unity-mcp/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/ManageScriptableObjectTests.cs

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using System;
using Newtonsoft.Json.Linq;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
Payload-safe paging for hierarchy/components + safer asset search + docs (#490) * Fix test teardown to avoid dropping MCP bridge CodexConfigHelperTests was calling MCPServiceLocator.Reset() in TearDown, which disposes the active bridge/transport during MCP-driven test runs. Replace with restoring only the mutated service (IPlatformService). * Avoid leaking PlatformService in CodexConfigHelperTests Capture the original IPlatformService before this fixture runs and restore it in TearDown. This preserves the MCP connection safety fix (no MCPServiceLocator.Reset()) while avoiding global state leakage to subsequent tests. * Fix SO MCP tooling: validate folder roots, normalize paths, expand tests; remove vestigial SO tools * Remove UnityMCPTests stress artifacts and ignore Assets/Temp * Ignore UnityMCPTests Assets/Temp only * Clarify array_resize fallback logic comments * Refactor: simplify action set and reuse slash sanitization * Enhance: preserve GUID on overwrite & support Vector/Color types in ScriptableObject tools * Fix: ensure asset name matches filename to suppress Unity warnings * Fix: resolve Unity warnings by ensuring asset name match and removing redundant import * Refactor: Validate assetName, strict object parsing for vectors, remove broken SO logic from ManageAsset * Hardening: reject Windows drive paths; clarify supported asset types * Delete FixscriptableobjecPlan.md * Paginate get_hierarchy and get_components to prevent large payload crashes * dev: add uvx dev-mode refresh + safer HTTP stop; fix server typing eval * Payload-safe paging defaults + docs; harden asset search; stabilize Codex tests * chore: align uvx args + coercion helpers; tighten safety guidance * chore: minor cleanup + stabilize EditMode SO tests
2025-12-29 12:57:57 +08:00
using System.Threading;
using MCPForUnity.Editor.Helpers;
using MCPForUnity.Editor.Tools;
using MCPForUnityTests.Editor.Tools.Fixtures;
namespace MCPForUnityTests.Editor.Tools
{
public class ManageScriptableObjectTests
{
private const string TempRoot = "Assets/Temp/ManageScriptableObjectTests";
private const string NestedFolder = TempRoot + "/Nested/Deeper";
private string _createdAssetPath;
private string _createdGuid;
private string _matAPath;
private string _matBPath;
[SetUp]
public void SetUp()
{
Payload-safe paging for hierarchy/components + safer asset search + docs (#490) * Fix test teardown to avoid dropping MCP bridge CodexConfigHelperTests was calling MCPServiceLocator.Reset() in TearDown, which disposes the active bridge/transport during MCP-driven test runs. Replace with restoring only the mutated service (IPlatformService). * Avoid leaking PlatformService in CodexConfigHelperTests Capture the original IPlatformService before this fixture runs and restore it in TearDown. This preserves the MCP connection safety fix (no MCPServiceLocator.Reset()) while avoiding global state leakage to subsequent tests. * Fix SO MCP tooling: validate folder roots, normalize paths, expand tests; remove vestigial SO tools * Remove UnityMCPTests stress artifacts and ignore Assets/Temp * Ignore UnityMCPTests Assets/Temp only * Clarify array_resize fallback logic comments * Refactor: simplify action set and reuse slash sanitization * Enhance: preserve GUID on overwrite & support Vector/Color types in ScriptableObject tools * Fix: ensure asset name matches filename to suppress Unity warnings * Fix: resolve Unity warnings by ensuring asset name match and removing redundant import * Refactor: Validate assetName, strict object parsing for vectors, remove broken SO logic from ManageAsset * Hardening: reject Windows drive paths; clarify supported asset types * Delete FixscriptableobjecPlan.md * Paginate get_hierarchy and get_components to prevent large payload crashes * dev: add uvx dev-mode refresh + safer HTTP stop; fix server typing eval * Payload-safe paging defaults + docs; harden asset search; stabilize Codex tests * chore: align uvx args + coercion helpers; tighten safety guidance * chore: minor cleanup + stabilize EditMode SO tests
2025-12-29 12:57:57 +08:00
WaitForUnityReady();
EnsureFolder("Assets/Temp");
// Start from a clean slate every time (prevents intermittent setup failures).
