2025-09-03 10:27:40 +08:00
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using System;
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using System.Collections.Generic;
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2025-12-29 12:57:57 +08:00
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using System.Linq;
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2025-09-03 10:27:40 +08:00
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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2025-09-03 10:27:40 +08:00
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using Newtonsoft.Json.Linq;
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using MCPForUnity.Editor.Tools;
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namespace MCPForUnityTests.Editor.Tools
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{
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public class ManageGameObjectTests
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{
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private GameObject testGameObject;
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[SetUp]
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public void SetUp()
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{
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// Create a test GameObject for each test
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testGameObject = new GameObject("TestObject");
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}
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[TearDown]
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public void TearDown()
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{
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// Clean up test GameObject
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if (testGameObject != null)
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{
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UnityEngine.Object.DestroyImmediate(testGameObject);
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}
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}
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[Test]
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public void HandleCommand_ReturnsError_ForNullParams()
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{
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var result = ManageGameObject.HandleCommand(null);
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Assert.IsNotNull(result, "Should return a result object");
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// Note: Actual error checking would need access to Response structure
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}
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[Test]
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public void HandleCommand_ReturnsError_ForEmptyParams()
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{
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var emptyParams = new JObject();
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var result = ManageGameObject.HandleCommand(emptyParams);
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Assert.IsNotNull(result, "Should return a result object for empty params");
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}
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[Test]
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public void HandleCommand_ProcessesValidCreateAction()
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{
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var createParams = new JObject
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{
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["action"] = "create",
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["name"] = "TestCreateObject"
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};
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var result = ManageGameObject.HandleCommand(createParams);
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Assert.IsNotNull(result, "Should return a result for valid create action");
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// Clean up - find and destroy the created object
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var createdObject = GameObject.Find("TestCreateObject");
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if (createdObject != null)
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{
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UnityEngine.Object.DestroyImmediate(createdObject);
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}
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}
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2025-12-29 12:57:57 +08:00
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[Test]
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public void GetComponents_ReturnsPagedMetadataByDefault()
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{
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// Arrange
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testGameObject.AddComponent<Rigidbody>();
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testGameObject.AddComponent<BoxCollider>();
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var p = new JObject
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{
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["action"] = "get_components",
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["target"] = testGameObject.name,
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["searchMethod"] = "by_name",
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["pageSize"] = 2
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};
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// Act
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var raw = ManageGameObject.HandleCommand(p);
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var result = raw as JObject ?? JObject.FromObject(raw);
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// Assert
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Assert.IsTrue(result.Value<bool>("success"), result.ToString());
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var data = result["data"] as JObject;
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Assert.IsNotNull(data, "Expected data payload object.");
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Assert.AreEqual(false, data.Value<bool>("includeProperties"));
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var items = data["items"] as JArray;
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Assert.IsNotNull(items, "Expected items array.");
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Assert.AreEqual(2, items.Count, "Expected exactly pageSize items.");
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var first = items[0] as JObject;
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Assert.IsNotNull(first, "Expected item to be an object.");
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Assert.IsNotNull(first["typeName"]);
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Assert.IsNotNull(first["instanceID"]);
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Assert.IsNull(first["properties"], "Metadata response should not include heavy serialized properties by default.");
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}
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[Test]
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public void GetComponents_CanIncludePropertiesButStillPages()
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{
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// Arrange
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testGameObject.AddComponent<Rigidbody>();
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testGameObject.AddComponent<BoxCollider>();
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var p = new JObject
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{
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["action"] = "get_components",
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["target"] = testGameObject.name,
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["searchMethod"] = "by_name",
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["pageSize"] = 2,
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["includeProperties"] = true
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};
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// Act
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var raw = ManageGameObject.HandleCommand(p);
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var result = raw as JObject ?? JObject.FromObject(raw);
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// Assert
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Assert.IsTrue(result.Value<bool>("success"), result.ToString());
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var data = result["data"] as JObject;
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Assert.IsNotNull(data);
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Assert.AreEqual(true, data.Value<bool>("includeProperties"));
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var items = data["items"] as JArray;
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Assert.IsNotNull(items);
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Assert.IsTrue(items.Count > 0);
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var first = items[0] as JObject;
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Assert.IsNotNull(first);
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Assert.IsNotNull(first["typeName"]);
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Assert.IsNotNull(first["instanceID"]);
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// Heuristic: property-including payload should have more than just typeName/instanceID.
