unity-mcp/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/MaterialMeshInstantiationTe...

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Fix material mesh instantiation warnings (#331) * Editor: prevent material/mesh instantiation in edit mode - GameObjectSerializer: in edit mode, normalize material/mesh access - material -> sharedMaterial - materials -> sharedMaterials - mesh -> sharedMesh - also guard materials/sharedMaterial/sharedMaterials property names - Tests: add strong instanceID equality checks for Renderer/MeshFilter - prove no instantiation by shared instanceID before/after - cover multi-material, null cases; prune brittle presence/console tests - Clean up and relax ManageGameObject tests to avoid false negatives * Address review: simplify edit-mode guard; include protected/internal [SerializeField]; fix tests to destroy temp primitives and use dictionary access; strengthen instanceID assertions * Fix resource leaks in test files - ManageGameObjectTests.cs: Destroy temporary primitive GameObject after extracting sharedMesh - MaterialMeshInstantiationTests.cs: Destroy instantiated uniqueMesh after test completion These fixes prevent resource leaks in Unity test files by properly cleaning up temporary objects created during tests. * Fix reflection bug in GetComponentData tests - Replace incorrect reflection-based field access with proper dictionary key access - GetComponentData() returns Dictionary<string, object> where 'properties' is a key, not a field - Tests now properly access the properties dictionary and run assertions - Fixes ineffective tests that were silently failing due to reflection returning null
2025-10-21 09:34:33 +08:00
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using MCPForUnity.Editor.Helpers;
namespace MCPForUnityTests.Editor.Tools
{
/// <summary>
/// Tests specifically for the material and mesh instantiation warnings fix.
/// These tests verify that the GameObjectSerializer uses sharedMaterial/sharedMesh
/// in edit mode to prevent Unity's instantiation warnings.
/// </summary>
public class MaterialMeshInstantiationTests
{
private GameObject testGameObject;
private Material testMaterial;
private Mesh testMesh;
[SetUp]
public void SetUp()
{
// Create a test GameObject for each test
testGameObject = new GameObject("MaterialMeshTestObject");
// Create test material and mesh
testMaterial = new Material(Shader.Find("Standard"));
testMaterial.name = "TestMaterial";
var temp = GameObject.CreatePrimitive(PrimitiveType.Cube);
testMesh = temp.GetComponent<MeshFilter>().sharedMesh;
UnityEngine.Object.DestroyImmediate(temp);
testMesh.name = "TestMesh";
}
[TearDown]
public void TearDown()
{
// Clean up test objects
if (testMaterial != null)
{
UnityEngine.Object.DestroyImmediate(testMaterial);
}
if (testGameObject != null)
{
UnityEngine.Object.DestroyImmediate(testGameObject);
}
}
[Test]
public void GetComponentData_UsesSharedMaterialInsteadOfMaterial()
{
var meshRenderer = testGameObject.AddComponent<MeshRenderer>();
meshRenderer.sharedMaterial = testMaterial;
int beforeId = meshRenderer.sharedMaterial != null ? meshRenderer.sharedMaterial.GetInstanceID() : 0;
var result = GameObjectSerializer.GetComponentData(meshRenderer);
int afterId = meshRenderer.sharedMaterial != null ? meshRenderer.sharedMaterial.GetInstanceID() : 0;
Assert.AreEqual(beforeId, afterId, "sharedMaterial instanceID must not change during edit-mode serialization (no instantiation)");
Assert.IsNotNull(result, "GetComponentData should return a result");
var propsObj = (result as Dictionary<string, object>) != null && ((Dictionary<string, object>)result).TryGetValue("properties", out var p)
? p as Dictionary<string, object>
: null;
if (propsObj != null)
{
long? foundInstanceId = null;
if (propsObj.TryGetValue("material", out var materialObj) && materialObj is Dictionary<string, object> matDict && matDict.TryGetValue("instanceID", out var idObj1) && idObj1 is long id1)
{
foundInstanceId = id1;
}
else if (propsObj.TryGetValue("sharedMaterial", out var sharedMatObj) && sharedMatObj is Dictionary<string, object> sharedMatDict && sharedMatDict.TryGetValue("instanceID", out var idObj2) && idObj2 is long id2)
{
foundInstanceId = id2;
}
else if (propsObj.TryGetValue("materials", out var materialsObj) && materialsObj is List<object> mats && mats.Count > 0 && mats[0] is Dictionary<string, object> firstMat && firstMat.TryGetValue("instanceID", out var idObj3) && idObj3 is long id3)
{
foundInstanceId = id3;
}
else if (propsObj.TryGetValue("sharedMaterials", out var sharedMaterialsObj) && sharedMaterialsObj is List<object> smats && smats.Count > 0 && smats[0] is Dictionary<string, object> firstSMat && firstSMat.TryGetValue("instanceID", out var idObj4) && idObj4 is long id4)