if (AssetDatabase.IsValidFolder(TempRoot))
{
AssetDatabase.DeleteAsset(TempRoot);
}
EnsureFolder(TempRoot);
_createdAssetPath = null;
_createdGuid = null;
// Create two Materials we can reference by guid/path.
_matAPath = $"{TempRoot}/MatA_{Guid.NewGuid():N}.mat";
_matBPath = $"{TempRoot}/MatB_{Guid.NewGuid():N}.mat";
var shader = Shader.Find("Universal Render Pipeline/Lit")
?? Shader.Find("HDRP/Lit")
?? Shader.Find("Standard")
?? Shader.Find("Unlit/Color");
Assert.IsNotNull(shader, "A fallback shader must be available for creating Material assets in tests.");
AssetDatabase.CreateAsset(new Material(shader), _matAPath);
AssetDatabase.CreateAsset(new Material(shader), _matBPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Payload-safe paging for hierarchy/components + safer asset search + docs (#490) * Fix test teardown to avoid dropping MCP bridge CodexConfigHelperTests was calling MCPServiceLocator.Reset() in TearDown, which disposes the active bridge/transport during MCP-driven test runs. Replace with restoring only the mutated service (IPlatformService). * Avoid leaking PlatformService in CodexConfigHelperTests Capture the original IPlatformService before this fixture runs and restore it in TearDown. This preserves the MCP connection safety fix (no MCPServiceLocator.Reset()) while avoiding global state leakage to subsequent tests. * Fix SO MCP tooling: validate folder roots, normalize paths, expand tests; remove vestigial SO tools * Remove UnityMCPTests stress artifacts and ignore Assets/Temp * Ignore UnityMCPTests Assets/Temp only * Clarify array_resize fallback logic comments * Refactor: simplify action set and reuse slash sanitization * Enhance: preserve GUID on overwrite & support Vector/Color types in ScriptableObject tools * Fix: ensure asset name matches filename to suppress Unity warnings * Fix: resolve Unity warnings by ensuring asset name match and removing redundant import * Refactor: Validate assetName, strict object parsing for vectors, remove broken SO logic from ManageAsset * Hardening: reject Windows drive paths; clarify supported asset types * Delete FixscriptableobjecPlan.md * Paginate get_hierarchy and get_components to prevent large payload crashes * dev: add uvx dev-mode refresh + safer HTTP stop; fix server typing eval * Payload-safe paging defaults + docs; harden asset search; stabilize Codex tests * chore: align uvx args + coercion helpers; tighten safety guidance * chore: minor cleanup + stabilize EditMode SO tests
2025-12-29 12:57:57 +08:00
WaitForUnityReady();
}
[TearDown]
public void TearDown()
{
// Best-effort cleanup
if (!string.IsNullOrEmpty(_createdAssetPath) && AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(_createdAssetPath) != null)
{
AssetDatabase.DeleteAsset(_createdAssetPath);
}
if (!string.IsNullOrEmpty(_matAPath) && AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(_matAPath) != null)
{
AssetDatabase.DeleteAsset(_matAPath);
}
if (!string.IsNullOrEmpty(_matBPath) && AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(_matBPath) != null)
{
AssetDatabase.DeleteAsset(_matBPath);
}
if (AssetDatabase.IsValidFolder(TempRoot))
{
AssetDatabase.DeleteAsset(TempRoot);
}
// Clean up parent Temp folder if empty
if (AssetDatabase.IsValidFolder("Assets/Temp"))
{
var remainingDirs = System.IO.Directory.GetDirectories("Assets/Temp");
var remainingFiles = System.IO.Directory.GetFiles("Assets/Temp");
if (remainingDirs.Length == 0 && remainingFiles.Length == 0)
{
AssetDatabase.DeleteAsset("Assets/Temp");
}
}
