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

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🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - 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 ## Updated - 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 ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 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 static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * 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 additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * 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: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * 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 * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * 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 * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * 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. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
using System;
using System.Collections.Generic;
using System.Diagnostics;
using Newtonsoft.Json.Linq;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using MCPForUnity.Editor.Tools;
using MCPForUnity.Editor.Resources.Scene;
using UnityEngine.TestTools;
using Debug = UnityEngine.Debug;
Harden `manage_scriptable_object` Tool (#522) * feat(manage_scriptable_object): harden tool with path normalization, auto-resize, bulk mapping Phase 1: Path Syntax & Auto-Resizing - Add NormalizePropertyPath() to convert field[index] to Array.data format - Add EnsureArrayCapacity() to auto-grow arrays when targeting out-of-bounds indices Phase 2: Consolidation - Replace duplicate TryGet* helpers with ParamCoercion/VectorParsing shared utilities - Add Vector4 parsing support to VectorParsing.cs Phase 3: Bulk Data Mapping - Handle JArray values for list/array properties (recursive element setting) - Handle JObject values for nested struct/class properties Phase 4: Enhanced Reference Resolution - Support plain 32-char GUID strings for ObjectReference fields Phase 5: Validation & Dry-Run - Add ValidatePatches() for pre-validation of all patches - Add dry_run parameter to validate without mutating Includes comprehensive stress test suite covering: - Big Bang (large nested arrays), Out of Bounds, Friendly Path Syntax - Deep Nesting, Mixed References, Rapid Fire, Type Mismatch - Bulk Array Mapping, GUID Shorthand, Dry Run validation * feat: Add AnimationCurve and Quaternion support to manage_scriptable_object tool - Implement TrySetAnimationCurve() supporting both {'keys': [...]} and direct [...] formats * Support keyframe properties: time, value, inSlope, outSlope, weightedMode, inWeight, outWeight * Gracefully default missing optional fields to 0 * Clear error messages for malformed structures - Implement TrySetQuaternion() with 4 input formats: * Euler array [x, y, z] - 3 elements interpreted as degrees * Raw array [x, y, z, w] - 4 components * Object format {x, y, z, w} - explicit components * Explicit euler {euler: [x, y, z]} - labeled format - Improve error handling: * Null values: AnimationCurve→empty, Quaternion→identity * Invalid inputs rejected with specific, actionable error messages * Validate keyframe objects and array sizes - Add comprehensive test coverage in ManageScriptableObjectStressTests.cs: * AnimationCurve with keyframe array format * AnimationCurve with direct array (no wrapper) * Quaternion via Euler angles * Quaternion via raw components * Quaternion via object format * Quaternion via explicit euler property - Fix test file compilation issues: * Replace undefined TestFolder with _runRoot * Add System.IO using statement * refactor: consolidate test utilities to eliminate duplication - Add TestUtilities.cs with shared helpers: - ToJObject() - consolidates 11 duplicates across test files - EnsureFolder() - consolidates 2 duplicates - WaitForUnityReady() - consolidates 2 duplicates - FindFallbackShader() - consolidates shader chain duplicates - SafeDeleteAsset() - helper for asset cleanup - CleanupEmptyParentFolders() - standardizes TearDown cleanup - Update 11 test files to use shared TestUtilities via 'using static' - Standardize TearDown cleanup patterns across all test files - Net reduction of ~40 lines while improving maintainability * fix: add missing animCurve and rotation fields to ComplexStressSO Add AnimationCurve and Quaternion fields required by Phase 6 stress tests.
2026-01-07 22:46:35 +08:00
using static MCPForUnityTests.Editor.TestUtilities;
🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - 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 ## Updated - 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 ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 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 static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * 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 additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * 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: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * 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 * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * 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 * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * 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. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
namespace MCPForUnityTests.Editor.Tools
{
/// <summary>
/// Stress tests for the GameObject API redesign.
/// Tests volume operations, pagination, and performance with large datasets.
