Clean up Unity and Python tests (#548)

* Test suite audit: remove placeholders, consolidate duplicates, fix stale tests

Python tests:
- Delete 3 vestigial placeholder files (test_script_editing.py, test_find_in_file_minimal.py, test_resources_api.py)
- Remove empty skip-marked tests from test_transport_framing.py and test_logging_stdout.py
- Consolidate DummyMCP/setup_tools() into test_helpers.py
- Fix flaky timing in test_telemetry_queue_worker.py (200ms → 500ms)
- Remove placeholder from test_instance_routing_comprehensive.py

C# tests:
- Consolidate MCPToolParameterTests.cs (755 → 361 lines, -52%)
- Fix 3 tests with stale "future feature" comments - features ARE implemented:
  - AutoGrow arrays (Phase 1.2)
  - Path normalization (Phase 1.1)
  - Bulk array mapping (Phase 3.1)
- Strengthen assertions in ManageGameObjectTests.cs and CommandRegistryTests.cs

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Address code review feedback: remove dead code, fix silent test skips

- Remove unused tools_struct setup in test_edit_normalization_and_noop.py
- Create test texture in EndToEnd_PropertyHandling_AllScenarios so
  texture-dependent scenarios (4, 5, 10) actually run instead of silently skipping
- Add texture cleanup in finally block

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
main
dsarno 2026-01-11 20:26:20 -08:00 committed by GitHub
parent 53c0ed26ef
commit f4a8b05094
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15 changed files with 188 additions and 693 deletions

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@ -1,34 +1,11 @@
import pytest
from .test_helpers import DummyContext
class DummyMCP:
def __init__(self): self.tools = {}
def tool(self, *args, **kwargs):
def deco(fn): self.tools[fn.__name__] = fn; return fn
return deco
def setup_tools():
mcp = DummyMCP()
# Import the tools module to trigger decorator registration
import services.tools.manage_script
# Get the registered tools from the registry
from services.registry import get_registered_tools
tools = get_registered_tools()
# Add all script-related tools to our dummy MCP
for tool_info in tools:
tool_name = tool_info['name']
if any(keyword in tool_name for keyword in ['script', 'apply_text', 'create_script', 'delete_script', 'validate_script', 'get_sha']):
mcp.tools[tool_name] = tool_info['func']
return mcp.tools
from .test_helpers import DummyContext, DummyMCP, setup_script_tools
@pytest.mark.asyncio
async def test_normalizes_lsp_and_index_ranges(monkeypatch):
tools = setup_tools()
tools = setup_script_tools()
apply = tools["apply_text_edits"]
calls = []
@ -88,7 +65,7 @@ async def test_normalizes_lsp_and_index_ranges(monkeypatch):
@pytest.mark.asyncio
async def test_noop_evidence_shape(monkeypatch):
tools = setup_tools()
tools = setup_script_tools()
apply = tools["apply_text_edits"]
# Route response from Unity indicating no-op
@ -120,19 +97,8 @@ async def test_noop_evidence_shape(monkeypatch):
@pytest.mark.asyncio
async def test_atomic_multi_span_and_relaxed(monkeypatch):
tools_text = setup_tools()
tools_text = setup_script_tools()
apply_text = tools_text["apply_text_edits"]
tools_struct = DummyMCP()
# Import the tools module to trigger decorator registration
import services.tools.script_apply_edits
# Get the registered tools from the registry
from services.registry import get_registered_tools
tools = get_registered_tools()
# Add all script-related tools to our dummy MCP
for tool_info in tools:
tool_name = tool_info['name']
if any(keyword in tool_name for keyword in ['script_apply', 'apply_edits']):
tools_struct.tools[tool_name] = tool_info['func']
# Fake send for read and write; verify atomic applyMode and validate=relaxed passes through
sent = {}

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@ -1,31 +1,11 @@
import pytest
from .test_helpers import DummyContext
class DummyMCP:
def __init__(self): self.tools = {}
def tool(self, *args, **kwargs):
def deco(fn): self.tools[fn.__name__] = fn; return fn
return deco
def setup_tools():
mcp = DummyMCP()
# Import tools to trigger decorator-based registration
import services.tools.manage_script
from services.registry import get_registered_tools
for tool_info in get_registered_tools():
name = tool_info['name']
if any(k in name for k in ['script', 'apply_text', 'create_script', 'delete_script', 'validate_script', 'get_sha']):
mcp.tools[name] = tool_info['func']
return mcp.tools
from .test_helpers import DummyContext, setup_script_tools
@pytest.mark.asyncio
async def test_explicit_zero_based_normalized_warning(monkeypatch):
tools = setup_tools()
tools = setup_script_tools()
apply_edits = tools["apply_text_edits"]
async def fake_send(cmd, params, **kwargs):
@ -60,7 +40,7 @@ async def test_explicit_zero_based_normalized_warning(monkeypatch):
@pytest.mark.asyncio
async def test_strict_zero_based_error(monkeypatch):
tools = setup_tools()
tools = setup_script_tools()
apply_edits = tools["apply_text_edits"]
async def fake_send(cmd, params, **kwargs):

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@ -1,8 +0,0 @@
import asyncio
import pytest
from .test_helpers import DummyContext
# Tests for resource_tools.py have been removed since the file was deleted
# These tests were confusing LLMs that read resources

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@ -1,37 +1,11 @@
import pytest
from .test_helpers import DummyContext
class DummyMCP:
def __init__(self):
self.tools = {}
def tool(self, *args, **kwargs):
def deco(fn):
self.tools[fn.__name__] = fn
return fn
return deco
def setup_tools():
mcp = DummyMCP()
# Import the tools module to trigger decorator registration
import services.tools.manage_script
# Get the registered tools from the registry
from services.registry import get_registered_tools
tools = get_registered_tools()
# Add all script-related tools to our dummy MCP
for tool_info in tools:
tool_name = tool_info['name']
if any(keyword in tool_name for keyword in ['script', 'apply_text', 'create_script', 'delete_script', 'validate_script', 'get_sha']):
mcp.tools[tool_name] = tool_info['func']
return mcp.tools
from .test_helpers import DummyContext, setup_script_tools
@pytest.mark.asyncio
async def test_get_sha_param_shape_and_routing(monkeypatch):
tools = setup_tools()
tools = setup_script_tools()
get_sha = tools["get_sha"]
captured = {}

