feat: implement MCP Resources Protocol support and localize documentation

This commit is contained in:
火焰库拉
2026-02-02 14:34:34 +08:00
parent 367a75f701
commit 5c1605c9f1
6 changed files with 582 additions and 231 deletions

1
.vscode/settings.json vendored Normal file
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@@ -0,0 +1 @@
{}

616
main.js
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@@ -2,6 +2,7 @@
const http = require("http");
const path = require("path");
const fs = require("fs");
let logBuffer = []; // 存储所有日志
let mcpServer = null;
@@ -11,6 +12,7 @@ let serverConfig = {
active: false,
};
// 封装日志函数,同时发送给面板和编辑器控制台
// 封装日志函数,同时发送给面板和编辑器控制台
function addLog(type, message) {
const logEntry = {
@@ -20,13 +22,20 @@ function addLog(type, message) {
};
logBuffer.push(logEntry);
Editor.Ipc.sendToPanel("mcp-bridge", "mcp-bridge:on-log", logEntry);
// 【修改】移除 Editor.log保持编辑器控制台干净
// 仅在非常严重的系统错误时才输出到编辑器
// 【修改】确保所有日志都输出到编辑器控制台,以便用户查看
if (type === "error") {
Editor.error(`[MCP] ${message}`); // 如果你完全不想在编辑器看,可以注释掉
Editor.error(`[MCP] ${message}`);
} else if (type === "warn") {
Editor.warn(`[MCP] ${message}`);
} else {
}
}
function getLogContent() {
return logBuffer.map(entry => `[${entry.time}] [${entry.type}] ${entry.content}`).join('\n');
}
const getNewSceneTemplate = () => {
// 尝试获取 UUID 生成函数
let newId = "";
@@ -492,6 +501,41 @@ module.exports = {
// 明确返回成功结构
res.writeHead(200);
return res.end(JSON.stringify({ tools: tools }));
res.writeHead(200);
return res.end(JSON.stringify({ tools: tools }));
}
if (url === "/list-resources") {
const resources = this.getResourcesList();
addLog("info", `AI Client requested resource list`);
res.writeHead(200);
return res.end(JSON.stringify({ resources: resources }));
}
if (url === "/read-resource") {
try {
const { uri } = JSON.parse(body || "{}");
addLog("mcp", `READ -> [${uri}]`);
this.handleReadResource(uri, (err, content) => {
if (err) {
addLog("error", `读取失败: ${err}`);
res.writeHead(500);
return res.end(JSON.stringify({ error: err }));
}
addLog("success", `读取成功: ${uri}`);
res.writeHead(200);
// 返回 MCP Resource 格式: { contents: [{ uri, mimeType, text }] }
res.end(JSON.stringify({
contents: [{
uri: uri,
mimeType: "application/json",
text: typeof content === 'string' ? content : JSON.stringify(content)
}]
}));
});
} catch (e) {
res.writeHead(500);
res.end(JSON.stringify({ error: e.message }));
}
return;
}
if (url === "/call-tool") {
try {
@@ -577,7 +621,67 @@ module.exports = {
}
},
// 统一处理逻辑,方便日志记录
getResourcesList() {
return [
{
uri: "cocos://hierarchy",
name: "Scene Hierarchy",
description: "当前场景层级的 JSON 快照",
mimeType: "application/json"
},
{
uri: "cocos://selection",
name: "Current Selection",
description: "当前选中节点的 UUID 列表",
mimeType: "application/json"
},
{
uri: "cocos://logs/latest",
name: "Editor Logs",
description: "最新的编辑器日志 (内存缓存)",
mimeType: "text/plain"
}
];
},
handleReadResource(uri, callback) {
let parsed;
try {
parsed = new URL(uri);
} catch (e) {
return callback(`Invalid URI: ${uri}`);
}
if (parsed.protocol !== "cocos:") {
return callback(`Unsupported protocol: ${parsed.protocol}`);
}
const type = parsed.hostname; // hierarchy, selection, logs
switch (type) {
case "hierarchy":
// 注意: query-hierarchy 是异步的
Editor.Ipc.sendToPanel("scene", "scene:query-hierarchy", (err, sceneId, hierarchy) => {
if (err) return callback(err);
callback(null, JSON.stringify(hierarchy, null, 2));
});
break;
