370 lines
19 KiB
C#
370 lines
19 KiB
C#
using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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using UnityEditor;
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using Newtonsoft.Json.Linq;
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using MCPForUnity.Editor.Tools;
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using MCPForUnity.Editor.Tools.GameObjects;
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using System;
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using System.IO;
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using System.Text.RegularExpressions;
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namespace MCPForUnityTests.Editor.Tools
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{
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/// <summary>
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/// Tests for MCP tool parameter handling - JSON parsing in manage_asset and manage_gameobject tools.
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/// Consolidated from multiple redundant tests into focused, non-overlapping test cases.
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/// </summary>
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public class MCPToolParameterTests
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{
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private const string TempDir = "Assets/Temp/MCPToolParameterTests";
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private const string TempLiveDir = "Assets/Temp/LiveTests";
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private static void AssertColorsEqual(Color expected, Color actual, string message)
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{
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const float tolerance = 0.001f;
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Assert.AreEqual(expected.r, actual.r, tolerance, $"{message} - Red component mismatch");
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Assert.AreEqual(expected.g, actual.g, tolerance, $"{message} - Green component mismatch");
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Assert.AreEqual(expected.b, actual.b, tolerance, $"{message} - Blue component mismatch");
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Assert.AreEqual(expected.a, actual.a, tolerance, $"{message} - Alpha component mismatch");
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}
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private static void AssertShaderIsSupported(Shader s)
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{
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Assert.IsNotNull(s, "Shader should not be null");
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var name = s.name;
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bool ok = name == "Universal Render Pipeline/Lit"
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|| name == "HDRP/Lit"
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|| name == "Standard"
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|| name == "Unlit/Color";
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Assert.IsTrue(ok, $"Unexpected shader: {name}");
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}
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private static void EnsureTempFolders()
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{
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if (!AssetDatabase.IsValidFolder("Assets/Temp"))
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AssetDatabase.CreateFolder("Assets", "Temp");
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if (!AssetDatabase.IsValidFolder(TempDir))
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AssetDatabase.CreateFolder("Assets/Temp", "MCPToolParameterTests");
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if (!AssetDatabase.IsValidFolder(TempLiveDir))
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AssetDatabase.CreateFolder("Assets/Temp", "LiveTests");
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}
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[TearDown]
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public void TearDown()
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{
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if (AssetDatabase.IsValidFolder(TempDir))
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AssetDatabase.DeleteAsset(TempDir);
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if (AssetDatabase.IsValidFolder(TempLiveDir))
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AssetDatabase.DeleteAsset(TempLiveDir);
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if (AssetDatabase.IsValidFolder("Assets/Temp"))
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{
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var remainingDirs = Directory.GetDirectories("Assets/Temp");
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var remainingFiles = Directory.GetFiles("Assets/Temp");
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if (remainingDirs.Length == 0 && remainingFiles.Length == 0)
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AssetDatabase.DeleteAsset("Assets/Temp");
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}
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}
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/// <summary>
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/// Tests GameObject componentProperties JSON string coercion path.
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/// Verifies material assignment via JSON string works correctly.
