus duration - UNITY_MCP_NUDGE_INTERVAL_S: min interval between nudges - Fix test_texture_delete to include --force flag (from P2-8) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Mark refactor plan complete - all items evaluated P2-9 (Focus Nudge) completed. Remaining items evaluated and skipped: - P2-2, P2-4, P2-5, P2-7: Low impact or already addressed - P3-2, P3-3, P3-4, P3-5: High effort/risk, diminishing returns 15 items completed, 12 items skipped. 600+ tests passing. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Add conftest.py to fix Python path for pytest Add conftest.py that adds src/ to sys.path so pytest can properly import cli, transport, and other modules. This fixes test failures where CLI commands weren't being found. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * test: Enable domain reload resilience tests Remove [Explicit] attribute from DomainReloadResilienceTests to include them in regular test runs. These tests verify MCP remains functional during Unity domain reloads (e.g., when scripts are created/compiled). Tests now run automatically with improved focus nudge timing from P2-9. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * refactor(P2-9): Implement exponential backoff for focus nudges Replace fixed interval with exponential backoff to handle different scenarios: - Start aggressive: 1s base interval for quick stall detection - Back off gracefully: Double interval after each nudge (1s→2s→4s→8s→10s max) - Reset on progress: Return to base interval when tests make progress - Longer focus duration: 3s default (up from 0.5s) for compilation/domain reloads Also reduced stall threshold from 10s to 3s for faster stall detection. This should handle domain reload tests that require sustained focus during compilation while preventing excessive focus thrashing. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix(P2-9): Wait for window switch and use exponential focus duration Two critical fixes for focus nudging: 1. **Wait for window switch to complete**: Added 0.5s delay after activate command to let macOS window switching animation finish before starting the focus timer. The activate command is asynchronous - it starts the switch but returns immediately. This caused Unity to barely be visible (or not visible at all) before switching back. 2. **Exponential focus duration**: Now increases focus time with consecutive nudges (3s → 5s → 8s → 12s). Previous version only increased interval between nudges, but kept duration fixed at 3s. Domain reloads need longer sustained focus (12s) to complete compilation. This should make focus swaps visibly perceptible and give Unity enough time to complete compilation during domain reload tests. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * feat(P2-9): Add PID-based focus nudging for multi-instance support - Add project_path to Unity registration message and PluginSession - Unity sends project root path (dataPath without /Assets) during registration - Focus nudge finds specific Unity instance by matching -projectpath in ps output - Use AppleScript with Unix PID for precise window activation on macOS - Handles multiple Unity instances correctly (even with same project name) - Falls back to project_name matching if full path unavailable * fix(P2-9): Use bundle ID activation to fully wake Unity on macOS Two-step activation process: 1. Set frontmost to bring window to front 2. Activate via bundle identifier to trigger full app activation This ensures Unity receives focus events and starts processing, matching the behavior of cmd+tab or clicking the window. Without step 2, Unity comes to foreground visually but doesn't actually wake up until user interacts with it. * fix(tests): Fix asyncio event loop issues in transport tests - Change configured_plugin_hub to async fixture using @pytest_asyncio.fixture - Use asyncio.get_running_loop() instead of deprecated get_event_loop() - Import pytest_asyncio module - Fixes 'RuntimeError: There is no current event loop' error Also: - Update telemetry test patches to use correct module (core.telemetry) - Mark one telemetry test as skipped pending proper mock fix Test results: 476/502 passing (25 telemetry mock tests need fixing) * fix(tests): Fix telemetry mock patches to use correct import location Changed all telemetry mock patches from: - core.telemetry.record_tool_usage -> core.telemetry_decorator.record_tool_usage - core.telemetry.record_resource_usage -> core.telemetry_decorator.record_resource_usage - core.telemetry.record_milestone -> core.telemetry_decorator.record_milestone The decorator imports these functions at module level, so mocks must patch where they're used (telemetry_decorator) not where they're defined (telemetry). All 51 telemetry tests now pass when run in isolation. Note: Full test suite has interaction issues causing some telemetry tests to fail and Python to crash. Investigating separately. * fix(tests): Add telemetry singleton cleanup to prevent Python crashes Added shutdown mechanism to TelemetryCollector: - Added _shutdown flag to gracefully stop worker thread - Modified _worker_loop to check shutdown flag and use timeout on queue.get() - Added shutdown() method to stop worker thread - Added reset_telemetry() function to reset global singleton Added pytest fixtures for telemetry cleanup: - Module-scoped cleanup_telemetry fixture (autouse) prevents crashes - Class-scoped fresh_telemetry fixture for tests needing clean state - Added fresh_telemetry to telemetry test classes Results: - ✅ No more Python crashes when running full test suite - ✅ All tests pass when run without integration tests (292/292) - ✅ All integration tests pass (124/124) - ⚠️ 26 telemetry tests fail when run after integration tests (test order dependency) The 26 failures are due to integration tests initializing telemetry before characterization tests can mock it. Tests pass individually and in subsets. Next: Investigate test ordering or mark flaky tests. * fix(tests): Reorder test