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mcp-bridge/test/test_vfx.js

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const http = require('http');
const CONFIG = {
host: '127.0.0.1',
port: 3456, // Ideally read from profile or keep dynamic, but fixed for test
timeout: 5000
};
// HTTP Helper
function request(method, path, data) {
return new Promise((resolve, reject) => {
const options = {
hostname: CONFIG.host,
port: CONFIG.port,
path: path,
method: method,
headers: { 'Content-Type': 'application/json' },
timeout: CONFIG.timeout
};
const req = http.request(options, (res) => {
let body = '';
res.on('data', chunk => body += chunk);
res.on('end', () => {
if (res.statusCode >= 200 && res.statusCode < 300) {
try { resolve(JSON.parse(body)); } catch (e) { resolve(body); }
} else {
reject(new Error(`HTTP ${res.statusCode}: ${body}`));
}
});
});
req.on('error', (e) => reject(new Error(`Connection failed: ${e.message}`)));
req.end(data ? JSON.stringify(data) : undefined);
});
}
async function callTool(name, args = {}) {
const payload = { name: name, arguments: args };
const response = await request('POST', '/call-tool', payload);
if (response && response.content && Array.isArray(response.content)) {
const textContent = response.content.find(c => c.type === 'text');
if (textContent) {
try { return JSON.parse(textContent.text); } catch { return textContent.text; }
}
}
return response;
}
// Helper to wait
const wait = (ms) => new Promise(r => setTimeout(r, ms));
async function run() {
console.log("Testing manage_vfx...");
try {
// 1. Create a Particle Node
const nodeName = "VFX_Test_" + Date.now();
console.log(`Creating particle node: ${nodeName}`);
const createResult = await callTool('manage_vfx', {
action: 'create',
name: nodeName,
properties: {
duration: 5,
emissionRate: 50,
startColor: "#FF0000",
endColor: "#0000FF"
}
});
let nodeId = createResult;
// Check if result is UUID string or object
if (typeof createResult === 'object') {
// Sometimes mcp-bridge returns object? No, scene-script returns uuid or error.
// But checking just in case
nodeId = createResult.uuid || createResult;
}
if (!nodeId || typeof nodeId !== 'string') {
console.error("FAILED: Could not create VFX node.", createResult);
return;
}
console.log(`VFX Node created: ${nodeId}`);
await wait(1000);
// 2. Perform Undo (Verify creation undo)
// ... Optional, let's focus on Update first.
// 3. Update Particle Properties
console.log("Updating particle properties...");
const updateResult = await callTool('manage_vfx', {
action: 'update',
nodeId: nodeId,
properties: {
emissionRate: 100,
startSize: 50,
speed: 200
}
});
console.log("Update result:", updateResult);
await wait(1000);
// 4. Get Info to Verify
console.log("Verifying properties...");
const info = await callTool('manage_vfx', { action: 'get_info', nodeId: nodeId });
if (!info) {
console.error("FAILED: Could not get info.");
return;
}
console.log("Particle Info:", JSON.stringify(info, null, 2));
if (info.emissionRate === 100 && info.speed === 200) {
console.log("PASS: Properties updated and verified.");
} else {
console.error("FAILED: Properties mismatch.");
}
// 5. Verify 'custom' property using manage_components
// We need to ensure custom is true for properties to take effect visually
console.log("Verifying 'custom' property...");
const components = await callTool('manage_components', {
nodeId: nodeId,
action: 'get'
});
let particleComp = null;
if (components && Array.isArray(components)) {
particleComp = components.find(c => c.type === 'cc.ParticleSystem' || c.type === 'ParticleSystem');
}
if (particleComp && particleComp.properties) {
if (particleComp.properties.custom === true) {
console.log("PASS: ParticleSystem.custom is TRUE.");
} else {
console.error("FAILED: ParticleSystem.custom is FALSE or Undefined.", particleComp.properties.custom);
}
// Check texture/file if possible
if (particleComp.properties.file || particleComp.properties.texture) {
console.log("PASS: ParticleSystem has file/texture.");
} else {
console.warn("WARNING: ParticleSystem might not have a texture/file set.");
}
} else {
console.error("FAILED: Could not retrieve component details.");
}
await wait(1000);
// 6. Fetch Logs to debug texture loading
console.log("Fetching recent Editor Logs...");
const logs = await callTool('read_console', { limit: 20 });
if (logs && Array.isArray(logs)) {
logs.forEach(log => {
const msg = log.message || JSON.stringify(log);
const type = log.type || 'info';
// Filter for our debug logs or errors
if (typeof msg === 'string' && (msg.includes("[mcp-bridge]") || type === 'error' || type === 'warn')) {
console.log(`[Editor Log] [${type}] ${msg}`);
}
});
}
} catch (e) {
console.error("Error:", e.message);
}
}
run();