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/// </summary>
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[Test]
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public void ManageGameObject_JSONComponentProperties_AssignsMaterial()
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{
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EnsureTempFolders();
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var matPath = $"{TempDir}/Mat_{Guid.NewGuid():N}.mat";
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// Create material with object-typed properties
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var createMat = new JObject
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{
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["action"] = "create",
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["path"] = matPath,
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["assetType"] = "Material",
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["properties"] = new JObject { ["shader"] = "Universal Render Pipeline/Lit", ["color"] = new JArray(0, 0, 1, 1) }
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};
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var createMatRes = ManageAsset.HandleCommand(createMat);
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var createMatObj = createMatRes as JObject ?? JObject.FromObject(createMatRes);
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Assert.IsTrue(createMatObj.Value<bool>("success"), createMatObj.ToString());
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// Create a sphere
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var createGo = new JObject { ["action"] = "create", ["name"] = "MCPParamTestSphere", ["primitiveType"] = "Sphere" };
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var createGoRes = ManageGameObject.HandleCommand(createGo);
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var createGoObj = createGoRes as JObject ?? JObject.FromObject(createGoRes);
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Assert.IsTrue(createGoObj.Value<bool>("success"), createGoObj.ToString());
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try
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{
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// Assign material via JSON string componentProperties (coercion path)
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var compJsonObj = new JObject { ["MeshRenderer"] = new JObject { ["sharedMaterial"] = matPath } };
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var compJson = compJsonObj.ToString(Newtonsoft.Json.Formatting.None);
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var modify = new JObject
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{
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["action"] = "modify",
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["target"] = "MCPParamTestSphere",
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["searchMethod"] = "by_name",
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["componentProperties"] = compJson
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};
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var raw = ManageGameObject.HandleCommand(modify);
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var result = raw as JObject ?? JObject.FromObject(raw);
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Assert.IsTrue(result.Value<bool>("success"), result.ToString());
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// Verify material assignment
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var goVerify = GameObject.Find("MCPParamTestSphere");
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Assert.IsNotNull(goVerify, "GameObject should exist");
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var renderer = goVerify.GetComponent<MeshRenderer>();
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Assert.IsNotNull(renderer, "MeshRenderer should exist");
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var assignedMat = renderer.sharedMaterial;
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Assert.IsNotNull(assignedMat, "sharedMaterial should be assigned");
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AssertShaderIsSupported(assignedMat.shader);
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var createdMat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
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Assert.AreEqual(createdMat, assignedMat, "Assigned material should match created material");
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}
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finally
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{
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var go = GameObject.Find("MCPParamTestSphere");
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if (go != null) UnityEngine.Object.DestroyImmediate(go);
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if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
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AssetDatabase.DeleteAsset(matPath);
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AssetDatabase.Refresh();
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}
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}
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/// <summary>
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/// Comprehensive end-to-end test covering all 10 property handling scenarios:
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/// 1. Create material via JSON string
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/// 2. Modify color and metallic (friendly names)
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/// 3. Modify using structured float block
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/// 4. Assign texture via direct prop alias
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/// 5. Assign texture via structured block
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/// 6. Create sphere and assign material via componentProperties JSON
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/// 7. Use URP color alias key
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/// 8. Invalid JSON handling (graceful degradation)
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/// 9. Switch shader pipeline dynamically
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/// 10. Mixed friendly and alias keys
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/// </summary>
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[Test]
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public void EndToEnd_PropertyHandling_AllScenarios()
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{
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EnsureTempFolders();
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string guidSuffix = Guid.NewGuid().ToString("N").Substring(0, 8);
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string matPath = $"{TempLiveDir}/Mat_{guidSuffix}.mat";
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string texPath = $"{TempLiveDir}/TempBaseTex_{guidSuffix}.asset";
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string sphereName = $"LiveSphere_{guidSuffix}";
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string badJsonPath = $"{TempLiveDir}/BadJson_{guidSuffix}.mat";
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// Ensure clean state
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var preSphere = GameObject.Find(sphereName);
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if (preSphere != null) UnityEngine.Object.DestroyImmediate(preSphere);
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if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
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AssetDatabase.DeleteAsset(matPath);
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if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(badJsonPath) != null)
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AssetDatabase.DeleteAsset(badJsonPath);
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if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(texPath) != null)
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AssetDatabase.DeleteAsset(texPath);
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// Create test texture for texture-dependent scenarios (4, 5, 10)
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var tex = new Texture2D(4, 4, TextureFormat.RGBA32, false);
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var pixels = new Color[16];
