Files
2026-07-13 12:49:17 +08:00

448 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using Newtonsoft.Json.Linq;
using MCPForUnity.Editor.Tools;
using System.Reflection;
namespace MCPForUnityTests.Editor.Tools
{
/// <summary>
/// In-memory tests for ManageScript validation logic.
/// These tests focus on the validation methods directly without creating files.
/// </summary>
public class ManageScriptValidationTests
{
[Test]
public void HandleCommand_NullParams_ReturnsError()
{
var result = ManageScript.HandleCommand(null);
Assert.IsNotNull(result, "Should handle null parameters gracefully");
}
[Test]
public void HandleCommand_InvalidAction_ReturnsError()
{
var paramsObj = new JObject
{
["action"] = "invalid_action",
["name"] = "TestScript",
["path"] = "Assets/Scripts"
};
var result = ManageScript.HandleCommand(paramsObj);
Assert.IsNotNull(result, "Should return error result for invalid action");
}
[Test]
public void CheckBalancedDelimiters_ValidCode_ReturnsTrue()
{
string validCode = "using UnityEngine;\n\npublic class TestClass : MonoBehaviour\n{\n void Start()\n {\n Debug.Log(\"test\");\n }\n}";
bool result = CallCheckBalancedDelimiters(validCode, out int line, out char expected);
Assert.IsTrue(result, "Valid C# code should pass balance check");
}
[Test]
public void CheckBalancedDelimiters_UnbalancedBraces_ReturnsFalse()
{
string unbalancedCode = "using UnityEngine;\n\npublic class TestClass : MonoBehaviour\n{\n void Start()\n {\n Debug.Log(\"test\");\n // Missing closing brace";
bool result = CallCheckBalancedDelimiters(unbalancedCode, out int line, out char expected);
Assert.IsFalse(result, "Unbalanced code should fail balance check");
}
[Test]
public void CheckBalancedDelimiters_StringWithBraces_ReturnsTrue()
{
string codeWithStringBraces = "using UnityEngine;\n\npublic class TestClass : MonoBehaviour\n{\n public string json = \"{key: value}\";\n void Start() { Debug.Log(json); }\n}";
bool result = CallCheckBalancedDelimiters(codeWithStringBraces, out int line, out char expected);
Assert.IsTrue(result, "Code with braces in strings should pass balance check");
}
[Test]
public void TicTacToe3D_ValidationScenario_DoesNotCrash()
{
// Test the scenario that was causing issues without file I/O
string ticTacToeCode = "using UnityEngine;\n\npublic class TicTacToe3D : MonoBehaviour\n{\n public string gameState = \"active\";\n void Start() { Debug.Log(\"Game started\"); }\n public void MakeMove(int position) { if (gameState == \"active\") Debug.Log($\"Move {position}\"); }\n}";
// Test that the validation methods don't crash on this code
bool balanceResult = CallCheckBalancedDelimiters(ticTacToeCode, out int line, out char expected);
Assert.IsTrue(balanceResult, "TicTacToe3D code should pass balance validation");
}
// Helper methods to access private ManageScript methods via reflection
private bool CallCheckBalancedDelimiters(string contents, out int line, out char expected)
{
line = 0;
expected = ' ';
try
{
var method = typeof(ManageScript).GetMethod("CheckBalancedDelimiters",
BindingFlags.NonPublic | BindingFlags.Static);
if (method != null)
{
var parameters = new object[] { contents, line, expected };
var result = (bool)method.Invoke(null, parameters);
line = (int)parameters[1];
expected = (char)parameters[2];
return result;
}
}
catch (Exception ex)
{
Debug.LogWarning($"Could not test CheckBalancedDelimiters directly: {ex.Message}");
}
// Fallback: basic structural check
return BasicBalanceCheck(contents);
}
private bool BasicBalanceCheck(string contents)
{
// Simple fallback balance check
int braceCount = 0;
bool inString = false;
bool escaped = false;
for (int i = 0; i < contents.Length; i++)
{
char c = contents[i];
if (escaped)
{
escaped = false;
continue;
}
if (inString)
{
if (c == '\\') escaped = true;
else if (c == '"') inString = false;
continue;
}
if (c == '"') inString = true;
else if (c == '{') braceCount++;
else if (c == '}') braceCount--;
if (braceCount < 0) return false;
}
return braceCount == 0;
}
/// <summary>
/// Calls ValidateScriptSyntax via reflection and returns the error list.
