unity-mcp/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Helpers/PaginationTests.cs

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🔧 Clean up & Consolidate Shared Services Across MCP Tools (#519) * feat: Redesign GameObject API for better LLM ergonomics - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) - unity://scene/gameobject/{id}: Single GameObject data (no component serialization) - unity://scene/gameobject/{id}/components: All components (paginated) - unity://scene/gameobject/{id}/component/{name}: Single component by type - manage_scene get_hierarchy: Now includes componentTypes array - manage_gameobject: Slimmed to lifecycle only (create, modify, delete) - Legacy actions (find, get_components, etc.) log deprecation warnings - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic - 76 new Unity EditMode tests for ManageGameObject actions - 21 new pytest tests for Python tools/resources - New NL/T CI suite for GameObject API (GO-0 to GO-5) Addresses LLM confusion with parameter overload by splitting into focused tools and read-only resources. * feat: Add GameObject API stress tests and NL/T suite updates Stress Tests (12 new tests): - BulkCreate small/medium batches - FindGameObjects pagination with by_component search - AddComponents to single object - GetComponents with full serialization - SetComponentProperties (complex Rigidbody) - Deep hierarchy creation and path lookup - GetHierarchy with large scenes - Resource read performance tests - RapidFire create-modify-delete cycles NL/T Suite Updates: - Added GO-0..GO-10 tests in nl-gameobject-suite.md - Fixed tool naming: mcp__unity__ → mcp__UnityMCP__ Other: - Fixed LongUnityScriptClaudeTest.cs compilation errors - Added reports/, .claude/local/, scripts/local-test/ to .gitignore All 254 EditMode tests pass (250 run, 4 explicit skips) * fix: Address code review feedback - ParamCoercion: Use CultureInfo.InvariantCulture for float parsing - ManageComponents: Move Transform removal check before GetComponent - ManageGameObjectFindTests: Use try-finally for LogAssert.ignoreFailingMessages - VectorParsing: Document that quaternions are not auto-normalized - gameobject.py: Prefix unused ctx parameter with underscore * fix: Address more code review feedback NL/T Prompt Fixes: - nl-gameobject-suite.md: Remove non-existent list_resources/read_resource from AllowedTools - nl-gameobject-suite.md: Fix parameter names (component_type, properties) - nl-unity-suite-nl.md: Remove unused manage_editor from AllowedTools Test Fixes: - GameObjectAPIStressTests: Add null check to ToJObject helper - GameObjectAPIStressTests: Clarify AudioSource usage comment - ManageGameObjectFindTests: Use built-in 'UI' layer instead of 'Water' - LongUnityScriptClaudeTest: Clean up NL/T test artifacts (Counte42 typo, HasTarget) * docs: update README tools and resources lists - Add missing tools: manage_components, batch_execute, find_gameobjects, refresh_unity - Add missing resources: gameobject_api, editor_state_v2 - Make descriptions more concise across all tools and resources - Ensure documentation matches current MCP server functionality * chore: Remove accidentally committed test artifacts - Remove Materials folder (40 .mat files from interactive testing) - Remove Shaders folder (5 noise shaders from testing) - Remove test scripts (Bounce*, CylinderBounce* from testing) - Remove Temp.meta and commit.sh * refactor: remove deprecated manage_gameobject actions - Remove deprecated switch cases: find, get_components, get_component, add_component, remove_component, set_component_property - Remove deprecated wrapper methods (423 lines deleted from ManageGameObject.cs) - Delete ManageGameObjectFindTests.cs (tests deprecated 'find' action) - Remove deprecated test methods from ManageGameObjectTests.cs - Add GameObject resource URIs to README documentation - Add batch_execute performance tips to README, tool description, and gameobject_api resource - Enhance batch_execute description to emphasize 10-100x performance gains Total: ~1200 lines removed. New API (find_gameobjects, manage_components, resources) is the recommended path forward. * refactor: consolidate shared services across MCP tools Major architectural improvements: - Create UnityJsonSerializer for shared JSON/Unity type conversion - Create ObjectResolver for unified object resolution (GameObjects, Components, Assets) - Create UnityTypeResolver for consolidated type resolution with caching - Create PropertyConversion for unified JSON→Unity property conversion - Create ComponentOps for low-level component operations - Create Pagination helpers for standardized pagination across tools Tool simplifications: - ManageGameObject: Remove 68-line