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for (int i = 0; i < pixels.Length; i++) pixels[i] = Color.white;
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tex.SetPixels(pixels);
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tex.Apply();
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AssetDatabase.CreateAsset(tex, texPath);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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try
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{
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// 1. Create material via JSON string
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var createParams = new JObject
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{
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["action"] = "create",
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["path"] = matPath,
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["assetType"] = "Material",
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["properties"] = "{\"shader\":\"Universal Render Pipeline/Lit\",\"color\":[1,0,0,1]}"
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};
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var createRaw = ManageAsset.HandleCommand(createParams);
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var createResult = createRaw as JObject ?? JObject.FromObject(createRaw);
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Assert.IsTrue(createResult.Value<bool>("success"), $"Test 1 failed: {createResult}");
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var mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
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Assert.IsNotNull(mat, "Material should be created");
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if (mat.HasProperty("_BaseColor"))
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Assert.AreEqual(Color.red, mat.GetColor("_BaseColor"), "Test 1: _BaseColor should be red");
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else if (mat.HasProperty("_Color"))
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Assert.AreEqual(Color.red, mat.GetColor("_Color"), "Test 1: _Color should be red");
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else
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Assert.Inconclusive("Material has neither _BaseColor nor _Color");
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// 2. Modify color and metallic (friendly names)
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var modify1 = new JObject
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{
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["action"] = "modify",
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["path"] = matPath,
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["properties"] = "{\"color\":[0,0.5,1,1],\"metallic\":0.6}"
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};
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var modifyRaw1 = ManageAsset.HandleCommand(modify1);
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var modifyResult1 = modifyRaw1 as JObject ?? JObject.FromObject(modifyRaw1);
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Assert.IsTrue(modifyResult1.Value<bool>("success"), $"Test 2 failed: {modifyResult1}");
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mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
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var expectedCyan = new Color(0, 0.5f, 1, 1);
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if (mat.HasProperty("_BaseColor"))
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Assert.AreEqual(expectedCyan, mat.GetColor("_BaseColor"), "Test 2: _BaseColor should be cyan");
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else if (mat.HasProperty("_Color"))
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Assert.AreEqual(expectedCyan, mat.GetColor("_Color"), "Test 2: _Color should be cyan");
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Assert.AreEqual(0.6f, mat.GetFloat("_Metallic"), 0.001f, "Test 2: Metallic should be 0.6");
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// 3. Modify using structured float block
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var modify2 = new JObject
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{
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["action"] = "modify",
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["path"] = matPath,
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["properties"] = new JObject
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{
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["float"] = new JObject { ["name"] = "_Metallic", ["value"] = 0.1 }
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}
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};
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var modifyRaw2 = ManageAsset.HandleCommand(modify2);
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var modifyResult2 = modifyRaw2 as JObject ?? JObject.FromObject(modifyRaw2);
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Assert.IsTrue(modifyResult2.Value<bool>("success"), $"Test 3 failed: {modifyResult2}");
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mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
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Assert.AreEqual(0.1f, mat.GetFloat("_Metallic"), 0.001f, "Test 3: Metallic should be 0.1");
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// 4. Assign texture via direct prop alias
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var modify3 = new JObject
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{
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["action"] = "modify",
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["path"] = matPath,
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["properties"] = "{\"_BaseMap\":\"" + texPath + "\"}"
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};
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var modifyRaw3 = ManageAsset.HandleCommand(modify3);
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var modifyResult3 = modifyRaw3 as JObject ?? JObject.FromObject(modifyRaw3);
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Assert.IsTrue(modifyResult3.Value<bool>("success"), $"Test 4 failed: {modifyResult3}");
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// 5. Assign texture via structured block
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var modify4 = new JObject
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{
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["action"] = "modify",
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["path"] = matPath,
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["properties"] = new JObject
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{
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["texture"] = new JObject { ["name"] = "_MainTex", ["path"] = texPath }
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}
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};
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var modifyRaw4 = ManageAsset.HandleCommand(modify4);
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var modifyResult4 = modifyRaw4 as JObject ?? JObject.FromObject(modifyRaw4);
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Assert.IsTrue(modifyResult4.Value<bool>("success"), $"Test 5 failed: {modifyResult4}");
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// 6. Create sphere and assign material via componentProperties JSON string
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var createSphere = new JObject
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{
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["action"] = "create",
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["name"] = sphereName,
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["primitiveType"] = "Sphere"
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};
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var sphereRaw = ManageGameObject.HandleCommand(createSphere);
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var sphereResult = sphereRaw as JObject ?? JObject.FromObject(sphereRaw);
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Assert.IsTrue(sphereResult.Value<bool>("success"), $"Test 6 - Create sphere failed: {sphereResult}");
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var modifySphere = new JObject
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{
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["action"] = "modify",
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["target"] = sphereName,