case "selection":
const selection = Editor.Selection.curSelection("node");
callback(null, JSON.stringify(selection));
break;
case "logs":
callback(null, getLogContent());
break;
default:
callback(`Resource not found: ${uri}`);
break;
}
},
handleMcpCall(name, args, callback) {
if (isSceneBusy && (name === "save_scene" || name === "create_node")) {
return callback("Editor is busy (Processing Scene), please wait a moment.");
@@ -621,37 +725,15 @@ module.exports = {
break;
case "update_node_transform":
const { id, x, y, scaleX, scaleY, color } = args;
// 将多个属性修改打包到一个 Undo 组中
Editor.Ipc.sendToPanel("scene", "scene:undo-record", "Transform Update");
try {
// 注意Cocos Creator 属性类型通常首字母大写,如 'Float', 'String', 'Boolean'
// 也有可能支持 'Number',但 'Float' 更保险
if (x !== undefined) Editor.Ipc.sendToPanel("scene", "scene:set-property", { id, path: "x", type: "Float", value: x, isSubProp: false });
if (y !== undefined) Editor.Ipc.sendToPanel("scene", "scene:set-property", { id, path: "y", type: "Float", value: y, isSubProp: false });
if (scaleX !== undefined) Editor.Ipc.sendToPanel("scene", "scene:set-property", { id, path: "scaleX", type: "Float", value: scaleX, isSubProp: false });
if (scaleY !== undefined) Editor.Ipc.sendToPanel("scene", "scene:set-property", { id, path: "scaleY", type: "Float", value: scaleY, isSubProp: false });
if (color) {
// 颜色稍微复杂,传递 hex 字符串可能需要 Color 对象转换,但 set-property 也许可以直接接受 info
// 安全起见,颜色还是走 scene-script 或者尝试直接 set-property
// 这里的 color 是 Hex String。尝试传 String 让编辑器解析?
// 通常编辑器需要 cc.Color 对象或 {r,g,b,a}
// 暂时保留 color 通过 scene-script 处理? 或者跳过?
// 为了保持一致性,还是走 scene-script 更新颜色,但这样颜色可能无法 undo。
// 改进:使用 scene script 处理颜色,但尝试手动 record?
// 暂且忽略颜色的 Undo先保证 Transform 的 Undo。
Editor.Scene.callSceneScript("mcp-bridge", "update-node-transform", { id, color }, (err) => {
if (err) addLog("warn", "Color update failed or partial");
});
// 直接调用场景脚本更新属性,绕过可能导致 "Unknown object" 的复杂 Undo 系统
Editor.Scene.callSceneScript("mcp-bridge", "update-node-transform", args, (err, result) => {
if (err) {
addLog("error", `Transform update failed: ${err}`);
callback(err);
} else {
callback(null, "Transform updated");
}
Editor.Ipc.sendToPanel("scene", "scene:undo-commit");
callback(null, "Transform updated");
} catch (e) {
Editor.Ipc.sendToPanel("scene", "scene:undo-cancel");
callback(e);
}
});
break;
case "create_scene":
@@ -797,23 +879,21 @@ module.exports = {
// 管理脚本文件
manageScript(args, callback) {
const { action, path, content } = args;
const { action, path: scriptPath, content } = args;
switch (action) {
case "create":
if (Editor.assetdb.exists(path)) {
return callback(`Script already exists at ${path}`);
if (Editor.assetdb.exists(scriptPath)) {
return callback(`Script already exists at ${scriptPath}`);
}
// 确保父目录存在
const fs = require("fs");
const pathModule = require("path");
const absolutePath = Editor.assetdb.urlToFspath(path);
const dirPath = pathModule.dirname(absolutePath);
const absolutePath = Editor.assetdb.urlToFspath(scriptPath);
const dirPath = path.dirname(absolutePath);
if (!fs.existsSync(dirPath)) {
fs.mkdirSync(dirPath, { recursive: true });
}
Editor.assetdb.create(
path,
scriptPath,
content ||
`const { ccclass, property } = cc._decorator;
@@ -834,35 +914,50 @@ export default class NewScript extends cc.Component {
update (dt) {}
}`,
(err) => {
callback(err, err ? null : `Script created at ${path}`);
callback(err, err ? null : `Script created at ${scriptPath}`);