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@ -53,3 +53,36 @@ class DummyContext:
def get_state(self, key, default=None):
"""Get state value (mimics FastMCP context.get_state)"""
return self._state.get(key, default)
class DummyMCP:
"""Mock MCP server for testing tool registration patterns."""
def __init__(self):
self.tools = {}
def tool(self, *args, **kwargs):
def deco(fn):
self.tools[fn.__name__] = fn
return fn
return deco
def setup_script_tools():
"""
Setup script-related tools for testing.
Returns a dict mapping tool names to their async handler functions.
Useful for testing parameter serialization and SDK behavior.
"""
mcp = DummyMCP()
# Import tools to trigger decorator-based registration
import services.tools.manage_script
from services.registry import get_registered_tools
for tool_info in get_registered_tools():
name = tool_info['name']
if any(k in name for k in ['script', 'apply_text', 'create_script',
'delete_script', 'validate_script', 'get_sha']):
mcp.tools[name] = tool_info['func']
return mcp.tools

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@ -154,24 +154,6 @@ class TestInstanceRoutingToolCategories:
return ctx
@pytest.mark.parametrize("tool_category,tool_names", [
("GameObject", ["manage_gameobject"]),
("Asset", ["manage_asset"]),
("Scene", ["manage_scene"]),
("Editor", ["manage_editor"]),
("Console", ["read_console"]),
("Menu", ["execute_menu_item"]),
("Shader", ["manage_shader"]),
("Prefab", ["manage_prefabs"]),
("Tests", ["run_tests"]),
("Script", ["create_script", "delete_script",
"apply_text_edits", "script_apply_edits"]),
("Resources", ["unity_instances", "menu_items", "tests"]),
])
def test_tool_category_respects_active_instance(self, tool_category, tool_names):
"""All tool categories must respect set_active_instance."""
# This is a specification test - individual tools need separate implementation tests
pass # Placeholder for category-level test
class TestInstanceRoutingHTTP:

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@ -18,11 +18,6 @@ if SRC is None:
)
@pytest.mark.skip(reason="TODO: ensure server logs only to stderr and rotating file")
def test_no_stdout_output_from_tools():
pass
def test_no_print_statements_in_codebase():
"""Ensure no stray print/sys.stdout writes remain in server source."""
offenders = []

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@ -1,7 +0,0 @@
import pytest
from .test_helpers import DummyContext
# Tests for resource_tools.py have been removed since the file was deleted
# These tests were confusing LLMs that read resources

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@ -1,36 +0,0 @@
import pytest
@pytest.mark.xfail(strict=False, reason="pending: create new script, validate, apply edits, build and compile scene")
def test_script_edit_happy_path():
pass
@pytest.mark.xfail(strict=False, reason="pending: multiple micro-edits debounce to single compilation")
def test_micro_edits_debounce():
pass
@pytest.mark.xfail(strict=False, reason="pending: line ending variations handled correctly")
def test_line_endings_and_columns():
pass
@pytest.mark.xfail(strict=False, reason="pending: regex_replace no-op with allow_noop honored")
def test_regex_replace_noop_allowed():
pass
@pytest.mark.xfail(strict=False, reason="pending: large edit size boundaries and overflow protection")
def test_large_edit_size_and_overflow():
pass
@pytest.mark.xfail(strict=False, reason="pending: symlink and junction protections on edits")
def test_symlink_and_junction_protection():
pass
@pytest.mark.xfail(strict=False, reason="pending: atomic write guarantees")
def test_atomic_write_guarantees():
pass

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@ -34,8 +34,10 @@ def test_telemetry_queue_backpressure_and_single_worker(monkeypatch, caplog):
elapsed_ms = (time.perf_counter() - start) * 1000.0
# Should be fast despite backpressure (non-blocking enqueue or drop)
# Timeout relaxed to 200ms to handle thread scheduling variance in CI/local environments
assert elapsed_ms < 200.0, f"Took {elapsed_ms:.1f}ms (expected <200ms)"
# Threshold set high (500ms) to accommodate CI environments with variable load.
# The key assertion is that 50 record() calls don't block on a full queue;
# even under heavy CI load, non-blocking calls should complete well under 500ms.
assert elapsed_ms < 500.0, f"Took {elapsed_ms:.1f}ms (expected <500ms for non-blocking calls)"
# Allow worker to process some
time.sleep(0.3)

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@ -201,21 +201,3 @@ def test_zero_length_payload_heartbeat():
conn.disconnect()
@pytest.mark.skip(reason="TODO: oversized payload should disconnect")
def test_oversized_payload_rejected():
pass
@pytest.mark.skip(reason="TODO: partial header/payload triggers timeout and disconnect")
def test_partial_frame_timeout():
pass
@pytest.mark.skip(reason="TODO: concurrency test with parallel tool invocations")
def test_parallel_invocations_no_interleaving():
pass
@pytest.mark.skip(reason="TODO: reconnection after drop mid-command")
def test_reconnect_mid_command():
pass

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@ -42,12 +42,14 @@ namespace MCPForUnityTests.Editor.Tools
};
foreach (var toolName in expectedTools)
{
Assert.DoesNotThrow(() =>
{
var handler = CommandRegistry.GetHandler(toolName);
Assert.IsNotNull(handler, $"Handler for '{toolName}' should not be null");
}, $"Expected tool '{toolName}' to be auto-registered");
// Verify the handler is actually callable (returns a result, not throws)
var emptyParams = new Newtonsoft.Json.Linq.JObject();
var result = handler(emptyParams);
Assert.IsNotNull(result, $"Handler for '{toolName}' should return a result even for empty params");
}
}
}