collection to run characterization tests before integration Added pytest_collection_modifyitems hook in conftest.py to reorder tests: - Characterization/unit tests run first - Integration tests run last This prevents integration tests from initializing the telemetry singleton before characterization tests can mock it. Result: ✅ ALL 502 PYTHON TESTS PASSING! Test Results: - Unity C# Tests: 605/605 ✓ - Python Tests: 502/502 ✓ (was 476/502) Fixed the 26 telemetry test failures that were caused by test order dependency. * docs: Clean up refactor artifacts and rewrite developer guide - Delete 19 refactor/characterization markdown files - Rewrite README-DEV.md with essentials: branching, local dev setup, running tests - Align README-DEV-zh.md with English version - Add CLAUDE.md with repo overview and code philosophy for AI assistants - Update mcp_source.py to add upstream beta option (4 choices now) - Remove CLAUDE.md from .gitignore so it can be shared Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Remove absolute path from docstring example Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Remove orphaned .meta files for deleted markdown docs Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Gate MCP startup logs behind debug mode toggle Changed McpLog.Info calls to pass always=false so they only appear when debug logging is enabled in Advanced Settings. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Use relative path for MCP package in test project manifest Fixes CI failure - was using absolute local path that doesn't exist on runners. Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Remove personal Claude settings and gitignore it Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Remove orphaned test README files referencing deleted docs Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Remove test artifact Materials and Prefabs Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Remove test artifacts (QW3 scene, screenshots, textures, models characterization) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Remove file with corrupted filename Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * docs: Remove redundant OVERVIEW.md (covered by CLAUDE.md) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix: Address CodeRabbit review feedback - VfxGraphControl: Return error for unknown actions instead of success - focus_nudge.py: Remove pointless f-string, narrow bare except - test_transport_characterization.py: Fix unused params (_ctx), remove unused vars, track background task - test_core_infrastructure_characterization.py: Use _ for unused loop variable Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com> * fix(coderabbit): Address critical CodeRabbit feedback issues - VfxGraphCommon: Add null guard in FindVisualEffect before accessing params - run_tests.py: Parse Name@hash format before session lookup for multi-instance focus nudging - WebSocketTransportClient: Use Path.GetFileName/GetDirectoryName for robust trailing separator handling - focus_nudge.py: Safe float parsing for environment variables with fallback + warning logging - LineWrite: Add debug logging to diagnose LineRenderer position persistence issue Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com> * fix(coderabbit): Address linting and validation feedback - CLAUDE.md: Add language identifiers to markdown code blocks, fix "etc" -> "etc." - StringCaseUtility: Fix ToSnakeCase regex to match digit→Uppercase boundaries (param1Value -> param1_value) - VfxGraphWrite: Add validation for unsupported vector dimensions (must be 2, 3, or 4) - conftest.py: Improve telemetry reset error handling with safe parser and logging Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com> * debug: Use McpLog.Warn for guaranteed LineRenderer debug visibility * cleanup: Remove debug logging from LineWrite (tool verified working) * fix(coderabbit): Safe float parsing and unused import cleanup - VfxGraphWrite.SendEvent: Use safe float? parsing for size/lifetime to avoid ToObject exceptions - run_tests.py: Remove unused 'os' import, narrow exception types to (AttributeError, KeyError), use else block for clarity - conftest.py: Add noqa comment for pytest hook args (pytest requires exact parameter names) Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com> * fix: OpenCode configurator preserves existing config - TryLoadConfig now returns null on JSON errors (was returning empty object) - Configure() preserves existing config and other MCP servers - Only adds schema when creating new file - Safely updates only unityMCP entry, preserves antigravity + other servers - Better error logging for debugging config issues Fixes issue where Configure button wiped entire config for Codex/OpenCode. Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com> * security: Fix AppleScript injection vulnerability in focus_nudge.py - Escape double quotes in app_name parameter before interpolation into AppleScript - Prevents command injection via untrusted app names in focus_nudge.py:251 - Escaping follows AppleScript string literal requirements Fixes high-severity vulnerability identified in security review. Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com> * fix: Fix middleware job state cleanup and improve test error handling ## Changes ### TestJobManager: Auto-fail stalled initialization - Add 15-second initialization timeout for jobs that fail to start tests - Jobs in "running" state that never call OnRunStarted() are automatically failed - Prevents "tests_running" deadlock when tests fail to initialize (e.g., unsaved scene) - GetJob() now checks for initialization timeout on each poll ### OpenCodeConfigurator: Fix misleading comment - Update TryLoadConfig() comment to accurately describe behavior when JSON is malformed - Clarify that returning null causes Configure() to create fresh JObject, losing existing sections - Note that preserving sections would require different recovery strategy ### run_tests.py: Improve exception handling - Change _get_unity_project_path() to catch general Exception (not just AttributeError/KeyError) - Re-raise asyncio.CancelledError to preserve task cancellation behavior - Ensures registry failures are logged/swallowed while maintaining cancellation semantics - Add lazy project path resolution: re-resolve project_path when nudging if initially None - Fixes multi-instance support when registry becomes ready after polling starts ### conftest.py: Future-proof pytest compatibility - Change item.fspath to item.path in pytest_collection_modifyitems hook - item.path is pytest 7.0.0+ replacement for deprecated fspath - Prevents future compatibility issues with newer pytest versions ## Testing - All 502 Python tests pass - Verified job state transitions with timeout logic - Confirmed exception handling preserves cancellation semantics Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com> * fix: Mark slow process inspection tests as [Explicit] ProcessDetectorTests and ProcessTerminatorTests execute subprocess commands (ps, lsof, tasklist, wmic) which can be slow on macOS, especially during full test suite runs. These tests were blocking other tests from progressing and causing excessive focus nudging attempts. Marking both test classes as [Explicit] excludes them from normal test runs and allows them to be run separately when needed for process detection validation. Fixes: Tests taking 1+ minute and triggering focus nudge spam Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com> * fix: Only increment consecutive nudges counter after focus attempt Move _consecutive_nudges increment to after verifying the focus attempt, rather than before. This ensures the counter only reflects actual nudge attempts, not potential nudges that were rate-limited or skipped. Fixes CodeRabbit issue: Counter was incrementing even if _focus_app failed or activation didn't complete, leading to unnecessarily long backoff intervals on subsequent failed attempts. Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com> * fix: Address remaining CodeRabbit feedback ## Changes ### McpConnectionSection.cs - Updated stale comment about stdio selection to correctly reference EditorConfigurationCache as source of truth ### find_gameobjects.py - Removed unused AliasChoices import (never effective with FastMCP function signatures) - Removed validation_alias decorations from Field definitions (FastMCP uses Python parameter names only) ### focus_nudge.py - Updated _get_current_focus_duration to use configurable _DEFAULT_FOCUS_DURATION_S instead of hardcoded values - Durations now scale proportionally from environment-configured default (base, base+2s, base+5s, base+9s) - Ensures UNITY_MCP_NUDGE_DURATION_S environment variable is actually respected ### test_core_infrastructure_characterization.py - Removed unused monkeypatch parameter from mock_telemetry_config fixture - Added explicit fixture references in tests using mock_telemetry_config to suppress unused parameter warnings - Moved CustomError class definition to test method scope for proper exception type checking in pytest.raises ## Testing - All 502 Python tests pass - No regressions in existing functionality Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com> * fix: Final CodeRabbit feedback - VFX and telemetry hardening ## Changes ### VfxGraphAssets.cs - FindTemplate: Convert asset paths to absolute filesystem paths before returning (AssetDatabase.GUIDToAssetPath returns "Assets/...", now converts to full paths) - FindTemplate/SetVfxAsset: Add path traversal validation to reject ".." sequences, absolute paths, and backslashes; verify normalized paths don't escape Assets folder using canonical path comparison ### VfxGraphWrite.cs - SetParameter<T>: Guard valueToken.ToObject<T>() with try/catch for JsonException and InvalidCastException; return error response instead of crashing ### focus_nudge.py - Move _last_nudge_time and _consecutive_nudges updates to only occur after successful _focus_app() call (prevents backoff advancing on failed attempts) - _get_current_focus_duration: Scale base durations (3,5,8,12) proportionally by ratio of configured UNITY_MCP_NUDGE_DURATION_S to default 3.0 seconds (e.g., if env var = 6.0, durations become 6,10,16,24 seconds) ### test_core_infrastructure_characterization.py - test_telemetry_collector_records_event: Mock threading.Thread to prevent worker from consuming queued events during test assertion - reset_telemetry fixture: Call core.telemetry.reset_telemetry() function to properly shut down worker threads instead of just setting _telemetry_collector = None ## Testing - All 502 Python tests pass - Telemetry tests no longer flaky - No regressions in existing functionality Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com> * cleanup: Remove orphaned .meta files for deleted empty folders Removed .meta files for folders that were previously deleted, preventing Unity warnings about missing directories. * feat: Add dict/hex format support for vectors and colors Add support for intuitive parameter formats that LLMs commonly use: - Dict vectors: position={x:0, y:1, z:2} - Dict colors: color={r:1, g:0, b:0, a:1} - Hex colors: #RGB, #RRGGBB, #RRGGBBAA - Tuple strings: (x, y, z) and (r, g, b, a) Centralized normalization in utils.py with normalize_vector3() and normalize_color() functions. Removed ~200 lines of duplicate code. Updated type annotations to accept dict format in Pydantic schema. * Fix VFX graph asset handling and harden CI GO merge * Fix VFX graph asset handling and harden CI GO merge * Deduplicate VFX template listing * Avoid duplicate GO fragment merges * Harden test job handling and tool validation * Relax VFX version checks and harden VFX tools --------- Co-authored-by: Claude Haiku 4.5 <noreply@anthropic.com>
2026-01-29 18:47:36 +08:00
"texture", "delete", "Assets/Textures/Old.png", "--force"
])
assert result.exit_code == 0
def test_texture_create_invalid_json(self, runner):
"""Test texture create with invalid JSON."""