},
);
break;
case "delete":
if (!Editor.assetdb.exists(path)) {
return callback(`Script not found at ${path}`);
if (!Editor.assetdb.exists(scriptPath)) {
return callback(`Script not found at ${scriptPath}`);
}
Editor.assetdb.delete([path], (err) => {
callback(err, err ? null : `Script deleted at ${path}`);
Editor.assetdb.delete([scriptPath], (err) => {
callback(err, err ? null : `Script deleted at ${scriptPath}`);
});
break;
case "read":
Editor.assetdb.queryInfoByUuid(Editor.assetdb.urlToUuid(path), (err, info) => {
if (err) {
return callback(`Failed to get script info: ${err}`);
}
Editor.assetdb.loadAny(path, (err, content) => {
callback(err, err ? null : content);
});
});
// 使用 fs 读取,绕过 assetdb.loadAny
const readFsPath = Editor.assetdb.urlToFspath(scriptPath);
if (!readFsPath || !fs.existsSync(readFsPath)) {
return callback(`Script not found at ${scriptPath}`);
}
try {
const content = fs.readFileSync(readFsPath, "utf-8");
callback(null, content);
} catch (e) {
callback(`Failed to read script: ${e.message}`);
}
break;
case "write":
Editor.assetdb.create(path, content, (err) => {
callback(err, err ? null : `Script updated at ${path}`);
});
// 使用 fs 写入 + refresh确保覆盖成功
const writeFsPath = Editor.assetdb.urlToFspath(scriptPath);
if (!writeFsPath) {
return callback(`Invalid path: ${scriptPath}`);
}
try {
fs.writeFileSync(writeFsPath, content, "utf-8");
Editor.assetdb.refresh(scriptPath, (err) => {
if (err) addLog("warn", `Refresh failed after write: ${err}`);
callback(null, `Script updated at ${scriptPath}`);
});
} catch (e) {
callback(`Failed to write script: ${e.message}`);
}
break;
default:
@@ -936,18 +1031,20 @@ export default class NewScript extends cc.Component {
});
break;
case "get_info":
try {
if (!Editor.assetdb.exists(path)) {
return callback(`Asset not found: ${path}`);
}
const uuid = Editor.assetdb.urlToUuid(path);
// Return basic info constructed manually to avoid API compatibility issues
callback(null, {
url: path,
uuid: uuid,
exists: true
});
const info = Editor.assetdb.assetInfoByUuid(uuid);
if (info) {
callback(null, info);
} else {
// Fallback if API returns nothing but asset exists
callback(null, { url: path, uuid: uuid, exists: true });
}
} catch (e) {
callback(`Error getting asset info: ${e.message}`);
}
@@ -1021,9 +1118,13 @@ export default class NewScript extends cc.Component {
break;
case "get_info":
Editor.assetdb.queryInfoByUuid(Editor.assetdb.urlToUuid(path), (err, info) => {
callback(err, err ? null : info);
});
if (Editor.assetdb.exists(path)) {
const uuid = Editor.assetdb.urlToUuid(path);
const info = Editor.assetdb.assetInfoByUuid(uuid);
callback(null, info || { url: path, uuid: uuid, exists: true });
} else {
callback(`Scene not found: ${path}`);
}
break;
default:
@@ -1034,51 +1135,70 @@ export default class NewScript extends cc.Component {
// 预制体管理
prefabManagement(args, callback) {
const { action, path, nodeId, parentId } = args;
const { action, path: prefabPath, nodeId, parentId } = args;
switch (action) {
case "create":
if (!nodeId) {
return callback(`Node ID is required for create operation`);
}
if (Editor.assetdb.exists(path)) {
return callback(`Prefab already exists at ${path}`);
if (Editor.assetdb.exists(prefabPath)) {
return callback(`Prefab already exists at ${prefabPath}`);
}
// 确保父目录存在
const fs = require("fs");
const pathModule = require("path");
const absolutePath = Editor.assetdb.urlToFspath(path);