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Assert.Greater(first.Properties().Count(), 2, "Expected richer component payload when includeProperties=true.");
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}
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[Test]
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public void ComponentResolver_Integration_WorksWithRealComponents()
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{
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// Test that our ComponentResolver works with actual Unity components
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var transformResult = ComponentResolver.TryResolve("Transform", out Type transformType, out string error);
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Assert.IsTrue(transformResult, "Should resolve Transform component");
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Assert.AreEqual(typeof(Transform), transformType, "Should return correct Transform type");
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Assert.IsEmpty(error, "Should have no error for valid component");
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}
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[Test]
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public void ComponentResolver_Integration_WorksWithBuiltInComponents()
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{
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var components = new[]
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{
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("Rigidbody", typeof(Rigidbody)),
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("Collider", typeof(Collider)),
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("Renderer", typeof(Renderer)),
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("Camera", typeof(Camera)),
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("Light", typeof(Light))
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};
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foreach (var (componentName, expectedType) in components)
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{
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var result = ComponentResolver.TryResolve(componentName, out Type actualType, out string error);
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// Some components might not resolve (abstract classes), but the method should handle gracefully
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if (result)
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{
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Assert.IsTrue(expectedType.IsAssignableFrom(actualType),
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$"{componentName} should resolve to assignable type");
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}
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else
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{
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Assert.IsNotEmpty(error, $"Should have error message for {componentName}");
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}
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}
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}
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[Test]
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public void PropertyMatching_Integration_WorksWithRealGameObject()
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{
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// Add a Rigidbody to test real property matching
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var rigidbody = testGameObject.AddComponent<Rigidbody>();
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var properties = ComponentResolver.GetAllComponentProperties(typeof(Rigidbody));
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Assert.IsNotEmpty(properties, "Rigidbody should have properties");
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Assert.Contains("mass", properties, "Rigidbody should have mass property");
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Assert.Contains("useGravity", properties, "Rigidbody should have useGravity property");
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// Test AI suggestions
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var suggestions = ComponentResolver.GetAIPropertySuggestions("Use Gravity", properties);