AssetDatabase.Refresh();
}
[Test]
public void Create_CreatesNestedFolders_PlacesAssetCorrectly_AndAppliesPatches()
{
var create = new JObject
{
["action"] = "create",
["typeName"] = typeof(ManageScriptableObjectTestDefinition).FullName,
["folderPath"] = NestedFolder,
["assetName"] = "My_Test_Def",
["overwrite"] = true,
["patches"] = new JArray
{
new JObject { ["propertyPath"] = "displayName", ["op"] = "set", ["value"] = "Hello" },
new JObject { ["propertyPath"] = "baseNumber", ["op"] = "set", ["value"] = 42 },
new JObject { ["propertyPath"] = "nested.note", ["op"] = "set", ["value"] = "note!" }
}
};
var raw = ManageScriptableObject.HandleCommand(create);
var result = raw as JObject ?? JObject.FromObject(raw);
Assert.IsTrue(result.Value<bool>("success"), result.ToString());
var data = result["data"] as JObject;
Assert.IsNotNull(data, "Expected data payload");
_createdGuid = data!["guid"]?.ToString();
_createdAssetPath = data["path"]?.ToString();
Assert.IsTrue(AssetDatabase.IsValidFolder(NestedFolder), "Nested folder should be created.");
Assert.IsTrue(_createdAssetPath!.StartsWith(NestedFolder, StringComparison.Ordinal), $"Asset should be created under {NestedFolder}: {_createdAssetPath}");
Assert.IsTrue(_createdAssetPath.EndsWith(".asset", StringComparison.OrdinalIgnoreCase), "Asset should have .asset extension.");
Assert.IsFalse(string.IsNullOrWhiteSpace(_createdGuid), "Expected guid in response.");
var asset = AssetDatabase.LoadAssetAtPath<ManageScriptableObjectTestDefinition>(_createdAssetPath);
Assert.IsNotNull(asset, "Created asset should load as TestDefinition.");
Assert.AreEqual("Hello", asset!.DisplayName, "Private [SerializeField] string should be set via SerializedProperty.");
Assert.AreEqual(42, asset.BaseNumber, "Inherited serialized field should be set via SerializedProperty.");
Assert.AreEqual("note!", asset.NestedNote, "Nested struct field should be set via SerializedProperty path.");
}
[Test]
public void Modify_ArrayResize_ThenAssignObjectRefs_ByGuidAndByPath()
{
// Create base asset first with no patches.
var create = new JObject
{
["action"] = "create",
["typeName"] = typeof(ManageScriptableObjectTestDefinition).FullName,
["folderPath"] = TempRoot,
["assetName"] = "Modify_Target",
["overwrite"] = true
};
var createRes = ToJObject(ManageScriptableObject.HandleCommand(create));
Assert.IsTrue(createRes.Value<bool>("success"), createRes.ToString());
_createdGuid = createRes["data"]?["guid"]?.ToString();
_createdAssetPath = createRes["data"]?["path"]?.ToString();
var matAGuid = AssetDatabase.AssetPathToGUID(_matAPath);
var modify = new JObject
{
["action"] = "modify",
["target"] = new JObject { ["guid"] = _createdGuid },
["patches"] = new JArray
{
// Resize list to 2
new JObject { ["propertyPath"] = "materials.Array.size", ["op"] = "array_resize", ["value"] = 2 },
// Assign element 0 by guid
new JObject
{
["propertyPath"] = "materials.Array.data[0]",
["op"] = "set",
["ref"] = new JObject { ["guid"] = matAGuid }
},
// Assign element 1 by path
new JObject
{
["propertyPath"] = "materials.Array.data[1]",
["op"] = "set",
["ref"] = new JObject { ["path"] = _matBPath }
}
}
};
var modRes = ToJObject(ManageScriptableObject.HandleCommand(modify));
Assert.IsTrue(modRes.Value<bool>("success"), modRes.ToString());
// Assert patch results are ok so failures are visible even if the tool returns success.
var results = modRes["data"]?["results"] as JArray;
Assert.IsNotNull(results, "Expected per-patch results in response.");
foreach (var r in results!)