{
foundInstanceId = id4;
}
if (foundInstanceId.HasValue)
{
Assert.AreEqual(beforeId, (int)foundInstanceId.Value, "Serialized material must reference the sharedMaterial instance");
}
}
}
[Test]
public void GetComponentData_UsesSharedMeshInsteadOfMesh()
{
var meshFilter = testGameObject.AddComponent<MeshFilter>();
var uniqueMesh = UnityEngine.Object.Instantiate(testMesh);
meshFilter.sharedMesh = uniqueMesh;
int beforeId = meshFilter.sharedMesh != null ? meshFilter.sharedMesh.GetInstanceID() : 0;
var result = GameObjectSerializer.GetComponentData(meshFilter);
int afterId = meshFilter.sharedMesh != null ? meshFilter.sharedMesh.GetInstanceID() : 0;
Assert.AreEqual(beforeId, afterId, "sharedMesh instanceID must not change during edit-mode serialization (no instantiation)");
Assert.IsNotNull(result, "GetComponentData should return a result");
var propsObj = (result as Dictionary<string, object>) != null && ((Dictionary<string, object>)result).TryGetValue("properties", out var p)
? p as Dictionary<string, object>
: null;
if (propsObj != null)
{
long? foundInstanceId = null;
if (propsObj.TryGetValue("mesh", out var meshObj) && meshObj is Dictionary<string, object> meshDict && meshDict.TryGetValue("instanceID", out var idObj1) && idObj1 is long id1)
{
foundInstanceId = id1;
}
else if (propsObj.TryGetValue("sharedMesh", out var sharedMeshObj) && sharedMeshObj is Dictionary<string, object> sharedMeshDict && sharedMeshDict.TryGetValue("instanceID", out var idObj2) && idObj2 is long id2)
{
foundInstanceId = id2;
}
if (foundInstanceId.HasValue)
{
Assert.AreEqual(beforeId, (int)foundInstanceId.Value, "Serialized mesh must reference the sharedMesh instance");
}
}
// Clean up the instantiated mesh
UnityEngine.Object.DestroyImmediate(uniqueMesh);
}
// (The two strong tests above replace the prior lighter-weight versions.)
[Test]
public void GetComponentData_HandlesNullSharedMaterial()
{
// Arrange - Create MeshRenderer without setting shared material
var meshRenderer = testGameObject.AddComponent<MeshRenderer>();
// Don't set sharedMaterial - it should be null
// Act - Get component data
var result = GameObjectSerializer.GetComponentData(meshRenderer);
// Assert - Should handle null shared material gracefully
Assert.IsNotNull(result, "GetComponentData should handle null shared material");
}
[Test]
public void GetComponentData_HandlesNullSharedMesh()
{
// Arrange - Create MeshFilter without setting shared mesh
var meshFilter = testGameObject.AddComponent<MeshFilter>();
// Don't set sharedMesh - it should be null
// Act - Get component data
var result = GameObjectSerializer.GetComponentData(meshFilter);
// Assert - Should handle null shared mesh gracefully
Assert.IsNotNull(result, "GetComponentData should handle null shared mesh");
}
[Test]
public void GetComponentData_WorksWithMultipleSharedMaterials()
{
// Arrange - Create MeshRenderer with multiple shared materials
var meshRenderer = testGameObject.AddComponent<MeshRenderer>();
var material1 = new Material(Shader.Find("Standard"));
material1.name = "TestMaterial1";
var material2 = new Material(Shader.Find("Standard"));
material2.name = "TestMaterial2";
meshRenderer.sharedMaterials = new Material[] { material1, material2 };
// Act - Get component data
var result = GameObjectSerializer.GetComponentData(meshRenderer);
// Assert - Should handle multiple shared materials
Assert.IsNotNull(result, "GetComponentData should handle multiple shared materials");
// Clean up additional materials
UnityEngine.Object.DestroyImmediate(material1);
UnityEngine.Object.DestroyImmediate(material2);
}
[Test]
public void GetComponentData_EditModeDetectionWorks()
{
// This test verifies that our edit mode detection is working
// We can't easily test Application.isPlaying directly, but we can verify
// that the behavior is consistent with edit mode expectations
// Arrange - Create components that would trigger warnings in edit mode
var meshRenderer = testGameObject.AddComponent<MeshRenderer>();
var meshFilter = testGameObject.AddComponent<MeshFilter>();
meshRenderer.sharedMaterial = testMaterial;
meshFilter.sharedMesh = testMesh;
// Act - Get component data multiple times
var rendererResult = GameObjectSerializer.GetComponentData(meshRenderer);
var meshFilterResult = GameObjectSerializer.GetComponentData(meshFilter);
// Assert - Both operations should succeed without warnings
Assert.IsNotNull(rendererResult, "MeshRenderer serialization should work in edit mode");
Assert.IsNotNull(meshFilterResult, "MeshFilter serialization should work in edit mode");
}
// Removed low-value property-presence tests; the instanceID tests are the authoritative guardrails.
}
}