/// This exercises CheckDuplicateMethodSignatures (called from ValidateScriptSyntax).
/// </summary>
private List<string> CallValidateScriptSyntaxUnity(string contents)
{
var validationLevelType = typeof(ManageScript).GetNestedType("ValidationLevel",
BindingFlags.NonPublic);
Assert.IsNotNull(validationLevelType, "ValidationLevel enum must exist");
var basicLevel = Enum.ToObject(validationLevelType, 0); // ValidationLevel.Basic
var method = typeof(ManageScript).GetMethod("ValidateScriptSyntax",
BindingFlags.NonPublic | BindingFlags.Static, null,
new[] { typeof(string), validationLevelType, typeof(string[]).MakeByRefType() }, null);
Assert.IsNotNull(method, "ValidateScriptSyntax method must exist");
var args = new object[] { contents, basicLevel, null };
method.Invoke(null, args);
var errArray = (string[])args[2];
return errArray != null ? errArray.ToList() : new List<string>();
}
private bool HasDuplicateMethodError(List<string> errors)
{
return errors.Any(e => e.Contains("Duplicate method signature detected"));
}
// --- Duplicate method detection: false positive tests ---
[Test]
public void DuplicateDetection_LineCommentedMethod_NotFlagged()
{
string code = @"using UnityEngine;
public class Foo : MonoBehaviour
{
public void DoStuff(int x) { }
// public void DoStuff(int x) { }
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsFalse(HasDuplicateMethodError(errors),
"A method in a line comment should not be flagged as duplicate");
}
[Test]
public void DuplicateDetection_BlockCommentedMethod_NotFlagged()
{
string code = @"using UnityEngine;
public class Foo : MonoBehaviour
{
public void DoStuff(int x) { }
/* public void DoStuff(int x) { } */
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsFalse(HasDuplicateMethodError(errors),
"A method in a block comment should not be flagged as duplicate");
}
[Test]
public void DuplicateDetection_InnerClassSameMethod_NotFlagged()
{
string code = @"using UnityEngine;
public class Outer : MonoBehaviour
{
public void Init(int x) { }
private class Inner
{
public void Init(int x) { }
}
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsFalse(HasDuplicateMethodError(errors),
"Same method name in outer and inner class should not be flagged");
}
[Test]
public void DuplicateDetection_DifferentTypeOverloads_NotFlagged()
{
string code = @"using UnityEngine;
public class Foo : MonoBehaviour
{
public void Process(int x) { }
public void Process(string x) { }
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsFalse(HasDuplicateMethodError(errors),
"Overloads with different param types but same count should not be flagged");
}
// --- Duplicate method detection: true positive tests ---
[Test]
public void DuplicateDetection_ExpressionBodiedDuplicate_Flagged()
{
string code = @"using UnityEngine;
public class Foo : MonoBehaviour
{
public int GetValue(int x) => x * 2;
public int GetValue(int x) => x * 3;
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsTrue(HasDuplicateMethodError(errors),
"Expression-bodied duplicate methods should be flagged");
}
[Test]
public void DuplicateDetection_ExactDuplicate_Flagged()
{
string code = @"using UnityEngine;
public class Foo : MonoBehaviour
{
public void DoStuff(int x) { }
public void DoStuff(int x) { }
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsTrue(HasDuplicateMethodError(errors),
"Exact duplicate methods should be flagged");
}
[Test]
public void DuplicateDetection_SameTypeDifferentParamName_Flagged()
{
// This is the real anchor_replace corruption pattern
string code = @"using UnityEngine;
public class Foo : MonoBehaviour
{
public void Initialize(string name) { }
public void Initialize(string label) { }
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsTrue(HasDuplicateMethodError(errors),
"Same-type different-name duplicates (corruption pattern) should be flagged");
}
[Test]
public void DuplicateDetection_GenericParamDuplicate_Flagged()
{
string code = @"using UnityEngine;
using System.Collections.Generic;
public class Foo : MonoBehaviour
{
public void Process(Dictionary<string, int> data) { }
public void Process(Dictionary<string, int> other) { }
