312 lines
14 KiB
C#
312 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.TestTools;
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using Newtonsoft.Json.Linq;
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using MCPForUnity.Editor.Tools;
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namespace MCPForUnityTests.Editor.Tools
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{
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public class ManageGameObjectTests
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{
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private GameObject testGameObject;
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[SetUp]
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public void SetUp()
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{
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// Create a test GameObject for each test
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testGameObject = new GameObject("TestObject");
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}
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[TearDown]
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public void TearDown()
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{
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// Clean up test GameObject
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if (testGameObject != null)
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{
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UnityEngine.Object.DestroyImmediate(testGameObject);
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}
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}
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[Test]
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public void HandleCommand_ReturnsError_ForNullParams()
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{
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var result = ManageGameObject.HandleCommand(null);
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Assert.IsNotNull(result, "Should return a result object");
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// Note: Actual error checking would need access to Response structure
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}
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[Test]
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public void HandleCommand_ReturnsError_ForEmptyParams()
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{
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var emptyParams = new JObject();
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var result = ManageGameObject.HandleCommand(emptyParams);
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Assert.IsNotNull(result, "Should return a result object for empty params");
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}
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[Test]
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public void HandleCommand_ProcessesValidCreateAction()
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{
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var createParams = new JObject
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{
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["action"] = "create",
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["name"] = "TestCreateObject"
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};
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var result = ManageGameObject.HandleCommand(createParams);
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Assert.IsNotNull(result, "Should return a result for valid create action");
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// Clean up - find and destroy the created object
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var createdObject = GameObject.Find("TestCreateObject");
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if (createdObject != null)
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{
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UnityEngine.Object.DestroyImmediate(createdObject);
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}
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}
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[Test]
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public void ComponentResolver_Integration_WorksWithRealComponents()
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{
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// Test that our ComponentResolver works with actual Unity components
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var transformResult = ComponentResolver.TryResolve("Transform", out Type transformType, out string error);
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Assert.IsTrue(transformResult, "Should resolve Transform component");
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Assert.AreEqual(typeof(Transform), transformType, "Should return correct Transform type");
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Assert.IsEmpty(error, "Should have no error for valid component");
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}
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[Test]
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public void ComponentResolver_Integration_WorksWithBuiltInComponents()
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{
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var components = new[]
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{
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("Rigidbody", typeof(Rigidbody)),
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("Collider", typeof(Collider)),
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("Renderer", typeof(Renderer)),
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("Camera", typeof(Camera)),
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("Light", typeof(Light))
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};
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foreach (var (componentName, expectedType) in components)
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{
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var result = ComponentResolver.TryResolve(componentName, out Type actualType, out string error);
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// Some components might not resolve (abstract classes), but the method should handle gracefully
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if (result)
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{
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Assert.IsTrue(expectedType.IsAssignableFrom(actualType),
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$"{componentName} should resolve to assignable type");
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}
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else
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{
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Assert.IsNotEmpty(error, $"Should have error message for {componentName}");
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}
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}
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}
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[Test]
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public void PropertyMatching_Integration_WorksWithRealGameObject()
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{
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// Add a Rigidbody to test real property matching
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var rigidbody = testGameObject.AddComponent<Rigidbody>();
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var properties = ComponentResolver.GetAllComponentProperties(typeof(Rigidbody));
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Assert.IsNotEmpty(properties, "Rigidbody should have properties");