/// </summary>
[TestFixture]
public class GameObjectAPIStressTests
{
private List<GameObject> _createdObjects = new List<GameObject>();
private const int SMALL_BATCH = 10;
private const int MEDIUM_BATCH = 50;
private const int LARGE_BATCH = 100;
[SetUp]
public void SetUp()
{
_createdObjects.Clear();
}
[TearDown]
public void TearDown()
{
foreach (var go in _createdObjects)
{
if (go != null)
{
UnityEngine.Object.DestroyImmediate(go);
}
}
_createdObjects.Clear();
}
private GameObject CreateTestObject(string name)
{
var go = new GameObject(name);
_createdObjects.Add(go);
return go;
}
#region Bulk GameObject Creation
[Test]
public void BulkCreate_SmallBatch_AllSucceed()
{
var sw = Stopwatch.StartNew();
for (int i = 0; i < SMALL_BATCH; i++)
{
var result = ToJObject(ManageGameObject.HandleCommand(new JObject
{
["action"] = "create",
["name"] = $"BulkTest_{i}"
}));
Assert.IsTrue(result["success"]?.Value<bool>() ?? false, $"Failed to create object {i}");
// Track for cleanup
int instanceId = result["data"]?["instanceID"]?.Value<int>() ?? 0;
if (instanceId != 0)
{
var go = EditorUtility.InstanceIDToObject(instanceId) as GameObject;
if (go != null) _createdObjects.Add(go);
}
}
sw.Stop();
Debug.Log($"[BulkCreate] Created {SMALL_BATCH} objects in {sw.ElapsedMilliseconds}ms");
🔧 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
// Use generous threshold for CI variability
Assert.Less(sw.ElapsedMilliseconds, 10000, "Bulk create took too long (CI threshold)");
🎮 GameObject Toolset Redesign and Streamlining (#518) * feat: Redesign GameObject API for better LLM ergonomics ## New Tools - find_gameobjects: Search GameObjects, returns paginated instance IDs only - manage_components: Component lifecycle (add, remove, set_property) ## New Resources - 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 ## Updated - 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 ## Extracted Utilities - ParamCoercion: Centralized int/bool/float/string coercion - VectorParsing: Vector3/Vector2/Quaternion/Color parsing - GameObjectLookup: Centralized GameObject search logic ## Test Coverage - 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 static gameobject_api helper resource for UI discoverability Adds unity://scene/gameobject-api resource that: - Shows in Cursor's resource list UI (no parameters needed) - Documents the parameterized gameobject resources - Explains the workflow: find_gameobjects → read resource - Lists examples and related tools * feat: Add GO tests to main NL/T CI workflow - Adds GO pass (GO-0 to GO-5) after T pass in claude-nl-suite.yml - Includes retry logic for incomplete GO tests - Updates all regex patterns to recognize GO-* test IDs - Updates DESIRED lists to include all 21 tests (NL-0..4, T-A..J, GO-0..5) - Updates default_titles for GO tests in markdown summary - Keeps separate claude-gameobject-suite.yml for standalone runs * 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 additional code review feedback - ManageComponents: Reuse GameObjectLookup.FindComponentType instead of duplicate - ManageComponents: Log warnings when SetPropertiesOnComponent fails - GameObjectLookup: Make FindComponentType public for reuse - gameobject.py: Extract _normalize_response helper to reduce duplication - gameobject.py: Add TODO comment for unused typed response classes * 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: Add documentation for API limitations and behaviors - GameObjectLookup.SearchByPath: Document and warn that includeInactive has no effect (Unity API limitation) - ManageComponents.TrySetProperty: Document case-insensitive lookup behavior * More test fixes and tighten parameters on python tools * fix: Align test expectation with implementation error message case * 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 * fix: Address code review feedback - ParamCoercion: Use InvariantCulture for int/double parsing consistency - ManageComponents: Remove redundant Undo.RecordObject (AddComponent handles undo) - ManageScene: Replace deprecated FindObjectsOfType with FindObjectsByType - GameObjectLookup: Add explanatory comment to empty catch block - gameobject.py: Extract _validate_instance_id helper to reduce duplication - Tests: Fix assertion for instanceID (Unity IDs can be negative) * 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 * test: Improve delete tests to verify actual deletion - Delete_ByTag_DeletesMatchingObjects: Verify objects are actually destroyed - Delete_ByLayer_DeletesMatchingObjects: Assert deletion using Unity null check - Delete_MultipleObjectsSameName_DeletesCorrectly: Document first-match behavior - Delete_Success_ReturnsDeletedCount: Verify count value if present All tests now verify deletion occurred rather than just checking for a result. * 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. * fix: Remove starlette stubs from conftest.py Starlette is now a proper dependency via the mcp package, so we don't need to stub it anymore. The real package handles all HTTP transport needs.