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Assert.Contains("useGravity", suggestions, "Should suggest useGravity for 'Use Gravity'");
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}
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[Test]
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public void PropertyMatching_HandlesMonoBehaviourProperties()
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{
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var properties = ComponentResolver.GetAllComponentProperties(typeof(MonoBehaviour));
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Assert.IsNotEmpty(properties, "MonoBehaviour should have properties");
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Assert.Contains("enabled", properties, "MonoBehaviour should have enabled property");
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Assert.Contains("name", properties, "MonoBehaviour should have name property");
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Assert.Contains("tag", properties, "MonoBehaviour should have tag property");
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}
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[Test]
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public void PropertyMatching_HandlesCaseVariations()
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{
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var testProperties = new List<string> { "maxReachDistance", "playerHealth", "movementSpeed" };
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var testCases = new[]
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{
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("max reach distance", "maxReachDistance"),
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("Max Reach Distance", "maxReachDistance"),
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("MAX_REACH_DISTANCE", "maxReachDistance"),
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("player health", "playerHealth"),
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("movement speed", "movementSpeed")
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};
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foreach (var (input, expected) in testCases)
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{
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var suggestions = ComponentResolver.GetAIPropertySuggestions(input, testProperties);
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Assert.Contains(expected, suggestions, $"Should suggest {expected} for input '{input}'");
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}
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}
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[Test]
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public void ErrorHandling_ReturnsHelpfulMessages()
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{
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// This test verifies that error messages are helpful and contain suggestions
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var testProperties = new List<string> { "mass", "velocity", "drag", "useGravity" };
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var suggestions = ComponentResolver.GetAIPropertySuggestions("weight", testProperties);
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// Even if no perfect match, should return valid list
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Assert.IsNotNull(suggestions, "Should return valid suggestions list");
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// Test with completely invalid input
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var badSuggestions = ComponentResolver.GetAIPropertySuggestions("xyz123invalid", testProperties);
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Assert.IsNotNull(badSuggestions, "Should handle invalid input gracefully");
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}
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[Test]
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public void PerformanceTest_CachingWorks()
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{
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var properties = ComponentResolver.GetAllComponentProperties(typeof(Transform));
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var input = "Test Property Name";