{
Assert.IsTrue(r.Value<bool>("ok"), $"Patch failed: {r}");
}
var asset = AssetDatabase.LoadAssetAtPath<ManageScriptableObjectTestDefinition>(_createdAssetPath);
Assert.IsNotNull(asset);
Assert.AreEqual(2, asset!.Materials.Count, "List should be resized to 2.");
var matA = AssetDatabase.LoadAssetAtPath<Material>(_matAPath);
var matB = AssetDatabase.LoadAssetAtPath<Material>(_matBPath);
Assert.AreEqual(matA, asset.Materials[0], "Element 0 should be set by GUID ref.");
Assert.AreEqual(matB, asset.Materials[1], "Element 1 should be set by path ref.");
}
[Test]
public void Errors_InvalidAction_TypeNotFound_TargetNotFound()
{
// invalid action
var badAction = ToJObject(ManageScriptableObject.HandleCommand(new JObject { ["action"] = "nope" }));
Assert.IsFalse(badAction.Value<bool>("success"));
Assert.AreEqual("invalid_params", badAction.Value<string>("error"));
// type not found
var badType = ToJObject(ManageScriptableObject.HandleCommand(new JObject
{
["action"] = "create",
["typeName"] = "Nope.MissingType",
["folderPath"] = TempRoot,
["assetName"] = "X",
}));
Assert.IsFalse(badType.Value<bool>("success"));
Assert.AreEqual("type_not_found", badType.Value<string>("error"));
// target not found
var badTarget = ToJObject(ManageScriptableObject.HandleCommand(new JObject
{
["action"] = "modify",
["target"] = new JObject { ["guid"] = "00000000000000000000000000000000" },
["patches"] = new JArray(),
}));
Assert.IsFalse(badTarget.Value<bool>("success"));
Assert.AreEqual("target_not_found", badTarget.Value<string>("error"));
}
[Test]
public void Create_RejectsNonAssetsRootFolders()
{
var badPackages = ToJObject(ManageScriptableObject.HandleCommand(new JObject
{
["action"] = "create",
["typeName"] = typeof(ManageScriptableObjectTestDefinition).FullName,
["folderPath"] = "Packages/NotAllowed",
["assetName"] = "BadFolder",
["overwrite"] = true,
}));
Assert.IsFalse(badPackages.Value<bool>("success"));
Assert.AreEqual("invalid_folder_path", badPackages.Value<string>("error"));
var badAbsolute = ToJObject(ManageScriptableObject.HandleCommand(new JObject
{
["action"] = "create",
["typeName"] = typeof(ManageScriptableObjectTestDefinition).FullName,
["folderPath"] = "/tmp/not_allowed",
["assetName"] = "BadFolder2",
["overwrite"] = true,
}));
Assert.IsFalse(badAbsolute.Value<bool>("success"));
Assert.AreEqual("invalid_folder_path", badAbsolute.Value<string>("error"));
var badFileUri = ToJObject(ManageScriptableObject.HandleCommand(new JObject
{
["action"] = "create",
["typeName"] = typeof(ManageScriptableObjectTestDefinition).FullName,
["folderPath"] = "file:///tmp/not_allowed",
["assetName"] = "BadFolder3",
["overwrite"] = true,
}));
Assert.IsFalse(badFileUri.Value<bool>("success"));
Assert.AreEqual("invalid_folder_path", badFileUri.Value<string>("error"));
}
[Test]
public void Create_NormalizesRelativeAndBackslashPaths_AndAvoidsDoubleSlashesInResult()
{
var create = new JObject
{
["action"] = "create",
["typeName"] = typeof(ManageScriptableObjectTestDefinition).FullName,
["folderPath"] = @"Temp\ManageScriptableObjectTests\SlashProbe\\Deep",
["assetName"] = "SlashProbe",
["overwrite"] = true,
};
var res = ToJObject(ManageScriptableObject.HandleCommand(create));
Assert.IsTrue(res.Value<bool>("success"), res.ToString());
var path = res["data"]?["path"]?.ToString();
Assert.IsNotNull(path, "Expected path in response.");
Assert.IsTrue(path!.StartsWith("Assets/Temp/ManageScriptableObjectTests/SlashProbe/Deep", StringComparison.Ordinal),
$"Expected sanitized Assets-rooted path, got: {path}");
Assert.IsFalse(path.Contains("//", StringComparison.Ordinal), $"Path should not contain double slashes: {path}");
}
private static void EnsureFolder(string folderPath)
{
if (AssetDatabase.IsValidFolder(folderPath))
return;
// Only used for Assets/... paths in tests.