2026-01-07 02:13:45 +08:00
}
[Test]
public void BulkCreate_MediumBatch_AllSucceed()
{
var sw = Stopwatch.StartNew();
for (int i = 0; i < MEDIUM_BATCH; i++)
{
var result = ToJObject(ManageGameObject.HandleCommand(new JObject
{
["action"] = "create",
["name"] = $"MediumBulk_{i}"
}));
Assert.IsTrue(result["success"]?.Value<bool>() ?? false, $"Failed to create object {i}");
int instanceId = result["data"]?["instanceID"]?.Value<int>() ?? 0;
if (instanceId != 0)
{
var go = EditorUtility.InstanceIDToObject(instanceId) as GameObject;
if (go != null) _createdObjects.Add(go);
}
}
sw.Stop();
Debug.Log($"[BulkCreate] Created {MEDIUM_BATCH} objects in {sw.ElapsedMilliseconds}ms");
Assert.Less(sw.ElapsedMilliseconds, 15000, "Medium batch create took too long");
}
#endregion
#region Find GameObjects Pagination
[Test]
public void FindGameObjects_LargeBatch_PaginatesCorrectly()
{
// Create many objects with a unique marker component for reliable search
for (int i = 0; i < LARGE_BATCH; i++)
{
var go = CreateTestObject($"Searchable_{i:D3}");
go.AddComponent<GameObjectAPIStressTestMarker>();
}
// Find by searching for a specific object first
var firstResult = ToJObject(FindGameObjects.HandleCommand(new JObject
{
["searchTerm"] = "Searchable_000",
["searchMethod"] = "by_name",
["pageSize"] = 10
}));
Assert.IsTrue(firstResult["success"]?.Value<bool>() ?? false, "Should find specific named object");
var firstData = firstResult["data"] as JObject;
var firstIds = firstData?["instanceIDs"] as JArray;
Assert.IsNotNull(firstIds);
Assert.AreEqual(1, firstIds.Count, "Should find exactly one object with exact name match");
Debug.Log($"[FindGameObjects] Found object by exact name. Testing pagination with a unique marker component.");
// Now test pagination by searching for only the objects created by this test
var result = ToJObject(FindGameObjects.HandleCommand(new JObject
{
["searchTerm"] = typeof(GameObjectAPIStressTestMarker).FullName,
["searchMethod"] = "by_component",
["pageSize"] = 25
}));
Assert.IsTrue(result["success"]?.Value<bool>() ?? false);
var data = result["data"] as JObject;
Assert.IsNotNull(data);
var instanceIds = data["instanceIDs"] as JArray;
Assert.IsNotNull(instanceIds);
Assert.AreEqual(25, instanceIds.Count, "First page should have 25 items");
int totalCount = data["totalCount"]?.Value<int>() ?? 0;
Assert.AreEqual(LARGE_BATCH, totalCount, $"Should find exactly {LARGE_BATCH} objects created by this test");
bool hasMore = data["hasMore"]?.Value<bool>() ?? false;
Assert.IsTrue(hasMore, "Should have more pages");
Debug.Log($"[FindGameObjects] Found {totalCount} objects, first page has {instanceIds.Count}");
}
[Test]
public void FindGameObjects_PaginateThroughAll()
{
// Create objects - all will have a unique marker component
for (int i = 0; i < MEDIUM_BATCH; i++)
{
var go = CreateTestObject($"Paginate_{i:D3}");
go.AddComponent<GameObjectAPIStressTestMarker>();
}
// Track IDs we've created for verification
var createdIds = new HashSet<int>();
foreach (var go in _createdObjects)
{
if (go != null && go.name.StartsWith("Paginate_"))
{
createdIds.Add(go.GetInstanceID());
}
}
int pageSize = 10;
int cursor = 0;
int foundFromCreated = 0;
int pageCount = 0;
// Search by the unique marker component and check our created objects
while (true)
{
var result = ToJObject(FindGameObjects.HandleCommand(new JObject
{