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["searchMethod"] = "by_name",
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["componentProperties"] = "{\"MeshRenderer\":{\"sharedMaterial\":\"" + matPath + "\"}}"
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};
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var sphereModifyRaw = ManageGameObject.HandleCommand(modifySphere);
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var sphereModifyResult = sphereModifyRaw as JObject ?? JObject.FromObject(sphereModifyRaw);
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Assert.IsTrue(sphereModifyResult.Value<bool>("success"), $"Test 6 - Assign material failed: {sphereModifyResult}");
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var sphere = GameObject.Find(sphereName);
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Assert.IsNotNull(sphere, "Test 6: Sphere should exist");
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var renderer = sphere.GetComponent<MeshRenderer>();
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Assert.IsNotNull(renderer.sharedMaterial, "Test 6: Material should be assigned");
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// 7. Use URP color alias key
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var modify5 = new JObject
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{
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["action"] = "modify",
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["path"] = matPath,
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["properties"] = new JObject
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{
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["_BaseColor"] = new JArray(0.2, 0.8, 0.3, 1)
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}
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};
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var modifyRaw5 = ManageAsset.HandleCommand(modify5);
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var modifyResult5 = modifyRaw5 as JObject ?? JObject.FromObject(modifyRaw5);
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Assert.IsTrue(modifyResult5.Value<bool>("success"), $"Test 7 failed: {modifyResult5}");
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mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
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Color expectedColor = new Color(0.2f, 0.8f, 0.3f, 1f);
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if (mat.HasProperty("_BaseColor"))
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AssertColorsEqual(expectedColor, mat.GetColor("_BaseColor"), "Test 7: _BaseColor should be set");
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else if (mat.HasProperty("_Color"))
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AssertColorsEqual(expectedColor, mat.GetColor("_Color"), "Test 7: Fallback _Color should be set");
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// 8. Invalid JSON should warn (don't fail)
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var invalidJson = new JObject
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{
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["action"] = "create",
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["path"] = badJsonPath,
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["assetType"] = "Material",
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["properties"] = "{\"invalid\": json, \"missing\": quotes}"
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};
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LogAssert.Expect(LogType.Warning, new Regex("(failed to parse)|(Could not parse 'properties' JSON string)", RegexOptions.IgnoreCase));
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var invalidRaw = ManageAsset.HandleCommand(invalidJson);
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var invalidResult = invalidRaw as JObject ?? JObject.FromObject(invalidRaw);
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Assert.IsNotNull(invalidResult, "Test 8: Should return a result");
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// 9. Switch shader pipeline dynamically
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var modify6 = new JObject
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{
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["action"] = "modify",
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["path"] = matPath,
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["properties"] = "{\"shader\":\"Standard\",\"color\":[1,1,0,1]}"
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};
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var modifyRaw6 = ManageAsset.HandleCommand(modify6);
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var modifyResult6 = modifyRaw6 as JObject ?? JObject.FromObject(modifyRaw6);
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Assert.IsTrue(modifyResult6.Value<bool>("success"), $"Test 9 failed: {modifyResult6}");
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mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
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Assert.AreEqual("Standard", mat.shader.name, "Test 9: Shader should be Standard");
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var c9 = mat.GetColor("_Color");
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// Looser tolerance (0.02) for shader-switched colors due to color space conversion differences
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Assert.IsTrue(Mathf.Abs(c9.r - 1f) < 0.02f && Mathf.Abs(c9.g - 1f) < 0.02f && Mathf.Abs(c9.b - 0f) < 0.02f,
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"Test 9: Color should be near yellow");
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// 10. Mixed friendly and alias keys in one go
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var modify7 = new JObject
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{
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["action"] = "modify",
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["path"] = matPath,
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["properties"] = new JObject
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{
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["metallic"] = 0.8,
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["smoothness"] = 0.3,
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["albedo"] = texPath
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}
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};
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var modifyRaw7 = ManageAsset.HandleCommand(modify7);
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var modifyResult7 = modifyRaw7 as JObject ?? JObject.FromObject(modifyRaw7);
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Assert.IsTrue(modifyResult7.Value<bool>("success"), $"Test 10 failed: {modifyResult7}");
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mat = AssetDatabase.LoadAssetAtPath<Material>(matPath);
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Assert.AreEqual(0.8f, mat.GetFloat("_Metallic"), 0.001f, "Test 10: Metallic should be 0.8");
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Assert.AreEqual(0.3f, mat.GetFloat("_Glossiness"), 0.001f, "Test 10: Smoothness should be 0.3");
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}
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finally
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{
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var sphere = GameObject.Find(sphereName);
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if (sphere != null) UnityEngine.Object.DestroyImmediate(sphere);
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if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(matPath) != null)
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AssetDatabase.DeleteAsset(matPath);
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if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(badJsonPath) != null)
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AssetDatabase.DeleteAsset(badJsonPath);
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if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(texPath) != null)
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AssetDatabase.DeleteAsset(texPath);
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AssetDatabase.Refresh();
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}
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}
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}
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}
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