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@ -12,11 +12,8 @@ using System.Text.RegularExpressions;
namespace MCPForUnityTests.Editor.Tools
{
/// <summary>
/// Tests specifically for MCP tool parameter handling issues.
/// These tests focus on the actual problems we encountered:
/// 1. JSON parameter parsing in manage_asset and manage_gameobject tools
/// 2. Material creation with properties through MCP tools
/// 3. Material assignment through MCP tools
/// Tests for MCP tool parameter handling - JSON parsing in manage_asset and manage_gameobject tools.
/// Consolidated from multiple redundant tests into focused, non-overlapping test cases.
/// </summary>
public class MCPToolParameterTests
{
@ -35,7 +32,6 @@ namespace MCPForUnityTests.Editor.Tools
private static void AssertShaderIsSupported(Shader s)
{
Assert.IsNotNull(s, "Shader should not be null");
// Accept common defaults across pipelines
var name = s.name;
bool ok = name == "Universal Render Pipeline/Lit"
|| name == "HDRP/Lit"
@ -44,89 +40,44 @@ namespace MCPForUnityTests.Editor.Tools
Assert.IsTrue(ok, $"Unexpected shader: {name}");
}
private static void EnsureTempFolders()
{
if (!AssetDatabase.IsValidFolder("Assets/Temp"))
AssetDatabase.CreateFolder("Assets", "Temp");
if (!AssetDatabase.IsValidFolder(TempDir))
AssetDatabase.CreateFolder("Assets/Temp", "MCPToolParameterTests");
if (!AssetDatabase.IsValidFolder(TempLiveDir))
AssetDatabase.CreateFolder("Assets/Temp", "LiveTests");
}
[TearDown]
public void TearDown()
{
// Clean up temp directories after each test
if (AssetDatabase.IsValidFolder(TempDir))
{
AssetDatabase.DeleteAsset(TempDir);
}
if (AssetDatabase.IsValidFolder(TempLiveDir))
{
AssetDatabase.DeleteAsset(TempLiveDir);
}
// Clean up parent Temp folder if it's empty
if (AssetDatabase.IsValidFolder("Assets/Temp"))
{
var remainingDirs = Directory.GetDirectories("Assets/Temp");
var remainingFiles = Directory.GetFiles("Assets/Temp");
if (remainingDirs.Length == 0 && remainingFiles.Length == 0)
{
AssetDatabase.DeleteAsset("Assets/Temp");
}
}
}
/// <summary>
/// Tests GameObject componentProperties JSON string coercion path.
/// Verifies material assignment via JSON string works correctly.
/// </summary>
[Test]
public void Test_ManageAsset_ShouldAcceptJSONProperties()
public void ManageGameObject_JSONComponentProperties_AssignsMaterial()
{
// Arrange: create temp folder
if (!AssetDatabase.IsValidFolder("Assets/Temp"))
{
AssetDatabase.CreateFolder("Assets", "Temp");
}
if (!AssetDatabase.IsValidFolder(TempDir))
{
AssetDatabase.CreateFolder("Assets/Temp", "MCPToolParameterTests");
}
EnsureTempFolders();
var matPath = $"{TempDir}/Mat_{Guid.NewGuid():N}.mat";
var matPath = $"{TempDir}/JsonMat_{Guid.NewGuid().ToString("N")}.mat";
// Build params with properties as a JSON string (to be coerced)
var p = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = "{\"shader\": \"Universal Render Pipeline/Lit\", \"color\": [0,0,1,1]}"
};
try
{
var raw = ManageAsset.HandleCommand(p);
var result = raw as JObject ?? JObject.FromObject(raw);
Assert.IsNotNull(result, "Handler should return a JObject result");
Assert.IsTrue(result!.Value<bool>("success"), result.ToString());
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should be created at path");
AssertShaderIsSupported(mat.shader);
if (mat.HasProperty("_Color"))
{
Assert.AreEqual(Color.blue, mat.GetColor("_Color"));
}
}
finally
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
{
AssetDatabase.DeleteAsset(matPath);
}
AssetDatabase.Refresh();
}
}
[Test]
public void Test_ManageGameObject_ShouldAcceptJSONComponentProperties()
{
const string tempDir = "Assets/Temp/MCPToolParameterTests";
if (!AssetDatabase.IsValidFolder("Assets/Temp")) AssetDatabase.CreateFolder("Assets", "Temp");
if (!AssetDatabase.IsValidFolder(tempDir)) AssetDatabase.CreateFolder("Assets/Temp", "MCPToolParameterTests");
var matPath = $"{tempDir}/JsonMat_{Guid.NewGuid().ToString("N")}.mat";
// Create a material first (object-typed properties)
// Create material with object-typed properties
var createMat = new JObject
{
["action"] = "create",
@ -160,7 +111,7 @@ namespace MCPForUnityTests.Editor.Tools
var result = raw as JObject ?? JObject.FromObject(raw);
Assert.IsTrue(result.Value<bool>("success"), result.ToString());
// Verify material assignment and shader on the GameObject's MeshRenderer
// Verify material assignment
var goVerify = GameObject.Find("MCPParamTestSphere");
Assert.IsNotNull(goVerify, "GameObject should exist");
var renderer = goVerify.GetComponent<MeshRenderer>();
@ -175,367 +126,54 @@ namespace MCPForUnityTests.Editor.Tools
{
var go = GameObject.Find("MCPParamTestSphere");
if (go != null) UnityEngine.Object.DestroyImmediate(go);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null) AssetDatabase.DeleteAsset(matPath);
AssetDatabase.Refresh();
}
}
[Test]
public void Test_JSONParsing_ShouldWorkInMCPTools()
{
const string tempDir = "Assets/Temp/MCPToolParameterTests";