const dirPath = pathModule.dirname(absolutePath);
const absolutePath = Editor.assetdb.urlToFspath(prefabPath);
const dirPath = path.dirname(absolutePath);
if (!fs.existsSync(dirPath)) {
fs.mkdirSync(dirPath, { recursive: true });
}
// 从节点创建预制体
Editor.Ipc.sendToMain("scene:create-prefab", nodeId, path);
callback(null, `Command sent: Creating prefab from node ${nodeId} at ${path}`);
// 解析目标目录和文件名
// db://assets/folder/PrefabName.prefab -> db://assets/folder, PrefabName
const targetDir = prefabPath.substring(0, prefabPath.lastIndexOf('/'));
const fileName = prefabPath.substring(prefabPath.lastIndexOf('/') + 1);
const prefabName = fileName.replace('.prefab', '');
// 1. 重命名节点以匹配预制体名称
Editor.Ipc.sendToPanel("scene", "scene:set-property", {
id: nodeId,
path: "name",
type: "String",
value: prefabName,
isSubProp: false
});
// 2. 发送创建命令 (参数: [uuids], dirPath)
// 注意: scene:create-prefab 第三个参数必须是 db:// 目录路径
setTimeout(() => {
Editor.Ipc.sendToPanel("scene", "scene:create-prefab", [nodeId], targetDir);
}, 100); // 稍微延迟以确保重命名生效
callback(null, `Command sent: Creating prefab from node ${nodeId} at ${targetDir} as ${prefabName}`);
break;
case "update":
if (!nodeId) {
return callback(`Node ID is required for update operation`);
}
if (!Editor.assetdb.exists(path)) {
return callback(`Prefab not found at ${path}`);
if (!Editor.assetdb.exists(prefabPath)) {
return callback(`Prefab not found at ${prefabPath}`);
}
// 更新预制体
Editor.Ipc.sendToMain("scene:update-prefab", nodeId, path);
callback(null, `Command sent: Updating prefab ${path} from node ${nodeId}`);
Editor.Ipc.sendToPanel("scene", "scene:update-prefab", nodeId, prefabPath);
callback(null, `Command sent: Updating prefab ${prefabPath} from node ${nodeId}`);
break;
case "instantiate":
if (!Editor.assetdb.exists(path)) {
return callback(`Prefab not found at ${path}`);
if (!Editor.assetdb.exists(prefabPath)) {
return callback(`Prefab not found at ${prefabPath}`);
}
// 实例化预制体
const prefabUuid = Editor.assetdb.urlToUuid(prefabPath);
Editor.Scene.callSceneScript(
"mcp-bridge",
"instantiate-prefab",
{
prefabPath: path,
prefabUuid: prefabUuid,
parentId: parentId,
},
callback,
@@ -1086,9 +1206,16 @@ export default class NewScript extends cc.Component {
break;
case "get_info":
Editor.assetdb.queryInfoByUuid(Editor.assetdb.urlToUuid(path), (err, info) => {
callback(err, err ? null : info);
});
if (Editor.assetdb.exists(prefabPath)) {
const uuid = Editor.assetdb.urlToUuid(prefabPath);
const info = Editor.assetdb.assetInfoByUuid(uuid);
// 确保返回对象包含 exists: true以满足测试验证
const result = info || { url: prefabPath, uuid: uuid };
result.exists = true;
callback(null, result);
} else {
callback(`Prefab not found: ${prefabPath}`);
}
break;
default:
@@ -1181,9 +1308,13 @@ export default class NewScript extends cc.Component {
});
break;
case "get_info":
Editor.assetdb.queryInfoByUuid(Editor.assetdb.urlToUuid(path), (err, info) => {
callback(err, err ? null : info);
});
if (Editor.assetdb.exists(path)) {
const uuid = Editor.assetdb.urlToUuid(path);
const info = Editor.assetdb.assetInfoByUuid(uuid);
callback(null, info || { url: path, uuid: uuid, exists: true });
} else {
callback(`Material not found: ${path}`);
}
break;
default:
callback(`Unknown material action: ${action}`);
@@ -1230,9 +1361,13 @@ export default class NewScript extends cc.Component {
});
break;
case "get_info":
Editor.assetdb.queryInfoByUuid(Editor.assetdb.urlToUuid(path), (err, info) => {
