chore: import upstream snapshot with attribution
This commit is contained in:
+202
@@ -0,0 +1,202 @@
|
||||
using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using UnityEngine;
|
||||
using MCPForUnity.Editor.Helpers;
|
||||
|
||||
namespace MCPForUnityTests.Editor.Tools
|
||||
{
|
||||
/// <summary>
|
||||
/// Tests specifically for the material and mesh instantiation warnings fix.
|
||||
/// These tests verify that the GameObjectSerializer uses sharedMaterial/sharedMesh
|
||||
/// in edit mode to prevent Unity's instantiation warnings.
|
||||
/// </summary>
|
||||
public class MaterialMeshInstantiationTests
|
||||
{
|
||||
private GameObject testGameObject;
|
||||
private Material testMaterial;
|
||||
private Mesh testMesh;
|
||||
|
||||
[SetUp]
|
||||
public void SetUp()
|
||||
{
|
||||
// Create a test GameObject for each test
|
||||
testGameObject = new GameObject("MaterialMeshTestObject");
|
||||
|
||||
// Create test material and mesh
|
||||
testMaterial = new Material(Shader.Find("Standard"));
|
||||
testMaterial.name = "TestMaterial";
|
||||
|
||||
var temp = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
testMesh = temp.GetComponent<MeshFilter>().sharedMesh;
|
||||
UnityEngine.Object.DestroyImmediate(temp);
|
||||
testMesh.name = "TestMesh";
|
||||
}
|
||||
|
||||
[TearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
// Clean up test objects
|
||||
if (testMaterial != null)
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(testMaterial);
|
||||
}
|
||||
|
||||
if (testGameObject != null)
|
||||
{
|
||||
UnityEngine.Object.DestroyImmediate(testGameObject);
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void GetComponentData_UsesSharedMaterialInsteadOfMaterial()
|
||||
{
|
||||
var meshRenderer = testGameObject.AddComponent<MeshRenderer>();
|
||||
meshRenderer.sharedMaterial = testMaterial;
|
||||
int beforeId = meshRenderer.sharedMaterial != null ? meshRenderer.sharedMaterial.GetInstanceID() : 0;
|
||||
var result = GameObjectSerializer.GetComponentData(meshRenderer);
|
||||
int afterId = meshRenderer.sharedMaterial != null ? meshRenderer.sharedMaterial.GetInstanceID() : 0;
|
||||
Assert.AreEqual(beforeId, afterId, "sharedMaterial instanceID must not change during edit-mode serialization (no instantiation)");
|
||||
Assert.IsNotNull(result, "GetComponentData should return a result");
|
||||
var propsObj = (result as Dictionary<string, object>) != null && ((Dictionary<string, object>)result).TryGetValue("properties", out var p)
|
||||
? p as Dictionary<string, object>
|
||||
: null;
|
||||
if (propsObj != null)
|
||||
{
|
||||
long? foundInstanceId = null;
|
||||
if (propsObj.TryGetValue("material", out var materialObj) && materialObj is Dictionary<string, object> matDict && matDict.TryGetValue("instanceID", out var idObj1) && idObj1 is long id1)
|
||||
{
|
||||
foundInstanceId = id1;
|
||||
}
|
||||
else if (propsObj.TryGetValue("sharedMaterial", out var sharedMatObj) && sharedMatObj is Dictionary<string, object> sharedMatDict && sharedMatDict.TryGetValue("instanceID", out var idObj2) && idObj2 is long id2)
|
||||
{
|
||||
foundInstanceId = id2;
|
||||
}
|
||||
else if (propsObj.TryGetValue("materials", out var materialsObj) && materialsObj is List<object> mats && mats.Count > 0 && mats[0] is Dictionary<string, object> firstMat && firstMat.TryGetValue("instanceID", out var idObj3) && idObj3 is long id3)
|
||||
{
|
||||
foundInstanceId = id3;
|
||||
}
|
||||
else if (propsObj.TryGetValue("sharedMaterials", out var sharedMaterialsObj) && sharedMaterialsObj is List<object> smats && smats.Count > 0 && smats[0] is Dictionary<string, object> firstSMat && firstSMat.TryGetValue("instanceID", out var idObj4) && idObj4 is long id4)
|
||||
{
|
||||
foundInstanceId = id4;
|
||||
}
|
||||
if (foundInstanceId.HasValue)
|
||||
{
|
||||
Assert.AreEqual(beforeId, (int)foundInstanceId.Value, "Serialized material must reference the sharedMaterial instance");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void GetComponentData_UsesSharedMeshInsteadOfMesh()
|
||||
{
|
||||
var meshFilter = testGameObject.AddComponent<MeshFilter>();
|
||||
var uniqueMesh = UnityEngine.Object.Instantiate(testMesh);
|
||||
meshFilter.sharedMesh = uniqueMesh;
|
||||
int beforeId = meshFilter.sharedMesh != null ? meshFilter.sharedMesh.GetInstanceID() : 0;
|
||||
var result = GameObjectSerializer.GetComponentData(meshFilter);
|
||||
int afterId = meshFilter.sharedMesh != null ? meshFilter.sharedMesh.GetInstanceID() : 0;
|
||||
Assert.AreEqual(beforeId, afterId, "sharedMesh instanceID must not change during edit-mode serialization (no instantiation)");
|
||||