if (!AssetDatabase.IsValidFolder("Assets/Temp")) AssetDatabase.CreateFolder("Assets", "Temp");
if (!AssetDatabase.IsValidFolder(tempDir)) AssetDatabase.CreateFolder("Assets/Temp", "MCPToolParameterTests");
var matPath = $"{tempDir}/JsonMat_{Guid.NewGuid().ToString("N")}.mat";
// manage_asset with JSON string properties (coercion path)
var createMat = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = "{\"shader\": \"Universal Render Pipeline/Lit\", \"color\": [0,0,1,1]}"
};
var createResRaw = ManageAsset.HandleCommand(createMat);
var createRes = createResRaw as JObject ?? JObject.FromObject(createResRaw);
Assert.IsTrue(createRes.Value<bool>("success"), createRes.ToString());
// Create sphere and assign material (object-typed componentProperties)
var go = new JObject { ["action"] = "create", ["name"] = "MCPParamJSONSphere", ["primitiveType"] = "Sphere" };
var goRes = ManageGameObject.HandleCommand(go);
var goObj = goRes as JObject ?? JObject.FromObject(goRes);
Assert.IsTrue(goObj.Value<bool>("success"), goObj.ToString());
try
{
var compJsonObj = new JObject { ["MeshRenderer"] = new JObject { ["sharedMaterial"] = matPath } };
var compJson = compJsonObj.ToString(Newtonsoft.Json.Formatting.None);
var modify = new JObject
{
["action"] = "modify",
["target"] = "MCPParamJSONSphere",
["searchMethod"] = "by_name",
["componentProperties"] = compJson
};
var modResRaw = ManageGameObject.HandleCommand(modify);
var modRes = modResRaw as JObject ?? JObject.FromObject(modResRaw);
Assert.IsTrue(modRes.Value<bool>("success"), modRes.ToString());
// Verify shader on created material
var createdMat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(createdMat);
AssertShaderIsSupported(createdMat.shader);
}
finally
{
var goObj2 = GameObject.Find("MCPParamJSONSphere");
if (goObj2 != null) UnityEngine.Object.DestroyImmediate(goObj2);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null) AssetDatabase.DeleteAsset(matPath);
AssetDatabase.Refresh();
}
}
[Test]
public void Test_ManageAsset_JSONStringParsing_CreateMaterial()
{
// Test that JSON string properties are correctly parsed and applied
const string tempDir = "Assets/Temp/MCPToolParameterTests";
var matPath = $"{tempDir}/JsonStringTest_{Guid.NewGuid().ToString("N")}.mat";
var p = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = "{\"shader\": \"Universal Render Pipeline/Lit\", \"color\": [1,0,0,1]}"
};
try
{
var raw = ManageAsset.HandleCommand(p);
var result = raw as JObject ?? JObject.FromObject(raw);
Assert.IsNotNull(result, "Handler should return a JObject result");
Assert.IsTrue(result!.Value<bool>("success"), $"Create failed: {result}");
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should be created at path");
AssertShaderIsSupported(mat.shader);
if (mat.HasProperty("_Color"))
{
Assert.AreEqual(Color.red, mat.GetColor("_Color"), "Material should have red color");
}
}
finally
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
{
AssetDatabase.DeleteAsset(matPath);
}
AssetDatabase.Refresh();
}
}
/// <summary>
/// Comprehensive end-to-end test covering all 10 property handling scenarios:
/// 1. Create material via JSON string
/// 2. Modify color and metallic (friendly names)
/// 3. Modify using structured float block
/// 4. Assign texture via direct prop alias
/// 5. Assign texture via structured block
/// 6. Create sphere and assign material via componentProperties JSON
/// 7. Use URP color alias key
/// 8. Invalid JSON handling (graceful degradation)
/// 9. Switch shader pipeline dynamically
/// 10. Mixed friendly and alias keys
/// </summary>
[Test]
public void Test_ManageAsset_JSONStringParsing_ModifyMaterial()
public void EndToEnd_PropertyHandling_AllScenarios()
{
// Test that JSON string properties work for modify operations
const string tempDir = "Assets/Temp/MCPToolParameterTests";
var matPath = $"{tempDir}/JsonStringModifyTest_{Guid.NewGuid().ToString("N")}.mat";
// First create a material
var createParams = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = "{\"shader\": \"Universal Render Pipeline/Lit\", \"color\": [0,1,0,1]}"
};
try
{
var createRaw = ManageAsset.HandleCommand(createParams);
var createResult = createRaw as JObject ?? JObject.FromObject(createRaw);
Assert.IsTrue(createResult!.Value<bool>("success"), "Create should succeed");
// Now modify with JSON string
var modifyParams = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = "{\"color\": [0,0,1,1]}"
};
var modifyRaw = ManageAsset.HandleCommand(modifyParams);
var modifyResult = modifyRaw as JObject ?? JObject.FromObject(modifyRaw);
Assert.IsNotNull(modifyResult, "Modify should return a result");
Assert.IsTrue(modifyResult!.Value<bool>("success"), $"Modify failed: {modifyResult}");
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should exist");
AssertShaderIsSupported(mat.shader);
if (mat.HasProperty("_Color"))
{
Assert.AreEqual(Color.blue, mat.GetColor("_Color"), "Material should have blue color after modify");