prefab redirect anti-pattern, delegate to helpers - ManageAsset: Remove ~80 lines duplicate ConvertJTokenToType - ManageScriptableObject: Remove ~40 lines duplicate ResolveType - ManageComponents: Use ComponentOps, UnityTypeResolver (~90 lines saved) - ManageMaterial: Standardize to SuccessResponse/ErrorResponse patterns - FindGameObjects: Use PaginationRequest/PaginationResponse - GameObjectLookup: FindComponentType delegates to UnityTypeResolver Tests: 242/246 passed, 4 skipped (expected) * Apply code review feedback: consolidate utilities and improve compatibility Python Server: - Extract normalize_properties() to shared utils.py (removes duplication) - Move search_term validation before preflight() for fail-fast - Fix manage_script.py documentation (remove incorrect 'update' reference) - Remove stale comments in execute_menu_item.py, manage_editor.py - Remove misleading destructiveHint from manage_shader.py C# Unity: - Add Vector4Converter (commonly used, was missing) - Fix Unity 2021 compatibility: replace FindObjectsByType with FindObjectsOfType - Add path normalization in ObjectResolver before StartsWith check - Improve ComponentOps.SetProperty conversion error detection - Add Undo.RecordObject in ManageComponents before property modifications - Improve error message clarity in ManageMaterial.cs - Add defensive error handling to stress test ToJObject helper - Increase CI timeout thresholds for test stability GitHub Workflows: - Fix GO test sorting in markdown output (GO-10 now sorts after GO-9) - Add warning logging for fragment parsing errors * Fix animator hash names in test fixture to match parameter names BlendXHash/BlendYHash now use 'reachX'/'reachY' to match the actual animator parameter names. * fix(windows): improve HTTP server detection and auto-start reliability - Fix netstat detection on Windows by running netstat.exe directly instead of piping through findstr (findstr returns exit code 1 when no matches, causing false detection failures) - Increase auto-start retry attempts (20→30) and delays (2s→3s) to handle slow server starts during first install, version upgrades, and dev mode - Only attempt blind connection after 20 failed detection attempts to reduce connection error spam during server startup - Remove verbose debug logs that were spamming the console every frame * fix: auto-create tags and remove deprecated manage_gameobject actions - ManageGameObject.cs: Check tag existence before setting; auto-create undefined tags using InternalEditorUtility.AddTag() instead of relying on exception handling (Unity logs warning, doesn't throw) - manage_gameobject.py: Remove deprecated actions (find, get_components, add_component, remove_component, set_component_property, get_component) from Literal type - these are now handled by find_gameobjects and manage_components tools - Update test suite and unit tests to reflect new auto-create behavior * fix: address code review feedback Bug fixes: - Fix searchInactive flag ignored in FindObjectsOfType (use includeInactive overload) - Fix property lookup to try both original and normalized names for backwards compat - Remove dead code for deprecated 'find' action validation - Update error message to list only valid actions Improvements: - Add destructiveHint=True to manage_shader tool - Limit fallback connection attempts (every 3rd attempt) to avoid spamming errors - Consolidate PropertyConversion exception handlers to single catch block - Add tag existence assertion and cleanup in tag auto-creation tests Test fixes: - Update SetComponentProperties_ContinuesAfterException log regex for new error format - Update test_manage_gameobject_param_coercion to test valid actions only
2026-01-07 04:58:17 +08:00
using System.Collections.Generic;
using NUnit.Framework;
using Newtonsoft.Json.Linq;
using MCPForUnity.Editor.Helpers;
namespace MCPForUnityTests.Editor.Helpers
{
/// <summary>
/// Tests for the standard Pagination classes.
/// </summary>
public class PaginationTests
{
#region PaginationRequest Tests
[Test]
public void PaginationRequest_FromParams_ParsesPageSizeSnakeCase()
{
var p = new JObject { ["page_size"] = 25 };
var req = PaginationRequest.FromParams(p);
Assert.AreEqual(25, req.PageSize);
}
[Test]
public void PaginationRequest_FromParams_ParsesPageSizeCamelCase()
{
var p = new JObject { ["pageSize"] = 30 };
var req = PaginationRequest.FromParams(p);
Assert.AreEqual(30, req.PageSize);
}
[Test]
public void PaginationRequest_FromParams_ParsesCursor()
{
var p = new JObject { ["cursor"] = 50 };
var req = PaginationRequest.FromParams(p);
Assert.AreEqual(50, req.Cursor);
}
[Test]
public void PaginationRequest_FromParams_ConvertsPageNumberToCursor()
{
// page_number is 1-based, should convert to 0-based cursor