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// First call - populate cache
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var startTime = System.DateTime.UtcNow;
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var suggestions1 = ComponentResolver.GetAIPropertySuggestions(input, properties);
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var firstCallTime = (System.DateTime.UtcNow - startTime).TotalMilliseconds;
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// Second call - should use cache
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startTime = System.DateTime.UtcNow;
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var suggestions2 = ComponentResolver.GetAIPropertySuggestions(input, properties);
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var secondCallTime = (System.DateTime.UtcNow - startTime).TotalMilliseconds;
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Assert.AreEqual(suggestions1.Count, suggestions2.Count, "Cached results should be identical");
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CollectionAssert.AreEqual(suggestions1, suggestions2, "Cached results should match exactly");
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// Second call should be faster (though this test might be flaky)
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Assert.LessOrEqual(secondCallTime, firstCallTime * 2, "Cached call should not be significantly slower");
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}
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[Test]
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public void SetComponentProperties_CollectsAllFailuresAndAppliesValidOnes()
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{
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// Arrange - add Transform and Rigidbody components to test with
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var transform = testGameObject.transform;
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var rigidbody = testGameObject.AddComponent<Rigidbody>();
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// Create a params object with mixed valid and invalid properties
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var setPropertiesParams = new JObject
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{
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["action"] = "modify",
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["target"] = testGameObject.name,
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["search_method"] = "by_name",
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["componentProperties"] = new JObject
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{
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["Transform"] = new JObject
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{
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["localPosition"] = new JObject { ["x"] = 1.0f, ["y"] = 2.0f, ["z"] = 3.0f }, // Valid
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["rotatoin"] = new JObject { ["x"] = 0.0f, ["y"] = 90.0f, ["z"] = 0.0f }, // Invalid (typo - should be rotation)
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["localScale"] = new JObject { ["x"] = 2.0f, ["y"] = 2.0f, ["z"] = 2.0f } // Valid
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},
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["Rigidbody"] = new JObject
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{
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["mass"] = 5.0f, // Valid
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["invalidProp"] = "test", // Invalid - doesn't exist
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["useGravity"] = true // Valid
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Store original values to verify changes
|
|
|
|
|
var originalLocalPosition = transform.localPosition;
|
|
|
|
|
var originalLocalScale = transform.localScale;
|
|
|
|
|
var originalMass = rigidbody.mass;
|
|
|
|
|
var originalUseGravity = rigidbody.useGravity;
|
2025-10-01 04:25:33 +08:00
|
|
|
|
2025-09-04 00:57:12 +08:00
|
|
|
Debug.Log($"BEFORE TEST - Mass: {rigidbody.mass}, UseGravity: {rigidbody.useGravity}");
|
|
|
|
|
|
|
|
|
|
// Expect the warning logs from the invalid properties
|
|
|
|
|
LogAssert.Expect(LogType.Warning, new System.Text.RegularExpressions.Regex("Property 'rotatoin' not found"));
|
|
|
|
|