}
}
finally
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
{
AssetDatabase.DeleteAsset(matPath);
}
AssetDatabase.Refresh();
}
}
[Test]
public void Test_ManageAsset_InvalidJSONString_HandledGracefully()
{
// Test that invalid JSON strings are handled gracefully
const string tempDir = "Assets/Temp/MCPToolParameterTests";
var matPath = $"{tempDir}/InvalidJsonTest_{Guid.NewGuid().ToString("N")}.mat";
var p = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = "{\"invalid\": json, \"missing\": quotes}" // Invalid JSON
};
try
{
LogAssert.Expect(LogType.Warning, new Regex("(failed to parse)|(Could not parse 'properties' JSON string)", RegexOptions.IgnoreCase));
var raw = ManageAsset.HandleCommand(p);
var result = raw as JObject ?? JObject.FromObject(raw);
// Should either succeed with defaults or fail gracefully
Assert.IsNotNull(result, "Handler should return a result");
// The result might be success (with defaults) or failure, both are acceptable
}
finally
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
{
AssetDatabase.DeleteAsset(matPath);
}
AssetDatabase.Refresh();
}
}
[Test]
public void Test_ManageAsset_JSONStringParsing_FloatProperty_Metallic_CreateAndModify()
{
// Validate float property handling via JSON string for create and modify
const string tempDir = "Assets/Temp/MCPToolParameterTests";
if (!AssetDatabase.IsValidFolder("Assets/Temp")) AssetDatabase.CreateFolder("Assets", "Temp");
if (!AssetDatabase.IsValidFolder(tempDir)) AssetDatabase.CreateFolder("Assets/Temp", "MCPToolParameterTests");
var matPath = $"{tempDir}/JsonFloatTest_{Guid.NewGuid().ToString("N")}.mat";
var createParams = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = "{\"shader\": \"Universal Render Pipeline/Lit\", \"metallic\": 0.75}"
};
try
{
var createRaw = ManageAsset.HandleCommand(createParams);
var createResult = createRaw as JObject ?? JObject.FromObject(createRaw);
Assert.IsTrue(createResult!.Value<bool>("success"), createResult.ToString());
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should be created at path");
AssertShaderIsSupported(mat.shader);
if (mat.HasProperty("_Metallic"))
{
Assert.AreEqual(0.75f, mat.GetFloat("_Metallic"), 1e-3f, "Metallic should be ~0.75 after create");
}
var modifyParams = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = "{\"metallic\": 0.1}"
};
var modifyRaw = ManageAsset.HandleCommand(modifyParams);
var modifyResult = modifyRaw as JObject ?? JObject.FromObject(modifyRaw);
Assert.IsTrue(modifyResult!.Value<bool>("success"), modifyResult.ToString());
var mat2 = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat2, "Material should still exist");
if (mat2.HasProperty("_Metallic"))
{
Assert.AreEqual(0.1f, mat2.GetFloat("_Metallic"), 1e-3f, "Metallic should be ~0.1 after modify");
}
}
finally
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
{
AssetDatabase.DeleteAsset(matPath);
}
AssetDatabase.Refresh();
}
}
[Test]
public void Test_ManageAsset_JSONStringParsing_TextureAssignment_CreateAndModify()
{
// Uses flexible direct property assignment to set _BaseMap/_MainTex by path
const string tempDir = "Assets/Temp/MCPToolParameterTests";
if (!AssetDatabase.IsValidFolder("Assets/Temp")) AssetDatabase.CreateFolder("Assets", "Temp");
if (!AssetDatabase.IsValidFolder(tempDir)) AssetDatabase.CreateFolder("Assets/Temp", "MCPToolParameterTests");
var matPath = $"{tempDir}/JsonTexTest_{Guid.NewGuid().ToString("N")}.mat";
var texPath = "Assets/Temp/LiveTests/TempBaseTex.asset"; // created by GenTempTex
// Ensure the texture exists BEFORE creating the material so assignment succeeds during create
var preTex = AssetDatabase.LoadAssetAtPath<Texture>(texPath);
if (preTex == null)
{
if (!AssetDatabase.IsValidFolder("Assets/Temp")) AssetDatabase.CreateFolder("Assets", "Temp");
if (!AssetDatabase.IsValidFolder("Assets/Temp/LiveTests")) AssetDatabase.CreateFolder("Assets/Temp", "LiveTests");
var tex2D = new Texture2D(4, 4, TextureFormat.RGBA32, false);
var pixels = new Color[16];
for (int i = 0; i < pixels.Length; i++) pixels[i] = Color.white;
tex2D.SetPixels(pixels);
tex2D.Apply();
AssetDatabase.CreateAsset(tex2D, texPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
var createParams = new JObject
{
["action"] = "create",
["path"] = matPath,
["assetType"] = "Material",
["properties"] = new JObject
{
["shader"] = "Universal Render Pipeline/Lit",
["_BaseMap"] = texPath // resolves to _BaseMap or _MainTex internally
}
};
try
{
var createRaw = ManageAsset.HandleCommand(createParams);
var createResult = createRaw as JObject ?? JObject.FromObject(createRaw);
Assert.IsTrue(createResult!.Value<bool>("success"), createResult.ToString());
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should be created at path");
AssertShaderIsSupported(mat.shader);
var tex = AssetDatabase.LoadAssetAtPath<Texture>(texPath);
if (tex == null)
{
// Create a tiny white texture if missing to make the test self-sufficient
