unity-mcp/TestProjects/UnityMCPTests/Assets/Tests/EditMode/Tools/ManageGameObjectDeleteTests.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.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using Newtonsoft.Json.Linq;
using MCPForUnity.Editor.Tools;
namespace MCPForUnityTests.Editor.Tools
{
/// <summary>
/// Comprehensive baseline tests for ManageGameObject "delete" action.
/// These tests capture existing behavior before API redesign.
/// </summary>
public class ManageGameObjectDeleteTests
{
private List<GameObject> testObjects = new List<GameObject>();
[TearDown]
public void TearDown()
{
foreach (var go in testObjects)
{
if (go != null)
{
Object.DestroyImmediate(go);
}
}
testObjects.Clear();
}
private GameObject CreateTestObject(string name)
{
var go = new GameObject(name);
testObjects.Add(go);
return go;
}
#region Basic Delete Tests
[Test]
public void Delete_ByName_DeletesObject()
{
var target = CreateTestObject("DeleteTargetByName");
var p = new JObject
{
["action"] = "delete",
["target"] = "DeleteTargetByName",
["searchMethod"] = "by_name"
};
var result = ManageGameObject.HandleCommand(p);
var resultObj = result as JObject ?? JObject.FromObject(result);
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
// Verify object is deleted
var found = GameObject.Find("DeleteTargetByName");
Assert.IsNull(found, "Object should be deleted");
// Remove from our tracking list since it's deleted
testObjects.Remove(target);
}
[Test]
public void Delete_ByInstanceID_DeletesObject()
{
var target = CreateTestObject("DeleteTargetByID");
int instanceID = target.GetInstanceID();
var p = new JObject
{
["action"] = "delete",
["target"] = instanceID,
["searchMethod"] = "by_id"
};
var result = ManageGameObject.HandleCommand(p);
var resultObj = result as JObject ?? JObject.FromObject(result);
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
// Verify object is deleted
var found = GameObject.Find("DeleteTargetByID");
Assert.IsNull(found, "Object should be deleted");
testObjects.Remove(target);
}
[Test]
public void Delete_NonExistentObject_ReturnsError()
{
var p = new JObject
{
["action"] = "delete",
["target"] = "NonExistentObject12345",
["searchMethod"] = "by_name"
};
var result = ManageGameObject.HandleCommand(p);
var resultObj = result as JObject ?? JObject.FromObject(result);
Assert.IsFalse(resultObj.Value<bool>("success"), "Should fail for non-existent object");
}
[Test]
public void Delete_WithoutTarget_ReturnsError()
{
var p = new JObject
{
["action"] = "delete"
};
var result = ManageGameObject.HandleCommand(p);
var resultObj = result as JObject ?? JObject.FromObject(result);
Assert.IsFalse(resultObj.Value<bool>("success"), "Should fail without target");
}
#endregion
#region Search Method Tests
[Test]
public void Delete_ByTag_DeletesMatchingObjects()
{
// Current behavior: delete action finds first matching object and deletes it.
// This test verifies at least one tagged object is deleted.
var target1 = CreateTestObject("DeleteByTag1");
var target2 = CreateTestObject("DeleteByTag2");
// Use built-in tag
target1.tag = "MainCamera";
target2.tag = "MainCamera";
var p = new JObject
{
["action"] = "delete",
["target"] = "MainCamera",
["searchMethod"] = "by_tag"
};
var result = ManageGameObject.HandleCommand(p);
var resultObj = result as JObject ?? JObject.FromObject(result);
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
// Verify at least one object was deleted (current behavior deletes first match)
bool target1Deleted = target1 == null; // Unity Object == null check
bool target2Deleted = target2 == null;
Assert.IsTrue(target1Deleted || target2Deleted, "At least one tagged object should be deleted");
// Check response data for deletion info
var data = resultObj["data"];
Assert.IsNotNull(data, "Response should include data");
// Clean up only surviving objects from tracking
if (!target1Deleted) testObjects.Remove(target1);
if (!target2Deleted) testObjects.Remove(target2);
}
[Test]
public void Delete_ByLayer_DeletesMatchingObjects()
{
var target = CreateTestObject("DeleteByLayer");
target.layer = LayerMask.NameToLayer("UI");
var p = new JObject
{
["action"] = "delete",
["target"] = "UI",
["searchMethod"] = "by_layer"
};
var result = ManageGameObject.HandleCommand(p);
var resultObj = result as JObject ?? JObject.FromObject(result);
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
// Verify the object was actually deleted
bool targetDeleted = target == null; // Unity Object == null check
Assert.IsTrue(targetDeleted, "Object on UI layer should be deleted");
Assert.IsFalse(testObjects.Contains(target) && target != null, "Deleted object should not be findable");
// Only remove from tracking if not already destroyed
if (!targetDeleted) testObjects.Remove(target);
}
[Test]
public void Delete_ByPath_DeletesObject()
{
var parent = CreateTestObject("DeleteParent");
var child = CreateTestObject("DeleteChild");
child.transform.SetParent(parent.transform);
var p = new JObject
{