var p = new JObject { ["page_number"] = 3, ["page_size"] = 10 };
var req = PaginationRequest.FromParams(p);
// Page 3 with page size 10 means items 20-29, so cursor should be 20
Assert.AreEqual(20, req.Cursor);
}
[Test]
public void PaginationRequest_FromParams_CursorTakesPrecedenceOverPageNumber()
{
// If both cursor and page_number are specified, cursor should win
var p = new JObject { ["cursor"] = 100, ["page_number"] = 1 };
var req = PaginationRequest.FromParams(p);
Assert.AreEqual(100, req.Cursor);
}
[Test]
public void PaginationRequest_FromParams_UsesDefaultsForNullParams()
{
var req = PaginationRequest.FromParams(null);
Assert.AreEqual(50, req.PageSize);
Assert.AreEqual(0, req.Cursor);
}
[Test]
public void PaginationRequest_FromParams_UsesDefaultsForEmptyParams()
{
var req = PaginationRequest.FromParams(new JObject());
Assert.AreEqual(50, req.PageSize);
Assert.AreEqual(0, req.Cursor);
}
[Test]
public void PaginationRequest_FromParams_AcceptsCustomDefaultPageSize()
{
var req = PaginationRequest.FromParams(new JObject(), defaultPageSize: 100);
Assert.AreEqual(100, req.PageSize);
}
[Test]
public void PaginationRequest_FromParams_HandleStringValues()
{
// Some clients might send string values
var p = new JObject { ["page_size"] = "15", ["cursor"] = "5" };
var req = PaginationRequest.FromParams(p);
Assert.AreEqual(15, req.PageSize);
Assert.AreEqual(5, req.Cursor);
}
#endregion
#region PaginationResponse Tests
[Test]
public void PaginationResponse_Create_ReturnsCorrectPageOfItems()
{
var allItems = new List<int> { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
var request = new PaginationRequest { PageSize = 3, Cursor = 0 };
var response = PaginationResponse<int>.Create(allItems, request);
Assert.AreEqual(3, response.Items.Count);
Assert.AreEqual(new List<int> { 1, 2, 3 }, response.Items);
}
[Test]
public void PaginationResponse_Create_ReturnsCorrectMiddlePage()
{
var allItems = new List<int> { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 };
var request = new PaginationRequest { PageSize = 3, Cursor = 3 };
var response = PaginationResponse<int>.Create(allItems, request);
Assert.AreEqual(3, response.Items.Count);
Assert.AreEqual(new List<int> { 4, 5, 6 }, response.Items);
}
[Test]
public void PaginationResponse_Create_HandlesLastPage()
{
var allItems = new List<int> { 1, 2, 3, 4, 5 };
var request = new PaginationRequest { PageSize = 3, Cursor = 3 };
var response = PaginationResponse<int>.Create(allItems, request);
Assert.AreEqual(2, response.Items.Count);
Assert.AreEqual(new List<int> { 4, 5 }, response.Items);
Assert.IsNull(response.NextCursor);
Assert.IsFalse(response.HasMore);
}
[Test]
public void PaginationResponse_HasMore_TrueWhenNextCursorSet()
{
var allItems = new List<int> { 1, 2, 3, 4, 5, 6 };
var request = new PaginationRequest { PageSize = 3, Cursor = 0 };
var response = PaginationResponse<int>.Create(allItems, request);
Assert.IsTrue(response.HasMore);
Assert.AreEqual(3, response.NextCursor);
}
[Test]
public void PaginationResponse_HasMore_FalseWhenNoMoreItems()
{
var allItems = new List<int> { 1, 2, 3 };
var request = new PaginationRequest { PageSize = 10, Cursor = 0 };
var response = PaginationResponse<int>.Create(allItems, request);
Assert.IsFalse(response.HasMore);
Assert.IsNull(response.NextCursor);
}
[Test]
public void PaginationResponse_Create_SetsCorrectTotalCount()
{
var allItems = new List<string> { "a", "b", "c", "d", "e" };
var request = new PaginationRequest { PageSize = 2, Cursor = 0 };
var response = PaginationResponse<string>.Create(allItems, request);
Assert.AreEqual(5, response.TotalCount);
}
[Test]
public void PaginationResponse_Create_HandlesEmptyList()
{
var allItems = new List<int>();
var request = new PaginationRequest { PageSize = 10, Cursor = 0 };
var response = PaginationResponse<int>.Create(allItems, request);
Assert.AreEqual(0, response.Items.Count);
Assert.AreEqual(0, response.TotalCount);
Assert.IsNull(response.NextCursor);
Assert.IsFalse(response.HasMore);
}
[Test]
public void PaginationResponse_Create_ClampsCursorToValidRange()
{
var allItems = new List<int> { 1, 2, 3 };
var request = new PaginationRequest { PageSize = 10, Cursor = 100 };
var response = PaginationResponse<int>.Create(allItems, request);
Assert.AreEqual(0, response.Items.Count);
Assert.AreEqual(3, response.Cursor); // Clamped to totalCount
}
[Test]
public void PaginationResponse_Create_HandlesNegativeCursor()
{
var allItems = new List<int> { 1, 2, 3 };
var request = new PaginationRequest { PageSize = 10, Cursor = -5 };
var response = PaginationResponse<int>.Create(allItems, request);
Assert.AreEqual(0, response.Cursor); // Clamped to 0
Assert.AreEqual(3, response.Items.Count);
}
#endregion
}
}