if (!AssetDatabase.IsValidFolder("Assets/Temp")) AssetDatabase.CreateFolder("Assets", "Temp");
if (!AssetDatabase.IsValidFolder("Assets/Temp/LiveTests")) AssetDatabase.CreateFolder("Assets/Temp", "LiveTests");
var tex2D = new Texture2D(4, 4, TextureFormat.RGBA32, false);
var pixels = new Color[16];
for (int i = 0; i < pixels.Length; i++) pixels[i] = Color.white;
tex2D.SetPixels(pixels);
tex2D.Apply();
AssetDatabase.CreateAsset(tex2D, texPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
tex = AssetDatabase.LoadAssetAtPath<Texture>(texPath);
}
Assert.IsNotNull(tex, "Test texture should exist");
// Verify either _BaseMap or _MainTex holds the texture
bool hasTexture = (mat.HasProperty("_BaseMap") && mat.GetTexture("_BaseMap") == tex)
|| (mat.HasProperty("_MainTex") && mat.GetTexture("_MainTex") == tex);
Assert.IsTrue(hasTexture, "Material should reference the assigned texture");
// Modify by changing to same texture via alternate alias key
var modifyParams = new JObject
{
["action"] = "modify",
["path"] = matPath,
["properties"] = new JObject { ["_MainTex"] = texPath }
};
var modifyRaw = ManageAsset.HandleCommand(modifyParams);
var modifyResult = modifyRaw as JObject ?? JObject.FromObject(modifyRaw);
Assert.IsTrue(modifyResult!.Value<bool>("success"), modifyResult.ToString());
var mat2 = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat2);
bool hasTexture2 = (mat2.HasProperty("_BaseMap") && mat2.GetTexture("_BaseMap") == tex)
|| (mat2.HasProperty("_MainTex") && mat2.GetTexture("_MainTex") == tex);
Assert.IsTrue(hasTexture2, "Material should keep the assigned texture after modify");
}
finally
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
{
AssetDatabase.DeleteAsset(matPath);
}
AssetDatabase.Refresh();
}
}
[Test]
public void Test_EndToEnd_PropertyHandling_AllScenarios()
{
// Comprehensive end-to-end test of all 10 property handling scenarios
const string tempDir = "Assets/Temp/LiveTests";
if (!AssetDatabase.IsValidFolder("Assets/Temp")) AssetDatabase.CreateFolder("Assets", "Temp");
if (!AssetDatabase.IsValidFolder(tempDir)) AssetDatabase.CreateFolder("Assets/Temp", "LiveTests");
EnsureTempFolders();
string guidSuffix = Guid.NewGuid().ToString("N").Substring(0, 8);
string matPath = $"{tempDir}/Mat_{guidSuffix}.mat";
string texPath = $"{tempDir}/TempBaseTex.asset";
string matPath = $"{TempLiveDir}/Mat_{guidSuffix}.mat";
string texPath = $"{TempLiveDir}/TempBaseTex_{guidSuffix}.asset";
string sphereName = $"LiveSphere_{guidSuffix}";
string badJsonPath = $"{tempDir}/BadJson_{guidSuffix}.mat";
string badJsonPath = $"{TempLiveDir}/BadJson_{guidSuffix}.mat";
// Ensure clean state from previous runs
// Ensure clean state
var preSphere = GameObject.Find(sphereName);
if (preSphere != null) UnityEngine.Object.DestroyImmediate(preSphere);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null) AssetDatabase.DeleteAsset(matPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(badJsonPath) != null) AssetDatabase.DeleteAsset(badJsonPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
AssetDatabase.DeleteAsset(matPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(badJsonPath) != null)
AssetDatabase.DeleteAsset(badJsonPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(texPath) != null)
AssetDatabase.DeleteAsset(texPath);
// Create test texture for texture-dependent scenarios (4, 5, 10)
var tex = new Texture2D(4, 4, TextureFormat.RGBA32, false);
var pixels = new Color[16];
for (int i = 0; i < pixels.Length; i++) pixels[i] = Color.white;
tex.SetPixels(pixels);
tex.Apply();
AssetDatabase.CreateAsset(tex, texPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
try
@ -553,11 +191,10 @@ namespace MCPForUnityTests.Editor.Tools
Assert.IsTrue(createResult.Value<bool>("success"), $"Test 1 failed: {createResult}");
var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.IsNotNull(mat, "Material should be created");
var expectedRed = Color.red;
if (mat.HasProperty("_BaseColor"))
Assert.AreEqual(expectedRed, mat.GetColor("_BaseColor"), "Test 1: _BaseColor should be red");
Assert.AreEqual(Color.red, mat.GetColor("_BaseColor"), "Test 1: _BaseColor should be red");
else if (mat.HasProperty("_Color"))
Assert.AreEqual(expectedRed, mat.GetColor("_Color"), "Test 1: _Color should be red");
Assert.AreEqual(Color.red, mat.GetColor("_Color"), "Test 1: _Color should be red");
else
Assert.Inconclusive("Material has neither _BaseColor nor _Color");
@ -577,8 +214,6 @@ namespace MCPForUnityTests.Editor.Tools
Assert.AreEqual(expectedCyan, mat.GetColor("_BaseColor"), "Test 2: _BaseColor should be cyan");
else if (mat.HasProperty("_Color"))
Assert.AreEqual(expectedCyan, mat.GetColor("_Color"), "Test 2: _Color should be cyan");
else
Assert.Inconclusive("Material has neither _BaseColor nor _Color");
Assert.AreEqual(0.6f, mat.GetFloat("_Metallic"), 0.001f, "Test 2: Metallic should be 0.6");
// 3. Modify using structured float block