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsTrue(HasDuplicateMethodError(errors),
"Generic param duplicates with different names should be flagged");
}
// --- Keyword false positive tests ---
[Test]
public void DuplicateDetection_CSharpKeywords_NotMatchedAsMethods()
{
string code = @"using UnityEngine;
public class Foo : MonoBehaviour
{
public void Update()
{
if (true) { }
if (true) { }
for (int i = 0; i < 10; i++) { }
for (int j = 0; j < 5; j++) { }
while (true) { break; }
while (false) { break; }
foreach (var x in new int[0]) { }
foreach (var y in new int[0]) { }
switch (0) { default: break; }
switch (1) { default: break; }
lock (this) { }
lock (this) { }
using (var d = new System.IO.MemoryStream()) { }
using (var e = new System.IO.MemoryStream()) { }
typeof(int);
typeof(string);
}
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsFalse(HasDuplicateMethodError(errors),
"C# keywords (if, for, while, etc.) should not be matched as duplicate methods");
}
[Test]
public void DuplicateMethodCheck_ConstructorInvocations_NotFlagged()
{
string code = @"using UnityEngine;
public class Test : MonoBehaviour
{
void Start()
{
GameObject a = new GameObject(""A"");
GameObject b = new GameObject(""B"");
}
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsFalse(HasDuplicateMethodError(errors),
"Constructor invocations (new Type(...)) should not be flagged as duplicate methods");
}
[Test]
public void DuplicateMethodCheck_MultipleDistinctConstructors_NotFlagged()
{
string code = @"using UnityEngine;
public class Test : MonoBehaviour
{
void Start()
{
var mpb1 = new MaterialPropertyBlock();
var mpb2 = new MaterialPropertyBlock();
var go1 = new GameObject(""A"");
var go2 = new GameObject(""B"");
}
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsFalse(HasDuplicateMethodError(errors),
"Multiple constructor invocations of different types should not be flagged");
}
[Test]
public void DuplicateMethodCheck_NewModifierWithConstructors_CorrectBehavior()
{
string code = @"using UnityEngine;
public class Base : MonoBehaviour
{
public virtual void Init() { }
}
public class Derived : Base
{
public new void Init() { }
void Start()
{
var a = new GameObject(""A"");
var b = new GameObject(""B"");
}
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsFalse(HasDuplicateMethodError(errors),
"new modifier on method should not interfere with constructor invocation filtering");
}
[Test]
public void DuplicateMethodCheck_LocalFunctionsInDifferentMethods_NotFlagged()
{
string code = @"using UnityEngine;
public class Test : MonoBehaviour
{
void Start()
{
int ClampScore(int value) { return Mathf.Clamp(value, 0, 100); }
Debug.Log(ClampScore(10));
}
void Reset()
{
int ClampScore(int value) { return Mathf.Clamp(value, 0, 100); }
Debug.Log(ClampScore(0));
}
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsFalse(HasDuplicateMethodError(errors),
"Same-signature local functions in different methods are valid C# and should not be flagged as duplicate class methods");
}
[Test]
public void DuplicateMethodCheck_RepeatedMethodInvocations_NotFlagged()
{
string code = @"using UnityEngine;
public class Test : MonoBehaviour
{
int First()
{
return Compute();
}
int Second()
{
return Compute();
}
int Compute() { return 1; }
}";
var errors = CallValidateScriptSyntaxUnity(code);
Assert.IsFalse(HasDuplicateMethodError(errors),
"Repeated method invocations inside method bodies should not be treated as duplicate method declarations");
}
[Test]
public void HandleCommand_PathWithCsExtension_StripsFilename()
{
// When path ends with .cs (full file path instead of directory),
// HandleCommand should strip the filename to avoid doubled paths
// like "Assets/Scripts/Foo.cs/Foo.cs".
var paramsObj = new JObject
{
["action"] = "read",
["name"] = "TestScript",
["path"] = "Assets/Scripts/TestScript.cs"
};
var result = ManageScript.HandleCommand(paramsObj);
// The script won't exist, but the error path should NOT contain doubled filename
string json = Newtonsoft.Json.JsonConvert.SerializeObject(result);
Assert.IsFalse(json.Contains("TestScript.cs/TestScript.cs"),
"Path ending in .cs should be treated as directory, not produce doubled filename");
}
}
}