["searchTerm"] = typeof(GameObjectAPIStressTestMarker).FullName,
["searchMethod"] = "by_component",
["pageSize"] = pageSize,
["cursor"] = cursor
}));
Assert.IsTrue(result["success"]?.Value<bool>() ?? false);
var data = result["data"] as JObject;
var instanceIds = data["instanceIDs"] as JArray;
// Count how many of our created objects are in this page
foreach (var id in instanceIds)
{
if (createdIds.Contains(id.Value<int>()))
{
foundFromCreated++;
}
}
pageCount++;
bool hasMore = data["hasMore"]?.Value<bool>() ?? false;
if (!hasMore) break;
cursor = data["nextCursor"]?.Value<int>() ?? cursor + pageSize;
// Safety limit
if (pageCount > 50) break;
}
Assert.AreEqual(MEDIUM_BATCH, foundFromCreated, $"Should find all {MEDIUM_BATCH} created objects across pages");
Debug.Log($"[Pagination] Found {foundFromCreated} created objects across {pageCount} pages");
}
#endregion
#region Component Operations at Scale
[Test]
public void AddComponents_MultipleToSingleObject()
{
var go = CreateTestObject("ComponentHost");
string[] componentTypeNames = new[]
{
"BoxCollider",
"Rigidbody",
"Light",
"Camera"
};
var sw = Stopwatch.StartNew();
foreach (var compType in componentTypeNames)
{
var result = ToJObject(ManageComponents.HandleCommand(new JObject
{
["action"] = "add",
["target"] = go.GetInstanceID().ToString(),
["searchMethod"] = "by_id",
["componentType"] = compType // Correct parameter name
}));
Assert.IsTrue(result["success"]?.Value<bool>() ?? false, $"Failed to add {compType}: {result["message"]}");
}
sw.Stop();
Debug.Log($"[AddComponents] Added {componentTypeNames.Length} components in {sw.ElapsedMilliseconds}ms");
// Verify all components present
Assert.AreEqual(componentTypeNames.Length + 1, go.GetComponents<Component>().Length); // +1 for Transform
}
[Test]
public void GetComponents_ObjectWithManyComponents()
{
var go = CreateTestObject("HeavyComponents");
// Add many components - but skip AudioSource as it triggers deprecated API warnings
go.AddComponent<BoxCollider>();
go.AddComponent<SphereCollider>();
go.AddComponent<CapsuleCollider>();
go.AddComponent<MeshCollider>();
go.AddComponent<Rigidbody>();
go.AddComponent<Light>();
go.AddComponent<Camera>();
go.AddComponent<AudioListener>();
var sw = Stopwatch.StartNew();
// Use the resource handler for getting components
var result = ToJObject(GameObjectComponentsResource.HandleCommand(new JObject
{
["instanceID"] = go.GetInstanceID(),
["includeProperties"] = true,
["pageSize"] = 50
}));
sw.Stop();
Assert.IsTrue(result["success"]?.Value<bool>() ?? false, $"GetComponents failed: {result["message"]}");
var data = result["data"] as JObject;
var components = data?["components"] as JArray;
Assert.IsNotNull(components);
Assert.AreEqual(9, components.Count); // 8 added + Transform
Debug.Log($"[GetComponents] Retrieved {components.Count} components with properties in {sw.ElapsedMilliseconds}ms");
}
[Test]
public void SetComponentProperties_ComplexRigidbody()
{
var go = CreateTestObject("RigidbodyTest");
go.AddComponent<Rigidbody>();
var result = ToJObject(ManageComponents.HandleCommand(new JObject
{
["action"] = "set_property",
["target"] = go.GetInstanceID().ToString(),
["searchMethod"] = "by_id",
["componentType"] = "Rigidbody", // Correct parameter name
["properties"] = new JObject // Correct parameter name
{
["mass"] = 10.5f,
["drag"] = 0.5f,
["angularDrag"] = 0.1f,