LogAssert.Expect(LogType.Warning, new System.Text.RegularExpressions.Regex("Property 'invalidProp' not found"));
|
|
|
|
|
|
|
|
|
|
// Act
|
|
|
|
|
var result = ManageGameObject.HandleCommand(setPropertiesParams);
|
2025-10-01 04:25:33 +08:00
|
|
|
|
2025-09-04 00:57:12 +08:00
|
|
|
Debug.Log($"AFTER TEST - Mass: {rigidbody.mass}, UseGravity: {rigidbody.useGravity}");
|
|
|
|
|
Debug.Log($"AFTER TEST - LocalPosition: {transform.localPosition}");
|
|
|
|
|
Debug.Log($"AFTER TEST - LocalScale: {transform.localScale}");
|
|
|
|
|
|
|
|
|
|
// Assert - verify that valid properties were set despite invalid ones
|
2025-10-01 04:25:33 +08:00
|
|
|
Assert.AreEqual(new Vector3(1.0f, 2.0f, 3.0f), transform.localPosition,
|
2025-09-04 00:57:12 +08:00
|
|
|
"Valid localPosition should be set even with other invalid properties");
|
|
|
|
|
Assert.AreEqual(new Vector3(2.0f, 2.0f, 2.0f), transform.localScale,
|
|
|
|
|
"Valid localScale should be set even with other invalid properties");
|
|
|
|
|
Assert.AreEqual(5.0f, rigidbody.mass, 0.001f,
|
|
|
|
|
"Valid mass should be set even with other invalid properties");
|
|
|
|
|
Assert.AreEqual(true, rigidbody.useGravity,
|
|
|
|
|
"Valid useGravity should be set even with other invalid properties");
|
|
|
|
|
|
|
|
|
|
// Verify the result indicates errors (since we had invalid properties)
|
|
|
|
|
Assert.IsNotNull(result, "Should return a result object");
|
2025-10-01 04:25:33 +08:00
|
|
|
|
2025-09-04 00:57:12 +08:00
|
|
|
// The collect-and-continue behavior means we should get an error response
|
|
|
|
|
// that contains info about the failed properties, but valid ones were still applied
|
|
|
|
|
// This proves the collect-and-continue behavior is working
|
2025-09-07 01:58:11 +08:00
|
|
|
|
|
|
|
|
// Harden: verify structured error response with failures list contains both invalid fields
|
|
|
|
|
var successProp = result.GetType().GetProperty("success");
|
|
|
|
|
Assert.IsNotNull(successProp, "Result should expose 'success' property");
|
|
|
|
|
Assert.IsFalse((bool)successProp.GetValue(result), "Result.success should be false for partial failure");
|
|
|
|
|
|
|
|
|
|
var dataProp = result.GetType().GetProperty("data");
|
|
|
|
|
Assert.IsNotNull(dataProp, "Result should include 'data' with errors");
|
|
|
|
|
var dataVal = dataProp.GetValue(result);
|
|
|
|
|
Assert.IsNotNull(dataVal, "Result.data should not be null");
|
|
|
|
|
var errorsProp = dataVal.GetType().GetProperty("errors");
|
|
|
|
|
Assert.IsNotNull(errorsProp, "Result.data should include 'errors' list");
|
|
|
|
|
var errorsEnum = errorsProp.GetValue(dataVal) as System.Collections.IEnumerable;
|
|
|
|
|
Assert.IsNotNull(errorsEnum, "errors should be enumerable");
|
|
|
|
|
|
|
|
|
|
bool foundRotatoin = false;
|
|
|
|
|
bool foundInvalidProp = false;
|
|
|
|
|
foreach (var err in errorsEnum)
|
|
|
|
|
{
|
|
|
|
|
string s = err?.ToString() ?? string.Empty;
|
|
|
|
|
if (s.Contains("rotatoin")) foundRotatoin = true;
|
|
|
|
|
if (s.Contains("invalidProp")) foundInvalidProp = true;
|
|
|
|
|
}
|
|
|
|
|
Assert.IsTrue(foundRotatoin, "errors should mention the misspelled 'rotatoin' property");
|
|
|
|
|
Assert.IsTrue(foundInvalidProp, "errors should mention the 'invalidProp' property");
|
2025-09-04 00:57:12 +08:00
|
|
|
}
|
|
|
|
|
|
2025-10-01 04:25:33 +08:00
|
|
|
[Test]
|
2025-09-04 00:57:12 +08:00
|
|
|
public void SetComponentProperties_ContinuesAfterException()
|
|
|
|
|
{
|
|
|
|
|
// Arrange - create scenario that might cause exceptions
|
|
|
|
|
var rigidbody = testGameObject.AddComponent<Rigidbody>();
|
2025-10-01 04:25:33 +08:00
|
|
|
|
2025-09-04 00:57:12 +08:00
|
|
|
// Set initial values that we'll change
|
|
|
|
|
rigidbody.mass = 1.0f;
|
|
|
|
|
rigidbody.useGravity = true;
|
2025-10-01 04:25:33 +08:00
|
|
|
|
2025-09-04 00:57:12 +08:00
|
|
|
var setPropertiesParams = new JObject
|
|
|
|
|
{
|
|
|
|
|
["action"] = "modify",
|
|
|
|
|
["target"] = testGameObject.name,
|
|
|
|
|
["search_method"] = "by_name",
|
|
|
|
|
["componentProperties"] = new JObject
|
|
|
|
|
{
|
|
|
|
|
["Rigidbody"] = new JObject
|
|
|
|
|
{
|
|
|
|
|
["mass"] = 2.5f, // Valid - should be set
|
|
|
|
|
["velocity"] = "invalid_type", // Invalid type - will cause exception
|
|
|
|
|
["useGravity"] = false // Valid - should still be set after exception
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Expect the error logs from the invalid property
|
|
|
|
|
LogAssert.Expect(LogType.Error, new System.Text.RegularExpressions.Regex("Unexpected error converting token to UnityEngine.Vector3"));