@ -597,9 +232,7 @@ namespace MCPForUnityTests.Editor.Tools
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.AreEqual(0.1f, mat.GetFloat("_Metallic"), 0.001f, "Test 3: Metallic should be 0.1");
// 4. Assign texture via direct prop alias (skip if texture doesn't exist)
if (AssetDatabase.LoadAssetAtPath<Texture>(texPath) != null)
{
// 4. Assign texture via direct prop alias
var modify3 = new JObject
{
["action"] = "modify",
@ -609,16 +242,8 @@ namespace MCPForUnityTests.Editor.Tools
var modifyRaw3 = ManageAsset.HandleCommand(modify3);
var modifyResult3 = modifyRaw3 as JObject ?? JObject.FromObject(modifyRaw3);
Assert.IsTrue(modifyResult3.Value<bool>("success"), $"Test 4 failed: {modifyResult3}");
Debug.Log("Test 4: Texture assignment successful");
}
else
{
Debug.LogWarning("Test 4: Skipped - texture not found at " + texPath);
}
// 5. Assign texture via structured block (skip if texture doesn't exist)
if (AssetDatabase.LoadAssetAtPath<Texture>(texPath) != null)
{
// 5. Assign texture via structured block
var modify4 = new JObject
{
["action"] = "modify",
@ -631,12 +256,6 @@ namespace MCPForUnityTests.Editor.Tools
var modifyRaw4 = ManageAsset.HandleCommand(modify4);
var modifyResult4 = modifyRaw4 as JObject ?? JObject.FromObject(modifyRaw4);
Assert.IsTrue(modifyResult4.Value<bool>("success"), $"Test 5 failed: {modifyResult4}");
Debug.Log("Test 5: Structured texture assignment successful");
}
else
{
Debug.LogWarning("Test 5: Skipped - texture not found at " + texPath);
}
// 6. Create sphere and assign material via componentProperties JSON string
var createSphere = new JObject
@ -680,15 +299,9 @@ namespace MCPForUnityTests.Editor.Tools
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Color expectedColor = new Color(0.2f, 0.8f, 0.3f, 1f);
if (mat.HasProperty("_BaseColor"))
{
Color actualColor = mat.GetColor("_BaseColor");
AssertColorsEqual(expectedColor, actualColor, "Test 7: _BaseColor should be set");
}
AssertColorsEqual(expectedColor, mat.GetColor("_BaseColor"), "Test 7: _BaseColor should be set");
else if (mat.HasProperty("_Color"))
{
Color actualColor = mat.GetColor("_Color");
AssertColorsEqual(expectedColor, actualColor, "Test 7: Fallback _Color should be set");
}
AssertColorsEqual(expectedColor, mat.GetColor("_Color"), "Test 7: Fallback _Color should be set");
// 8. Invalid JSON should warn (don't fail)
var invalidJson = new JObject
@ -701,9 +314,7 @@ namespace MCPForUnityTests.Editor.Tools
LogAssert.Expect(LogType.Warning, new Regex("(failed to parse)|(Could not parse 'properties' JSON string)", RegexOptions.IgnoreCase));
var invalidRaw = ManageAsset.HandleCommand(invalidJson);
var invalidResult = invalidRaw as JObject ?? JObject.FromObject(invalidRaw);
// Should either succeed with defaults or fail gracefully
Assert.IsNotNull(invalidResult, "Test 8: Should return a result");
Debug.Log($"Test 8: Invalid JSON handled - {invalidResult!["success"]}");
// 9. Switch shader pipeline dynamically
var modify6 = new JObject
@ -718,7 +329,9 @@ namespace MCPForUnityTests.Editor.Tools
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.AreEqual("Standard", mat.shader.name, "Test 9: Shader should be Standard");
var c9 = mat.GetColor("_Color");
Assert.IsTrue(Mathf.Abs(c9.r - 1f) < 0.02f && Mathf.Abs(c9.g - 1f) < 0.02f && Mathf.Abs(c9.b - 0f) < 0.02f, "Test 9: Color should be near yellow");
// Looser tolerance (0.02) for shader-switched colors due to color space conversion differences
Assert.IsTrue(Mathf.Abs(c9.r - 1f) < 0.02f && Mathf.Abs(c9.g - 1f) < 0.02f && Mathf.Abs(c9.b - 0f) < 0.02f,
"Test 9: Color should be near yellow");
// 10. Mixed friendly and alias keys in one go
var modify7 = new JObject
@ -729,7 +342,7 @@ namespace MCPForUnityTests.Editor.Tools
{
["metallic"] = 0.8,
["smoothness"] = 0.3,
["albedo"] = texPath // Texture path if exists
["albedo"] = texPath
}
};
var modifyRaw7 = ManageAsset.HandleCommand(modify7);
@ -738,19 +351,19 @@ namespace MCPForUnityTests.Editor.Tools
mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
Assert.AreEqual(0.8f, mat.GetFloat("_Metallic"), 0.001f, "Test 10: Metallic should be 0.8");
Assert.AreEqual(0.3f, mat.GetFloat("_Glossiness"), 0.001f, "Test 10: Smoothness should be 0.3");
Debug.Log("All 10 end-to-end property handling tests completed successfully!");
}
finally
{
// Cleanup
var sphere = GameObject.Find(sphereName);
if (sphere != null) UnityEngine.Object.DestroyImmediate(sphere);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null) AssetDatabase.DeleteAsset(matPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(badJsonPath) != null) AssetDatabase.DeleteAsset(badJsonPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
AssetDatabase.DeleteAsset(matPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(badJsonPath) != null)
AssetDatabase.DeleteAsset(badJsonPath);
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(texPath) != null)
AssetDatabase.DeleteAsset(texPath);
AssetDatabase.Refresh();
}
}
}
}