["useGravity"] = false,
["isKinematic"] = true
}
}));
Assert.IsTrue(result["success"]?.Value<bool>() ?? false, $"Set property failed: {result["message"]}");
var rb = go.GetComponent<Rigidbody>();
Assert.AreEqual(10.5f, rb.mass, 0.01f);
Assert.AreEqual(0.5f, rb.drag, 0.01f);
Assert.AreEqual(0.1f, rb.angularDrag, 0.01f);
Assert.IsFalse(rb.useGravity);
Assert.IsTrue(rb.isKinematic);
}
#endregion
#region Deep Hierarchy Operations
[Test]
public void CreateDeepHierarchy_FindByPath()
{
// Create a deep hierarchy: Root/Level1/Level2/Level3/Target
var root = CreateTestObject("DeepRoot");
var current = root;
for (int i = 1; i <= 5; i++)
{
var child = CreateTestObject($"Level{i}");
child.transform.SetParent(current.transform);
current = child;
}
var target = CreateTestObject("DeepTarget");
target.transform.SetParent(current.transform);
// Find by path
var result = ToJObject(FindGameObjects.HandleCommand(new JObject
{
["searchTerm"] = "DeepRoot/Level1/Level2/Level3/Level4/Level5/DeepTarget",
["searchMethod"] = "by_path"
}));
Assert.IsTrue(result["success"]?.Value<bool>() ?? false);
var data = result["data"] as JObject;
var ids = data?["instanceIDs"] as JArray;
Assert.IsNotNull(ids);
Assert.AreEqual(1, ids.Count);
Assert.AreEqual(target.GetInstanceID(), ids[0].Value<int>());
}
[Test]
public void GetHierarchy_LargeScene_Paginated()
{
// Create flat hierarchy with many objects
for (int i = 0; i < MEDIUM_BATCH; i++)
{
CreateTestObject($"HierarchyItem_{i:D3}");
}
var result = ToJObject(ManageScene.HandleCommand(new JObject
{
["action"] = "get_hierarchy",
["pageSize"] = 20,
["maxNodes"] = 100
}));
Assert.IsTrue(result["success"]?.Value<bool>() ?? false);
var data = result["data"] as JObject;
var items = data?["items"] as JArray;
Assert.IsNotNull(items);
Assert.GreaterOrEqual(items.Count, 1);
// Verify componentTypes is included
var firstItem = items[0] as JObject;
Assert.IsNotNull(firstItem?["componentTypes"], "Should include componentTypes");
Debug.Log($"[GetHierarchy] Retrieved {items.Count} items from hierarchy");
}
#endregion
#region Resource Read Performance
[Test]
public void GameObjectResource_ReadComplexObject()
{
var go = CreateTestObject("ComplexObject");
go.tag = "Player";
go.layer = 8;
go.isStatic = true;
// Add components - AudioSource is OK here since we're only reading component types, not serializing properties
go.AddComponent<Rigidbody>();
go.AddComponent<BoxCollider>();
go.AddComponent<AudioSource>();
// Add children
for (int i = 0; i < 5; i++)
{
var child = CreateTestObject($"Child_{i}");
child.transform.SetParent(go.transform);
}
var sw = Stopwatch.StartNew();
// Call the resource directly (no action param needed)
var result = ToJObject(GameObjectResource.HandleCommand(new JObject
{
["instanceID"] = go.GetInstanceID()
}));
sw.Stop();
Assert.IsTrue(result["success"]?.Value<bool>() ?? false);
var data = result["data"] as JObject;
Assert.AreEqual("ComplexObject", data?["name"]?.Value<string>());
Assert.AreEqual("Player", data?["tag"]?.Value<string>());
Assert.AreEqual(8, data?["layer"]?.Value<int>());
var componentTypes = data?["componentTypes"] as JArray;
Assert.IsNotNull(componentTypes);
Assert.AreEqual(4, componentTypes.Count); // Transform + 3 added
var children = data?["children"] as JArray;
Assert.IsNotNull(children);
Assert.AreEqual(5, children.Count);