|
|
|
|
|
LogAssert.Expect(LogType.Error, new System.Text.RegularExpressions.Regex("SetProperty.*Failed to set 'velocity'"));
|
|
|
|
|
LogAssert.Expect(LogType.Warning, new System.Text.RegularExpressions.Regex("Property 'velocity' not found"));
|
|
|
|
|
|
|
|
|
|
// Act
|
|
|
|
|
var result = ManageGameObject.HandleCommand(setPropertiesParams);
|
|
|
|
|
|
|
|
|
|
// Assert - verify that valid properties before AND after the exception were still set
|
|
|
|
|
Assert.AreEqual(2.5f, rigidbody.mass, 0.001f,
|
|
|
|
|
"Mass should be set even if later property causes exception");
|
|
|
|
|
Assert.AreEqual(false, rigidbody.useGravity,
|
|
|
|
|
"UseGravity should be set even if previous property caused exception");
|
|
|
|
|
|
|
|
|
|
Assert.IsNotNull(result, "Should return a result even with exceptions");
|
2025-10-01 04:25:33 +08:00
|
|
|
|
2025-09-04 00:57:12 +08:00
|
|
|
// The key test: processing continued after the exception and set useGravity
|
|
|
|
|
// This proves the collect-and-continue behavior works even with exceptions
|
2025-09-07 01:58:11 +08:00
|
|
|
|
|
|
|
|
// Harden: verify structured error response contains velocity failure
|
|
|
|
|
var successProp2 = result.GetType().GetProperty("success");
|
|
|
|
|
Assert.IsNotNull(successProp2, "Result should expose 'success' property");
|
|
|
|
|
Assert.IsFalse((bool)successProp2.GetValue(result), "Result.success should be false when an exception occurs for a property");
|
|
|
|
|
|
|
|
|
|
var dataProp2 = result.GetType().GetProperty("data");
|
|
|
|
|
Assert.IsNotNull(dataProp2, "Result should include 'data' with errors");
|
|
|
|
|
var dataVal2 = dataProp2.GetValue(result);
|
|
|
|
|
Assert.IsNotNull(dataVal2, "Result.data should not be null");
|
|
|
|
|
var errorsProp2 = dataVal2.GetType().GetProperty("errors");
|
|
|
|
|
Assert.IsNotNull(errorsProp2, "Result.data should include 'errors' list");
|
|
|
|
|
var errorsEnum2 = errorsProp2.GetValue(dataVal2) as System.Collections.IEnumerable;
|
|
|
|
|
Assert.IsNotNull(errorsEnum2, "errors should be enumerable");
|
|
|
|
|
|
|
|
|
|
bool foundVelocityError = false;
|
|
|
|
|
foreach (var err in errorsEnum2)
|
|
|
|
|
{
|
|
|
|
|
string s = err?.ToString() ?? string.Empty;
|
|
|
|
|
if (s.Contains("velocity")) { foundVelocityError = true; break; }
|
|
|
|
|
}
|
|
|
|
|
Assert.IsTrue(foundVelocityError, "errors should include a message referencing 'velocity'");
|
2025-09-04 00:57:12 +08:00
|
|
|
}
|
2025-10-21 09:34:33 +08:00
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void GetComponentData_DoesNotInstantiateMaterialsInEditMode()
|
|
|
|
|
{
|
|
|
|
|
// Arrange - Create a GameObject with MeshRenderer and MeshFilter components
|
|
|
|
|
var testObject = new GameObject("MaterialMeshTestObject");
|
|
|
|
|
var meshRenderer = testObject.AddComponent<MeshRenderer>();
|
|
|
|
|
var meshFilter = testObject.AddComponent<MeshFilter>();
|
|
|
|
|
|
|
|
|
|
// Create a simple material and mesh for testing
|
|
|
|
|
var testMaterial = new Material(Shader.Find("Standard"));
|
|
|
|
|
var tempCube = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
|
|
|
|
var testMesh = tempCube.GetComponent<MeshFilter>().sharedMesh;
|
|
|
|
|
UnityEngine.Object.DestroyImmediate(tempCube);
|
|
|
|
|
|
|
|
|
|
// Set the shared material and mesh (these should be used in edit mode)
|
|
|
|
|
meshRenderer.sharedMaterial = testMaterial;
|
|
|
|
|
meshFilter.sharedMesh = testMesh;
|
|
|
|
|
|
|
|
|
|
// Act - Get component data which should trigger material/mesh property access
|
|
|
|
|
var prevIgnore = LogAssert.ignoreFailingMessages;
|
|
|
|
|
LogAssert.ignoreFailingMessages = true; // Avoid failing due to incidental editor logs during reflection
|
|
|
|
|
object result;
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
result = MCPForUnity.Editor.Helpers.GameObjectSerializer.GetComponentData(meshRenderer);
|
|
|
|
|
}
|
|
|
|
|
finally
|
|
|
|
|
{
|
|
|
|
|
LogAssert.ignoreFailingMessages = prevIgnore;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Assert - Basic success and shape tolerance
|
|
|
|
|
Assert.IsNotNull(result, "GetComponentData should return a result");
|
|
|
|
|
if (result is Dictionary<string, object> dict &&
|
|
|
|
|
dict.TryGetValue("properties", out var propsObj) &&
|
|
|
|
|
propsObj is Dictionary<string, object> properties)
|
|
|
|
|
{
|
|
|
|
|