callback(err, err ? null : info);
});
if (Editor.assetdb.exists(path)) {
const uuid = Editor.assetdb.urlToUuid(path);
const info = Editor.assetdb.assetInfoByUuid(uuid);
callback(null, info || { url: path, uuid: uuid, exists: true });
} else {
callback(`Texture not found: ${path}`);
}
break;
default:
callback(`Unknown texture action: ${action}`);
@@ -1240,62 +1375,66 @@ export default class NewScript extends cc.Component {
}
},
// 执行菜单项
executeMenuItem(args, callback) {
const { menuPath } = args;
try {
// 执行菜单项
Editor.Ipc.sendToMain("menu:click", menuPath);
callback(null, `Menu item executed: ${menuPath}`);
} catch (err) {
callback(`Failed to execute menu item: ${err.message}`);
}
},
// 应用文本编辑
applyTextEdits(args, callback) {
const { filePath, edits } = args;
// 读取文件内容
Editor.assetdb.queryInfoByUrl(filePath, (err, info) => {
if (err) {
callback(`Failed to get file info: ${err.message}`);
return;
}
// 1. 获取文件系统路径
const fspath = Editor.assetdb.urlToFspath(filePath);
if (!fspath) {
return callback(`File not found or invalid URL: ${filePath}`);
}
Editor.assetdb.loadAny(filePath, (err, content) => {
if (err) {
callback(`Failed to load file: ${err.message}`);
return;
}
const fs = require("fs");
if (!fs.existsSync(fspath)) {
return callback(`File does not exist: ${fspath}`);
}
// 应用编辑操作
let updatedContent = content;
edits.forEach((edit) => {
switch (edit.type) {
case "insert":
updatedContent =
updatedContent.slice(0, edit.position) +
edit.text +
updatedContent.slice(edit.position);
break;
case "delete":
updatedContent = updatedContent.slice(0, edit.start) + updatedContent.slice(edit.end);
break;
case "replace":
updatedContent =
updatedContent.slice(0, edit.start) + edit.text + updatedContent.slice(edit.end);
break;
}
});
try {
// 2. 读取
let updatedContent = fs.readFileSync(fspath, "utf-8");
// 写回文件
Editor.assetdb.create(filePath, updatedContent, (err) => {
callback(err, err ? null : `Text edits applied to ${filePath}`);
});
// 3. 应用编辑
// 必须按倒序应用编辑,否则后续编辑的位置会偏移 (假设edits未排序这里简单处理实际上LSP通常建议客户端倒序应用或计算偏移)
// 这里假设edits已经按照位置排序或者用户负责如果需要严谨应先按 start/position 倒序排序
// 简单做个排序保险:
const sortedEdits = [...edits].sort((a, b) => {
const posA = a.position !== undefined ? a.position : a.start;
const posB = b.position !== undefined ? b.position : b.start;
return posB - posA; // big to small
});
});
sortedEdits.forEach((edit) => {
switch (edit.type) {
case "insert":
updatedContent =
updatedContent.slice(0, edit.position) +
edit.text +
updatedContent.slice(edit.position);
break;
case "delete":
updatedContent = updatedContent.slice(0, edit.start) + updatedContent.slice(edit.end);
break;
case "replace":
updatedContent =
updatedContent.slice(0, edit.start) + edit.text + updatedContent.slice(edit.end);
break;
}
});
// 4. 写入
fs.writeFileSync(fspath, updatedContent, "utf-8");
// 5. 通知编辑器资源变化 (重要)
Editor.assetdb.refresh(filePath, (err) => {
if (err) addLog("warn", `Refresh failed for ${filePath}: ${err}`);
callback(null, `Text edits applied to ${filePath}`);
});
} catch (err) {
callback(`Action failed: ${err.message}`);
}
},
// 读取控制台
@@ -1338,43 +1477,45 @@ export default class NewScript extends cc.Component {
validateScript(args, callback) {
const { filePath } = args;
// 读取脚本内容
Editor.assetdb.queryInfoByUrl(filePath, (err, info) => {
if (err) {
callback(`Failed to get file info: ${err.message}`);
return;
}
// 1. 获取文件系统路径
const fspath = Editor.assetdb.urlToFspath(filePath);