Debug.Log($"[GameObjectResource] Read complex object in {sw.ElapsedMilliseconds}ms");
}
[Test]
public void ComponentsResource_ReadAllWithFullSerialization()
{
var go = CreateTestObject("FullSerialize");
var rb = go.AddComponent<Rigidbody>();
rb.mass = 5.5f;
rb.drag = 1.2f;
var col = go.AddComponent<BoxCollider>();
col.size = new Vector3(2, 3, 4);
col.center = new Vector3(0.5f, 0.5f, 0.5f);
// Skip AudioSource to avoid deprecated API warnings
var sw = Stopwatch.StartNew();
// Use the components resource handler
var result = ToJObject(GameObjectComponentsResource.HandleCommand(new JObject
{
["instanceID"] = go.GetInstanceID(),
["includeProperties"] = true
}));
sw.Stop();
Assert.IsTrue(result["success"]?.Value<bool>() ?? false);
var data = result["data"] as JObject;
var components = data?["components"] as JArray;
Assert.IsNotNull(components);
Assert.AreEqual(3, components.Count); // Transform + Rigidbody + BoxCollider
Debug.Log($"[ComponentsResource] Full serialization of {components.Count} components in {sw.ElapsedMilliseconds}ms");
// Verify serialized data includes properties
bool foundRigidbody = false;
foreach (JObject comp in components)
{
var typeName = comp["typeName"]?.Value<string>();
if (typeName != null && typeName.Contains("Rigidbody"))
{
foundRigidbody = true;
// GameObjectSerializer puts properties inside a "properties" nested object
var props = comp["properties"] as JObject;
Assert.IsNotNull(props, $"Rigidbody should have properties. Component data: {comp}");
float massValue = props["mass"]?.Value<float>() ?? 0;
Assert.AreEqual(5.5f, massValue, 0.01f, $"Mass should be 5.5");
}
}
Assert.IsTrue(foundRigidbody, "Should find Rigidbody with serialized properties");
}
#endregion
#region Concurrent-Like Operations
[Test]
public void RapidFireOperations_CreateModifyDelete()
{
var sw = Stopwatch.StartNew();
for (int i = 0; i < SMALL_BATCH; i++)
{
// Create
var createResult = ToJObject(ManageGameObject.HandleCommand(new JObject
{
["action"] = "create",
["name"] = $"RapidFire_{i}"
}));
Assert.IsTrue(createResult["success"]?.Value<bool>() ?? false, $"Create failed: {createResult["message"]}");
int instanceId = createResult["data"]?["instanceID"]?.Value<int>() ?? 0;
Assert.AreNotEqual(0, instanceId, "Instance ID should not be 0");
// Modify - use layer 0 (Default) to avoid layer name issues
var modifyResult = ToJObject(ManageGameObject.HandleCommand(new JObject
{
["action"] = "modify",
["target"] = instanceId.ToString(),
["searchMethod"] = "by_id",
["name"] = $"RapidFire_Modified_{i}", // Use name modification instead
["setActive"] = true
}));
Assert.IsTrue(modifyResult["success"]?.Value<bool>() ?? false, $"Modify failed: {modifyResult["message"]}");
// Delete
var deleteResult = ToJObject(ManageGameObject.HandleCommand(new JObject
{
["action"] = "delete",
["target"] = instanceId.ToString(),
["searchMethod"] = "by_id"
}));
Assert.IsTrue(deleteResult["success"]?.Value<bool>() ?? false, $"Delete failed: {deleteResult["message"]}");
}
sw.Stop();
Debug.Log($"[RapidFire] {SMALL_BATCH} create-modify-delete cycles in {sw.ElapsedMilliseconds}ms");
Assert.Less(sw.ElapsedMilliseconds, 10000, "Rapid fire operations took too long");
}
#endregion
}
/// <summary>
/// Marker component used for isolating component-based searches to objects created by this test fixture.
/// </summary>
public sealed class GameObjectAPIStressTestMarker : MonoBehaviour { }
}