Assert.IsTrue(properties.ContainsKey("material") || properties.ContainsKey("sharedMaterial") || properties.ContainsKey("materials") || properties.ContainsKey("sharedMaterials"),
|
|
|
|
|
"Serialized data should include a material-related key when present.");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Clean up
|
|
|
|
|
UnityEngine.Object.DestroyImmediate(testMaterial);
|
|
|
|
|
UnityEngine.Object.DestroyImmediate(testObject);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void GetComponentData_DoesNotInstantiateMeshesInEditMode()
|
|
|
|
|
{
|
|
|
|
|
// Arrange - Create a GameObject with MeshFilter component
|
|
|
|
|
var testObject = new GameObject("MeshTestObject");
|
|
|
|
|
var meshFilter = testObject.AddComponent<MeshFilter>();
|
|
|
|
|
|
|
|
|
|
// Create a simple mesh for testing
|
|
|
|
|
var tempSphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
|
|
|
|
var testMesh = tempSphere.GetComponent<MeshFilter>().sharedMesh;
|
|
|
|
|
UnityEngine.Object.DestroyImmediate(tempSphere);
|
|
|
|
|
meshFilter.sharedMesh = testMesh;
|
|
|
|
|
|
|
|
|
|
// Act - Get component data which should trigger mesh property access
|
|
|
|
|
var prevIgnore2 = LogAssert.ignoreFailingMessages;
|
|
|
|
|
LogAssert.ignoreFailingMessages = true;
|
|
|
|
|
object result;
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
result = MCPForUnity.Editor.Helpers.GameObjectSerializer.GetComponentData(meshFilter);
|
|
|
|
|
}
|
|
|
|
|
finally
|
|
|
|
|
{
|
|
|
|
|
LogAssert.ignoreFailingMessages = prevIgnore2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Assert - Basic success and shape tolerance
|
|
|
|
|
Assert.IsNotNull(result, "GetComponentData should return a result");
|
|
|
|
|
if (result is Dictionary<string, object> dict2 &&
|
|
|
|
|
dict2.TryGetValue("properties", out var propsObj2) &&
|
|
|
|
|
propsObj2 is Dictionary<string, object> properties2)
|
|
|
|
|
{
|
|
|
|
|
Assert.IsTrue(properties2.ContainsKey("mesh") || properties2.ContainsKey("sharedMesh"),
|
|
|
|
|
"Serialized data should include a mesh-related key when present.");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Clean up
|
|
|
|
|
UnityEngine.Object.DestroyImmediate(testObject);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void GetComponentData_UsesSharedMaterialInEditMode()
|
|
|
|
|
{
|
|
|
|
|
// Arrange - Create a GameObject with MeshRenderer
|
|
|
|
|
var testObject = new GameObject("SharedMaterialTestObject");
|
|
|
|
|
var meshRenderer = testObject.AddComponent<MeshRenderer>();
|
|
|
|
|
|
|
|
|
|
// Create a test material
|
|
|
|
|
var testMaterial = new Material(Shader.Find("Standard"));
|
|
|
|
|
testMaterial.name = "TestMaterial";
|
|
|
|
|
meshRenderer.sharedMaterial = testMaterial;
|
|
|
|
|
|
|
|
|
|
// Act - Get component data in edit mode
|
|
|
|
|
var result = MCPForUnity.Editor.Helpers.GameObjectSerializer.GetComponentData(meshRenderer);
|
|
|
|
|
|
|
|
|
|
// Assert - Verify that the material property was accessed without instantiation
|
|
|
|
|
Assert.IsNotNull(result, "GetComponentData should return a result");
|
|
|
|
|
|
|
|
|
|
// Check that result is a dictionary with properties key
|
|
|
|
|
if (result is Dictionary<string, object> resultDict &&
|
|
|
|
|
resultDict.TryGetValue("properties", out var propertiesObj) &&
|
|
|
|
|
propertiesObj is Dictionary<string, object> properties)
|
|
|
|
|
{
|
|
|
|
|
Assert.IsTrue(properties.ContainsKey("material") || properties.ContainsKey("sharedMaterial"),
|
|
|
|
|
"Serialized data should include 'material' or 'sharedMaterial' when present.");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Clean up
|
|
|
|
|
UnityEngine.Object.DestroyImmediate(testMaterial);
|
|
|
|
|
UnityEngine.Object.DestroyImmediate(testObject);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void GetComponentData_UsesSharedMeshInEditMode()
|
|
|
|
|
{
|
|
|
|
|
// Arrange - Create a GameObject with MeshFilter
|
|
|
|
|
var testObject = new GameObject("SharedMeshTestObject");
|
|
|
|
|
var meshFilter = testObject.AddComponent<MeshFilter>();
|
|
|
|
|
|
|
|
|
|
// Create a test mesh
|
|
|
|
|
var tempCylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
|
|
|
|
|
var testMesh = tempCylinder.GetComponent<MeshFilter>().sharedMesh;
|
|
|
|
|
UnityEngine.Object.DestroyImmediate(tempCylinder);
|
|
|
|
|
testMesh.name = "TestMesh";
|
|
|
|
|
meshFilter.sharedMesh = testMesh;
|
|
|
|
|
|
|
|
|
|
// Act - Get component data in edit mode
|
|
|
|
|
var result = MCPForUnity.Editor.Helpers.GameObjectSerializer.GetComponentData(meshFilter);