Assert.IsNotNull(result, "GetComponentData should return a result");
|
||||
var propsObj = (result as Dictionary<string, object>) != null && ((Dictionary<string, object>)result).TryGetValue("properties", out var p)
|
||||
? p as Dictionary<string, object>
|
||||
: null;
|
||||
if (propsObj != null)
|
||||
{
|
||||
long? foundInstanceId = null;
|
||||
if (propsObj.TryGetValue("mesh", out var meshObj) && meshObj is Dictionary<string, object> meshDict && meshDict.TryGetValue("instanceID", out var idObj1) && idObj1 is long id1)
|
||||
{
|
||||
foundInstanceId = id1;
|
||||
}
|
||||
else if (propsObj.TryGetValue("sharedMesh", out var sharedMeshObj) && sharedMeshObj is Dictionary<string, object> sharedMeshDict && sharedMeshDict.TryGetValue("instanceID", out var idObj2) && idObj2 is long id2)
|
||||
{
|
||||
foundInstanceId = id2;
|
||||
}
|
||||
if (foundInstanceId.HasValue)
|
||||
{
|
||||
Assert.AreEqual(beforeId, (int)foundInstanceId.Value, "Serialized mesh must reference the sharedMesh instance");
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up the instantiated mesh
|
||||
UnityEngine.Object.DestroyImmediate(uniqueMesh);
|
||||
}
|
||||
|
||||
// (The two strong tests above replace the prior lighter-weight versions.)
|
||||
|
||||
[Test]
|
||||
public void GetComponentData_HandlesNullSharedMaterial()
|
||||
{
|
||||
// Arrange - Create MeshRenderer without setting shared material
|
||||
var meshRenderer = testGameObject.AddComponent<MeshRenderer>();
|
||||
// Don't set sharedMaterial - it should be null
|
||||
|
||||
// Act - Get component data
|
||||
var result = GameObjectSerializer.GetComponentData(meshRenderer);
|
||||
|
||||
// Assert - Should handle null shared material gracefully
|
||||
Assert.IsNotNull(result, "GetComponentData should handle null shared material");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void GetComponentData_HandlesNullSharedMesh()
|
||||
{
|
||||
// Arrange - Create MeshFilter without setting shared mesh
|
||||
var meshFilter = testGameObject.AddComponent<MeshFilter>();
|
||||
// Don't set sharedMesh - it should be null
|
||||
|
||||
// Act - Get component data
|
||||
var result = GameObjectSerializer.GetComponentData(meshFilter);
|
||||
|
||||
// Assert - Should handle null shared mesh gracefully
|
||||
Assert.IsNotNull(result, "GetComponentData should handle null shared mesh");
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void GetComponentData_WorksWithMultipleSharedMaterials()
|
||||
{
|
||||
// Arrange - Create MeshRenderer with multiple shared materials
|
||||
var meshRenderer = testGameObject.AddComponent<MeshRenderer>();
|
||||
|
||||
var material1 = new Material(Shader.Find("Standard"));
|
||||
material1.name = "TestMaterial1";
|
||||
var material2 = new Material(Shader.Find("Standard"));
|
||||
material2.name = "TestMaterial2";
|
||||
|
||||
meshRenderer.sharedMaterials = new Material[] { material1, material2 };
|
||||
|
||||
// Act - Get component data
|
||||
var result = GameObjectSerializer.GetComponentData(meshRenderer);
|
||||
|
||||
// Assert - Should handle multiple shared materials
|
||||
Assert.IsNotNull(result, "GetComponentData should handle multiple shared materials");
|
||||
|
||||
// Clean up additional materials
|
||||
UnityEngine.Object.DestroyImmediate(material1);
|
||||
UnityEngine.Object.DestroyImmediate(material2);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void GetComponentData_EditModeDetectionWorks()
|
||||
{
|
||||
// This test verifies that our edit mode detection is working
|
||||
// We can't easily test Application.isPlaying directly, but we can verify
|
||||
// that the behavior is consistent with edit mode expectations
|
||||
|
||||
// Arrange - Create components that would trigger warnings in edit mode
|
||||
var meshRenderer = testGameObject.AddComponent<MeshRenderer>();
|
||||
var meshFilter = testGameObject.AddComponent<MeshFilter>();
|
||||
|
||||
meshRenderer.sharedMaterial = testMaterial;
|
||||
meshFilter.sharedMesh = testMesh;
|
||||
|
||||
// Act - Get component data multiple times
|
||||
var rendererResult = GameObjectSerializer.GetComponentData(meshRenderer);
|
||||
var meshFilterResult = GameObjectSerializer.GetComponentData(meshFilter);
|
||||
|
||||
// Assert - Both operations should succeed without warnings
|
||||
Assert.IsNotNull(rendererResult, "MeshRenderer serialization should work in edit mode");
|
||||
Assert.IsNotNull(meshFilterResult, "MeshFilter serialization should work in edit mode");
|
||||
}
|
||||
// Removed low-value property-presence tests; the instanceID tests are the authoritative guardrails.
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user