var sanitized = AssetPathUtility.SanitizeAssetPath(folderPath);
if (string.Equals(sanitized, "Assets", StringComparison.OrdinalIgnoreCase))
return;
var parts = sanitized.Split('/');
string current = "Assets";
for (int i = 1; i < parts.Length; i++)
{
var next = current + "/" + parts[i];
if (!AssetDatabase.IsValidFolder(next))
{
AssetDatabase.CreateFolder(current, parts[i]);
}
current = next;
}
}
private static JObject ToJObject(object result)
{
return result as JObject ?? JObject.FromObject(result);
}
Payload-safe paging for hierarchy/components + safer asset search + docs (#490) * Fix test teardown to avoid dropping MCP bridge CodexConfigHelperTests was calling MCPServiceLocator.Reset() in TearDown, which disposes the active bridge/transport during MCP-driven test runs. Replace with restoring only the mutated service (IPlatformService). * Avoid leaking PlatformService in CodexConfigHelperTests Capture the original IPlatformService before this fixture runs and restore it in TearDown. This preserves the MCP connection safety fix (no MCPServiceLocator.Reset()) while avoiding global state leakage to subsequent tests. * Fix SO MCP tooling: validate folder roots, normalize paths, expand tests; remove vestigial SO tools * Remove UnityMCPTests stress artifacts and ignore Assets/Temp * Ignore UnityMCPTests Assets/Temp only * Clarify array_resize fallback logic comments * Refactor: simplify action set and reuse slash sanitization * Enhance: preserve GUID on overwrite & support Vector/Color types in ScriptableObject tools * Fix: ensure asset name matches filename to suppress Unity warnings * Fix: resolve Unity warnings by ensuring asset name match and removing redundant import * Refactor: Validate assetName, strict object parsing for vectors, remove broken SO logic from ManageAsset * Hardening: reject Windows drive paths; clarify supported asset types * Delete FixscriptableobjecPlan.md * Paginate get_hierarchy and get_components to prevent large payload crashes * dev: add uvx dev-mode refresh + safer HTTP stop; fix server typing eval * Payload-safe paging defaults + docs; harden asset search; stabilize Codex tests * chore: align uvx args + coercion helpers; tighten safety guidance * chore: minor cleanup + stabilize EditMode SO tests
2025-12-29 12:57:57 +08:00
private static void WaitForUnityReady(double timeoutSeconds = 30.0)
{
// Some EditMode tests trigger script compilation/domain reload. Tools like ManageScriptableObject
// intentionally return "compiling_or_reloading" during these windows. Wait until Unity is stable
// to make tests deterministic.
double start = EditorApplication.timeSinceStartup;
while (EditorApplication.isCompiling || EditorApplication.isUpdating)
{
if (EditorApplication.timeSinceStartup - start > timeoutSeconds)
{
Assert.Fail($"Timed out waiting for Unity to finish compiling/updating (>{timeoutSeconds:0.0}s).");
}
Thread.Sleep(50);
}
}
}
}