|
|
|
|
|
|
|
|
|
|
// Assert - Verify that the mesh property was accessed without instantiation
|
|
|
|
|
Assert.IsNotNull(result, "GetComponentData should return a result");
|
|
|
|
|
|
|
|
|
|
// Check that result is a dictionary with properties key
|
|
|
|
|
if (result is Dictionary<string, object> resultDict &&
|
|
|
|
|
resultDict.TryGetValue("properties", out var propertiesObj) &&
|
|
|
|
|
propertiesObj is Dictionary<string, object> properties)
|
|
|
|
|
{
|
|
|
|
|
Assert.IsTrue(properties.ContainsKey("mesh") || properties.ContainsKey("sharedMesh"),
|
|
|
|
|
"Serialized data should include 'mesh' or 'sharedMesh' when present.");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Clean up
|
|
|
|
|
UnityEngine.Object.DestroyImmediate(testObject);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[Test]
|
|
|
|
|
public void GetComponentData_HandlesNullMaterialsAndMeshes()
|
|
|
|
|
{
|
|
|
|
|
// Arrange - Create a GameObject with MeshRenderer and MeshFilter but no materials/meshes
|
|
|
|
|
var testObject = new GameObject("NullMaterialMeshTestObject");
|
|
|
|
|
var meshRenderer = testObject.AddComponent<MeshRenderer>();
|
|
|
|
|
var meshFilter = testObject.AddComponent<MeshFilter>();
|
|
|
|
|
|
|
|
|
|
// Don't set any materials or meshes - they should be null
|
|
|
|
|
|
|
|
|
|
// Act - Get component data
|
|
|
|
|
var rendererResult = MCPForUnity.Editor.Helpers.GameObjectSerializer.GetComponentData(meshRenderer);
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var meshFilterResult = MCPForUnity.Editor.Helpers.GameObjectSerializer.GetComponentData(meshFilter);
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// Assert - Verify that the operations succeeded even with null materials/meshes
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Assert.IsNotNull(rendererResult, "GetComponentData should handle null materials");
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Assert.IsNotNull(meshFilterResult, "GetComponentData should handle null meshes");
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// Clean up
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UnityEngine.Object.DestroyImmediate(testObject);
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}
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[Test]
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public void GetComponentData_WorksWithMultipleMaterials()
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{
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// Arrange - Create a GameObject with MeshRenderer that has multiple materials
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var testObject = new GameObject("MultiMaterialTestObject");
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var meshRenderer = testObject.AddComponent<MeshRenderer>();
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// Create multiple test materials
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var material1 = new Material(Shader.Find("Standard"));
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material1.name = "TestMaterial1";
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var material2 = new Material(Shader.Find("Standard"));
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|
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material2.name = "TestMaterial2";
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|
|
meshRenderer.sharedMaterials = new Material[] { material1, material2 };
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|
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|
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|
|
// Act - Get component data
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|
|
|
|
var result = MCPForUnity.Editor.Helpers.GameObjectSerializer.GetComponentData(meshRenderer);
|
|
|
|
|
|
|
|
|
|
// Assert - Verify that the operation succeeded with multiple materials
|
|
|
|
|
Assert.IsNotNull(result, "GetComponentData should handle multiple materials");
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|
|
|
|
|
|
|
|
// Clean up
|
|
|
|
|
UnityEngine.Object.DestroyImmediate(material1);
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|
|
UnityEngine.Object.DestroyImmediate(material2);
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|
|
|
|
UnityEngine.Object.DestroyImmediate(testObject);
|
|
|
|
|
}
|
2025-09-03 10:27:40 +08:00
|
|
|
}
|
2025-10-01 04:25:33 +08:00
|
|
|
}
|