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Assert.Contains("mass", properties, "Rigidbody should have mass property");
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Assert.Contains("useGravity", properties, "Rigidbody should have useGravity property");
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// Test AI suggestions
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var suggestions = ComponentResolver.GetAIPropertySuggestions("Use Gravity", properties);
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Assert.Contains("useGravity", suggestions, "Should suggest useGravity for 'Use Gravity'");
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}
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[Test]
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public void PropertyMatching_HandlesMonoBehaviourProperties()
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{
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var properties = ComponentResolver.GetAllComponentProperties(typeof(MonoBehaviour));
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Assert.IsNotEmpty(properties, "MonoBehaviour should have properties");
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Assert.Contains("enabled", properties, "MonoBehaviour should have enabled property");
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Assert.Contains("name", properties, "MonoBehaviour should have name property");
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Assert.Contains("tag", properties, "MonoBehaviour should have tag property");
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}
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[Test]
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public void PropertyMatching_HandlesCaseVariations()
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{
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var testProperties = new List<string> { "maxReachDistance", "playerHealth", "movementSpeed" };
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var testCases = new[]
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{
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("max reach distance", "maxReachDistance"),
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("Max Reach Distance", "maxReachDistance"),
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("MAX_REACH_DISTANCE", "maxReachDistance"),
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("player health", "playerHealth"),
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("movement speed", "movementSpeed")
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};
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foreach (var (input, expected) in testCases)
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{
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var suggestions = ComponentResolver.GetAIPropertySuggestions(input, testProperties);
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Assert.Contains(expected, suggestions, $"Should suggest {expected} for input '{input}'");
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}
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}
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[Test]
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public void ErrorHandling_ReturnsHelpfulMessages()
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{
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// This test verifies that error messages are helpful and contain suggestions
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var testProperties = new List<string> { "mass", "velocity", "drag", "useGravity" };
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var suggestions = ComponentResolver.GetAIPropertySuggestions("weight", testProperties);
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// Even if no perfect match, should return valid list
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Assert.IsNotNull(suggestions, "Should return valid suggestions list");
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// Test with completely invalid input
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var badSuggestions = ComponentResolver.GetAIPropertySuggestions("xyz123invalid", testProperties);
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Assert.IsNotNull(badSuggestions, "Should handle invalid input gracefully");
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}
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[Test]
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public void PerformanceTest_CachingWorks()
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{
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var properties = ComponentResolver.GetAllComponentProperties(typeof(Transform));
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var input = "Test Property Name";
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// First call - populate cache
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var startTime = System.DateTime.UtcNow;
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var suggestions1 = ComponentResolver.GetAIPropertySuggestions(input, properties);
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var firstCallTime = (System.DateTime.UtcNow - startTime).TotalMilliseconds;
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// Second call - should use cache
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startTime = System.DateTime.UtcNow;
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var suggestions2 = ComponentResolver.GetAIPropertySuggestions(input, properties);
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var secondCallTime = (System.DateTime.UtcNow - startTime).TotalMilliseconds;
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Assert.AreEqual(suggestions1.Count, suggestions2.Count, "Cached results should be identical");
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CollectionAssert.AreEqual(suggestions1, suggestions2, "Cached results should match exactly");
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// Second call should be faster (though this test might be flaky)
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Assert.LessOrEqual(secondCallTime, firstCallTime * 2, "Cached call should not be significantly slower");
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}
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[Test]
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public void SetComponentProperties_CollectsAllFailuresAndAppliesValidOnes()
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{
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// Arrange - add Transform and Rigidbody components to test with
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var transform = testGameObject.transform;
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var rigidbody = testGameObject.AddComponent<Rigidbody>();
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// Create a params object with mixed valid and invalid properties
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var setPropertiesParams = new JObject
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{
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["action"] = "modify",
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["target"] = testGameObject.name,
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["search_method"] = "by_name",
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["componentProperties"] = new JObject
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{
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["Transform"] = new JObject
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{
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["localPosition"] = new JObject { ["x"] = 1.0f, ["y"] = 2.0f, ["z"] = 3.0f }, // Valid