result = runner.invoke(cli, [
"texture", "create", "Assets/Test.png",
"--import-settings", "not valid json"
])
assert result.exit_code == 1
assert "Invalid JSON" in result.output
def test_texture_sprite_color_and_pattern_precedence(self, runner, mock_unity_response):
"""Test that color takes precedence over default pattern in sprite command."""
with patch("cli.commands.texture.run_command", return_value=mock_unity_response):
result = runner.invoke(cli, [
"texture", "sprite", "Assets/Sprites/Solid.png",
"--color", "[255,0,0,255]"
])
assert result.exit_code == 0
Add CLI (#606) * feat: Add CLI for Unity MCP server - Add click-based CLI with 15+ command groups - Commands: gameobject, component, scene, asset, script, editor, prefab, material, lighting, ui, audio, animation, code - HTTP transport to communicate with Unity via MCP server - Output formats: text, json, table - Configuration via environment variables or CLI options - Comprehensive usage guide and unit tests * Update based on AI feedback * Fixes main.py error * Update for further error fix * Update based on AI * Update script.py * Update with better coverage and Tool Readme * Log a message with implicit URI changes Small update for #542 * Minor fixes (#602) * Log a message with implicit URI changes Small update for #542 * Log a message with implicit URI changes Small update for #542 * Add helper scripts to update forks * fix: improve HTTP Local URL validation UX and styling specificity - Rename CSS class from generic "error" to "http-local-url-error" for better specificity - Rename "invalid-url" class to "http-local-invalid-url" for clarity - Disable httpServerCommandField when URL is invalid or transport not HTTP Local - Clear field value and tooltip when showing validation errors - Ensure field is re-enabled when URL becomes valid * Docker mcp gateway (#603) * Log a message with implicit URI changes Small update for #542 * Update docker container to default to stdio Replaces #541 * fix: Rider config path and add MCP registry manifest (#604) - Fix RiderConfigurator to use correct GitHub Copilot config path: - Windows: %LOCALAPPDATA%\github-copilot\intellij\mcp.json - macOS: ~/Library/Application Support/github-copilot/intellij/mcp.json - Linux: ~/.config/github-copilot/intellij/mcp.json - Add mcp.json for GitHub MCP Registry support: - Enables users to install via coplaydev/unity-mcp - Uses uvx with mcpforunityserver from PyPI * Use click.echo instead of print statements * Standardize whitespace * Minor tweak in docs * Use `wait` params * Unrelated but project scoped tools should be off by default * Update lock file * Whitespace cleanup * Update custom_tool_service.py to skip global registration for any tool name that already exists as a built‑in. * Avoid silently falling back to the first Unity session when a specific unity_instance was requested but not found. If a client passes a unity_instance that doesn’t match any session, this code will still route the command to the first available session, which can send commands to the wrong project in multi‑instance environments. Instead, when a unity_instance is provided but no matching session_id is found, return an error (e.g. 400/404 with "Unity instance '' not found") and only default to the first session when no unity_instance was specified. Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Update docs/CLI_USAGE.md Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> * Updated the CLI command registration to only swallow missing optional modules and to surface real import-time failures, so broken command modules don’t get silently ignored. * Sorted __all__ alphabetically to satisfy RUF022 in __init__.py. * Validate --params is a JSON object before merging. Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com> --------- Co-authored-by: Shutong Wu <51266340+Scriptwonder@users.noreply.github.com> Co-authored-by: dsarno <david@lighthaus.us> Co-authored-by: sourcery-ai[bot] <58596630+sourcery-ai[bot]@users.noreply.github.com> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
2026-01-22 08:53:13 +08:00
if __name__ == "__main__":
pytest.main([__file__, "-v"])