["action"] = "delete",
["target"] = "DeleteParent/DeleteChild",
["searchMethod"] = "by_path"
};
var result = ManageGameObject.HandleCommand(p);
// Capture current behavior
Assert.IsNotNull(result, "Should return a result");
testObjects.Remove(child);
}
#endregion
#region Hierarchy Tests
[Test]
public void Delete_Parent_DeletesChildren()
{
var parent = CreateTestObject("DeleteParentWithChildren");
var child1 = CreateTestObject("Child1");
var child2 = CreateTestObject("Child2");
var grandchild = CreateTestObject("Grandchild");
child1.transform.SetParent(parent.transform);
child2.transform.SetParent(parent.transform);
grandchild.transform.SetParent(child1.transform);
var p = new JObject
{
["action"] = "delete",
["target"] = "DeleteParentWithChildren",
["searchMethod"] = "by_name"
};
var result = ManageGameObject.HandleCommand(p);
var resultObj = result as JObject ?? JObject.FromObject(result);
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
// All should be deleted
Assert.IsNull(GameObject.Find("DeleteParentWithChildren"), "Parent should be deleted");
Assert.IsNull(GameObject.Find("Child1"), "Child1 should be deleted");
Assert.IsNull(GameObject.Find("Child2"), "Child2 should be deleted");
Assert.IsNull(GameObject.Find("Grandchild"), "Grandchild should be deleted");
testObjects.Remove(parent);
testObjects.Remove(child1);
testObjects.Remove(child2);
testObjects.Remove(grandchild);
}
[Test]
public void Delete_Child_DoesNotDeleteParent()
{
var parent = CreateTestObject("ParentShouldSurvive");
var child = CreateTestObject("ChildToDelete");
child.transform.SetParent(parent.transform);
var p = new JObject
{
["action"] = "delete",
["target"] = "ChildToDelete",
["searchMethod"] = "by_name"
};
var result = ManageGameObject.HandleCommand(p);
var resultObj = result as JObject ?? JObject.FromObject(result);
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
// Child deleted, parent survives
Assert.IsNull(GameObject.Find("ChildToDelete"), "Child should be deleted");
Assert.IsNotNull(GameObject.Find("ParentShouldSurvive"), "Parent should survive");
testObjects.Remove(child);
}
#endregion
#region Response Structure Tests
[Test]
public void Delete_Success_ReturnsDeletedCount()
{
var target = CreateTestObject("DeleteCountTest");
var p = new JObject
{
["action"] = "delete",
["target"] = "DeleteCountTest",
["searchMethod"] = "by_name"
};
var result = ManageGameObject.HandleCommand(p);
var resultObj = result as JObject ?? JObject.FromObject(result);
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
// Verify object was actually deleted
bool targetDeleted = target == null;
Assert.IsTrue(targetDeleted, "Object should be deleted");
// Check for deleted count in response
var data = resultObj["data"];
Assert.IsNotNull(data, "Response should include data");
// Verify the actual count if present
if (data is JObject dataObj && dataObj.ContainsKey("deletedCount"))
{
Assert.AreEqual(1, dataObj.Value<int>("deletedCount"), "Should report 1 deleted object");
}
// Only remove from tracking if not already destroyed
if (!targetDeleted) testObjects.Remove(target);
}
#endregion
#region Edge Cases
[Test]
public void Delete_InactiveObject_StillDeletes()
{
var target = CreateTestObject("InactiveDeleteTarget");
target.SetActive(false);
var p = new JObject
{
["action"] = "delete",
["target"] = "InactiveDeleteTarget",
["searchMethod"] = "by_name"
};
var result = ManageGameObject.HandleCommand(p);
// Capture current behavior for inactive objects
Assert.IsNotNull(result, "Should return a result");
testObjects.Remove(target);
}
[Test]
public void Delete_MultipleObjectsSameName_DeletesCorrectly()
{
// Expected behavior: delete action with by_name finds the FIRST matching object
// and deletes only that one. This is consistent with Unity's GameObject.Find behavior.
var target1 = CreateTestObject("DuplicateName");
var target2 = CreateTestObject("DuplicateName");
var p = new JObject
{
["action"] = "delete",
["target"] = "DuplicateName",
["searchMethod"] = "by_name"
};
var result = ManageGameObject.HandleCommand(p);
var resultObj = result as JObject ?? JObject.FromObject(result);
Assert.IsTrue(resultObj.Value<bool>("success"), resultObj.ToString());
// Verify deletion occurred - at least one should be deleted
bool target1Deleted = target1 == null;
bool target2Deleted = target2 == null;
Assert.IsTrue(target1Deleted || target2Deleted, "At least one object should be deleted");
// Count remaining objects with the name to verify behavior
int remainingCount = 0;
if (!target1Deleted) remainingCount++;
if (!target2Deleted) remainingCount++;
// Document the actual behavior: first match is deleted, second survives
// If both are deleted, that's also acceptable (bulk delete mode)
Assert.IsTrue(remainingCount <= 1, $"Expected at most 1 remaining, got {remainingCount}");
// Clean up only survivors from tracking
if (!target1Deleted) testObjects.Remove(target1);
if (!target2Deleted) testObjects.Remove(target2);
}
#endregion
}
}