View File

@ -37,7 +37,10 @@ namespace MCPForUnityTests.Editor.Tools
var result = ManageGameObject.HandleCommand(null);
Assert.IsNotNull(result, "Should return a result object");
// Note: Actual error checking would need access to Response structure
// Verify the result indicates an error state
var errorResponse = result as MCPForUnity.Editor.Helpers.ErrorResponse;
Assert.IsNotNull(errorResponse, "Should return an ErrorResponse for null params");
Assert.IsFalse(errorResponse.Success, "Success should be false for null params");
}
[Test]
@ -47,6 +50,10 @@ namespace MCPForUnityTests.Editor.Tools
var result = ManageGameObject.HandleCommand(emptyParams);
Assert.IsNotNull(result, "Should return a result object for empty params");
// Verify the result indicates an error state (missing required action)
var errorResponse = result as MCPForUnity.Editor.Helpers.ErrorResponse;
Assert.IsNotNull(errorResponse, "Should return an ErrorResponse for empty params");
Assert.IsFalse(errorResponse.Success, "Success should be false for empty params");
}
[Test]

View File

@ -163,7 +163,7 @@ namespace MCPForUnityTests.Editor.Tools
#region Out of Bounds Test - Auto-Grow Arrays
[Test]
public void OutOfBounds_SetElementBeyondArraySize_ShouldFailWithoutAutoGrow()
public void AutoGrow_SetElementBeyondArraySize_AutoResizesArray()
{
// Create an ArrayStressSO first
var createResult = ToJObject(ManageScriptableObject.HandleCommand(new JObject
@ -171,7 +171,7 @@ namespace MCPForUnityTests.Editor.Tools
["action"] = "create",
["typeName"] = "ArrayStressSO",
["folderPath"] = _runRoot,
["assetName"] = "OutOfBounds",
["assetName"] = "AutoGrow",
["overwrite"] = true
}));
Assert.IsTrue(createResult.Value<bool>("success"), createResult.ToString());
@ -180,7 +180,7 @@ namespace MCPForUnityTests.Editor.Tools
var guid = createResult["data"]?["guid"]?.ToString();
_createdAssets.Add(path);
// Try to set element at index 99 (array starts with 3 elements)
// Set element at index 99 (array starts with 3 elements) - should auto-grow
var modifyResult = ToJObject(ManageScriptableObject.HandleCommand(new JObject
{
["action"] = "modify",
@ -196,16 +196,19 @@ namespace MCPForUnityTests.Editor.Tools
}
}));
// Document current behavior: this should fail without auto-grow
// After hardening, this should succeed
var patchResults = modifyResult["data"]?["results"] as JArray;
Assert.IsNotNull(patchResults);
bool patchOk = patchResults[0]?.Value<bool>("ok") ?? false;
Debug.Log($"[OutOfBounds] Setting [99] on 3-element array: ok={patchOk}, message={patchResults[0]?["message"]}");
Assert.IsTrue(patchOk, $"Auto-grow should succeed: {patchResults[0]?["message"]}");
// Current expected behavior: fails with "Property not found"
// After Phase 1.2 (auto-resize): should succeed
// Verify the array was resized and value was set
var asset = AssetDatabase.LoadAssetAtPath<ArrayStressSO>(path);
Assert.IsNotNull(asset);
Assert.GreaterOrEqual(asset.floatArray.Length, 100, "Array should have been auto-grown to at least 100 elements");
Assert.AreEqual(42.0f, asset.floatArray[99], 0.01f, "Value at index 99 should be set");
Debug.Log($"[AutoGrow] Array auto-resized to {asset.floatArray.Length} elements, value at [99] = {asset.floatArray[99]}");
}
#endregion
@ -213,7 +216,7 @@ namespace MCPForUnityTests.Editor.Tools
#region Friendly Path Syntax Test
[Test]
public void FriendlySyntax_BracketNotation_ShouldBeNormalized()
public void FriendlySyntax_BracketNotation_IsNormalized()
{
// Create asset first
var createResult = ToJObject(ManageScriptableObject.HandleCommand(new JObject
@ -225,7 +228,6 @@ namespace MCPForUnityTests.Editor.Tools
["overwrite"] = true,
["patches"] = new JArray
{
// Resize first using proper syntax
new JObject { ["propertyPath"] = "floatArray.Array.size", ["op"] = "array_resize", ["value"] = 5 }
}
}));
@ -235,7 +237,7 @@ namespace MCPForUnityTests.Editor.Tools
var guid = createResult["data"]?["guid"]?.ToString();
_createdAssets.Add(path);
// Try using friendly syntax: floatArray[2] instead of floatArray.Array.data[2]
// Use friendly syntax: floatArray[2] instead of floatArray.Array.data[2]
var modifyResult = ToJObject(ManageScriptableObject.HandleCommand(new JObject
{
["action"] = "modify",
@ -244,7 +246,7 @@ namespace MCPForUnityTests.Editor.Tools
{
new JObject
{
["propertyPath"] = "floatArray[2]", // Friendly syntax!
["propertyPath"] = "floatArray[2]", // Friendly syntax - gets normalized to floatArray.Array.data[2]
["op"] = "set",
["value"] = 123.456f
}
@ -255,10 +257,14 @@ namespace MCPForUnityTests.Editor.Tools
Assert.IsNotNull(patchResults);
bool patchOk = patchResults[0]?.Value<bool>("ok") ?? false;
Debug.Log($"[FriendlySyntax] Using floatArray[2] syntax: ok={patchOk}, message={patchResults[0]?["message"]}");
Assert.IsTrue(patchOk, $"Friendly bracket syntax should be normalized: {patchResults[0]?["message"]}");
// Current expected behavior: fails with "Property not found: floatArray[2]"
// After Phase 1.1 (path normalization): should succeed
// Verify the value was actually set
var asset = AssetDatabase.LoadAssetAtPath<ArrayStressSO>(path);
Assert.IsNotNull(asset);
Assert.AreEqual(123.456f, asset.floatArray[2], 0.001f, "Value at index 2 should be set via friendly syntax");
Debug.Log($"[FriendlySyntax] floatArray[2] = {asset.floatArray[2]} (set via friendly bracket notation)");
}
#endregion
@ -569,10 +575,10 @@ namespace MCPForUnityTests.Editor.Tools
#endregion
#region Bulk Array Mapping Test (Phase 3 feature)
#region Bulk Array Mapping Test
[Test]
public void BulkArrayMapping_PassArrayAsValue()
public void BulkArrayMapping_SetsEntireArrayFromJArray()
{
var createResult = ToJObject(ManageScriptableObject.HandleCommand(new JObject
{
@ -588,7 +594,7 @@ namespace MCPForUnityTests.Editor.Tools
var guid = createResult["data"]?["guid"]?.ToString();
_createdAssets.Add(path);
// Try to set the entire intArray using a JArray value directly
// Set the entire intArray using a JArray value directly
var modifyResult = ToJObject(ManageScriptableObject.HandleCommand(new JObject
{
["action"] = "modify",
@ -599,7 +605,7 @@ namespace MCPForUnityTests.Editor.Tools
{
["propertyPath"] = "intArray",
["op"] = "set",
["value"] = new JArray(1, 2, 3, 4, 5) // Bulk array!
["value"] = new JArray(1, 2, 3, 4, 5) // Bulk array mapping
}
}
}));
@ -608,16 +614,20 @@ namespace MCPForUnityTests.Editor.Tools
Assert.IsNotNull(patchResults);
bool patchOk = patchResults[0]?.Value<bool>("ok") ?? false;
string message = patchResults[0]?["message"]?.ToString() ?? "";
Debug.Log($"[BulkArrayMapping] Setting intArray to [1,2,3,4,5]: ok={patchOk}, message={message}");
Assert.IsTrue(patchOk, $"Bulk array mapping should succeed: {patchResults[0]?["message"]}");
// Current expected behavior: likely fails with unsupported type
// After Phase 3.1 (bulk array mapping): should succeed
// Verify the array was set correctly
var asset = AssetDatabase.LoadAssetAtPath<ComplexStressSO>(path);
Assert.IsNotNull(asset);
Assert.AreEqual(5, asset.intArray.Length, "Array should have 5 elements");
CollectionAssert.AreEqual(new[] { 1, 2, 3, 4, 5 }, asset.intArray, "Array contents should match");
Debug.Log($"[BulkArrayMapping] intArray = [{string.Join(", ", asset.intArray)}]");
}
#endregion
#region GUID Shorthand Test (Phase 4 feature)
#region GUID Shorthand Test
[Test]
public void GuidShorthand_PassPlainGuidString()
@ -666,7 +676,7 @@ namespace MCPForUnityTests.Editor.Tools
#endregion
#region Dry Run Test (Phase 5 feature)
#region Dry Run Test
[Test]
public void DryRun_ValidatePatchesWithoutApplying()