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["rotatoin"] = new JObject { ["x"] = 0.0f, ["y"] = 90.0f, ["z"] = 0.0f }, // Invalid (typo - should be rotation)
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["localScale"] = new JObject { ["x"] = 2.0f, ["y"] = 2.0f, ["z"] = 2.0f } // Valid
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},
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["Rigidbody"] = new JObject
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{
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["mass"] = 5.0f, // Valid
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["invalidProp"] = "test", // Invalid - doesn't exist
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["useGravity"] = true // Valid
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}
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}
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};
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// Store original values to verify changes
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var originalLocalPosition = transform.localPosition;
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var originalLocalScale = transform.localScale;
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var originalMass = rigidbody.mass;
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var originalUseGravity = rigidbody.useGravity;
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Debug.Log($"BEFORE TEST - Mass: {rigidbody.mass}, UseGravity: {rigidbody.useGravity}");
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// Expect the warning logs from the invalid properties
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LogAssert.Expect(LogType.Warning, new System.Text.RegularExpressions.Regex("Property 'rotatoin' not found"));
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LogAssert.Expect(LogType.Warning, new System.Text.RegularExpressions.Regex("Property 'invalidProp' not found"));
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// Act
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var result = ManageGameObject.HandleCommand(setPropertiesParams);
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Debug.Log($"AFTER TEST - Mass: {rigidbody.mass}, UseGravity: {rigidbody.useGravity}");
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Debug.Log($"AFTER TEST - LocalPosition: {transform.localPosition}");
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Debug.Log($"AFTER TEST - LocalScale: {transform.localScale}");
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// Assert - verify that valid properties were set despite invalid ones
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Assert.AreEqual(new Vector3(1.0f, 2.0f, 3.0f), transform.localPosition,
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"Valid localPosition should be set even with other invalid properties");
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Assert.AreEqual(new Vector3(2.0f, 2.0f, 2.0f), transform.localScale,
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"Valid localScale should be set even with other invalid properties");
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Assert.AreEqual(5.0f, rigidbody.mass, 0.001f,
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"Valid mass should be set even with other invalid properties");
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Assert.AreEqual(true, rigidbody.useGravity,
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"Valid useGravity should be set even with other invalid properties");
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// Verify the result indicates errors (since we had invalid properties)
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Assert.IsNotNull(result, "Should return a result object");
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// The collect-and-continue behavior means we should get an error response
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// that contains info about the failed properties, but valid ones were still applied
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// This proves the collect-and-continue behavior is working
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}
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[Test]
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public void SetComponentProperties_ContinuesAfterException()
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{
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// Arrange - create scenario that might cause exceptions
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var rigidbody = testGameObject.AddComponent<Rigidbody>();
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// Set initial values that we'll change
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rigidbody.mass = 1.0f;
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rigidbody.useGravity = true;
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var setPropertiesParams = new JObject
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{
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["action"] = "modify",
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["target"] = testGameObject.name,
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["search_method"] = "by_name",
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["componentProperties"] = new JObject
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{
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["Rigidbody"] = new JObject
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{
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["mass"] = 2.5f, // Valid - should be set
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["velocity"] = "invalid_type", // Invalid type - will cause exception
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["useGravity"] = false // Valid - should still be set after exception
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}
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}
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};
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// Expect the error logs from the invalid property
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LogAssert.Expect(LogType.Error, new System.Text.RegularExpressions.Regex("Unexpected error converting token to UnityEngine.Vector3"));
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LogAssert.Expect(LogType.Error, new System.Text.RegularExpressions.Regex("SetProperty.*Failed to set 'velocity'"));
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LogAssert.Expect(LogType.Warning, new System.Text.RegularExpressions.Regex("Property 'velocity' not found"));
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// Act
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var result = ManageGameObject.HandleCommand(setPropertiesParams);
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// Assert - verify that valid properties before AND after the exception were still set
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Assert.AreEqual(2.5f, rigidbody.mass, 0.001f,
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"Mass should be set even if later property causes exception");
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Assert.AreEqual(false, rigidbody.useGravity,
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"UseGravity should be set even if previous property caused exception");
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Assert.IsNotNull(result, "Should return a result even with exceptions");
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// The key test: processing continued after the exception and set useGravity
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// This proves the collect-and-continue behavior works even with exceptions
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}
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}
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} |