if (!fspath) {
return callback(`File not found or invalid URL: ${filePath}`);
}
Editor.assetdb.loadAny(filePath, (err, content) => {
if (err) {
callback(`Failed to load file: ${err.message}`);
return;
}
// 2. 检查文件是否存在
const fs = require("fs");
if (!fs.existsSync(fspath)) {
return callback(`File does not exist: ${fspath}`);
}
// 3. 读取内容并验证
try {
const content = fs.readFileSync(fspath, "utf-8");
// 对于 JavaScript 脚本,使用 eval 进行简单验证
if (filePath.endsWith(".js")) {
// 包装在函数中以避免变量污染
const wrapper = `(function() { ${content} })`;
try {
// 对于 JavaScript 脚本,使用 eval 进行简单验证
if (filePath.endsWith(".js")) {
// 包装在函数中以避免变量污染
const wrapper = `(function() { ${content} })`;
eval(wrapper);
}
// 对于 TypeScript 脚本,这里可以添加更复杂的验证逻辑
callback(null, { valid: true, message: "Script syntax is valid" });
} catch (err) {
callback(null, { valid: false, message: err.message });
new Function(wrapper); // 使用 Function 构造器比 direct eval稍微安全一点点虽在这个场景下差别不大
} catch (syntaxErr) {
return callback(null, { valid: false, message: syntaxErr.message });
}
});
});
}
// 对于 TypeScript暂不进行复杂编译检查仅确保文件可读
callback(null, { valid: true, message: "Script syntax is valid" });
} catch (err) {
callback(null, { valid: false, message: `Read Error: ${err.message}` });
}
},
// 暴露给 MCP 或面板的 API 封装
messages: {
"open-test-panel"() {
Editor.Panel.open("mcp-bridge");
},
"get-server-state"(event) {
event.reply(null, { config: serverConfig, logs: logBuffer });
},
"toggle-server"(event, port) {
if (serverConfig.active) this.stopServer();
else this.startServer(port);
@@ -1419,42 +1560,129 @@ export default class NewScript extends cc.Component {
this.getProfile().save();
addLog("info", `Auto-start set to: ${value}`);
},
},
// 验证脚本
validateScript(args, callback) {
const { filePath } = args;
// 读取脚本内容
Editor.assetdb.queryInfoByUrl(filePath, (err, info) => {
if (err) {
callback(`Failed to get file info: ${err.message}`);
return;
}
Editor.assetdb.loadMeta(info.uuid, (err, content) => {
if (err) {
callback(`Failed to load file: ${err.message}`);
return;
}
"inspect-apis"() {
addLog("info", "[API Inspector] Starting DEEP inspection...");
// Helper to get function arguments
const getArgs = (func) => {
try {
// 对于 JavaScript 脚本,使用 eval 进行简单验证
if (filePath.endsWith('.js')) {
// 包装在函数中以避免变量污染
const wrapper = `(function() { ${content} })`;
eval(wrapper);
const str = func.toString();
const match = str.match(/function\s.*?\(([^)]*)\)/) || str.match(/.*?\(([^)]*)\)/);
if (match) {
return match[1].split(",").map(arg => arg.trim()).filter(a => a).join(", ");
}
// 对于 TypeScript 脚本,这里可以添加更复杂的验证逻辑
return `${func.length} args`;
} catch (e) {
return "?";
}
};
callback(null, { valid: true, message: 'Script syntax is valid' });
} catch (err) {
callback(null, { valid: false, message: err.message });
// Helper to inspect an object
const inspectObj = (name, obj) => {
if (!obj) return { name, exists: false };
const props = {};
const proto = Object.getPrototypeOf(obj);
// 组合自身属性和原型属性
const allKeys = new Set([...Object.getOwnPropertyNames(obj), ...Object.getOwnPropertyNames(proto || {})]);
allKeys.forEach(key => {
if (key.startsWith("_")) return; // Skip private
try {
const val = obj[key];
if (typeof val === 'function') {
props[key] = `func(${getArgs(val)})`;
} else {
props[key] = typeof val;
}
} catch (e) { }
});
return { name, exists: true, props };
};
// 1. Inspect Standard Objects
const standardObjects = {
"Editor.assetdb": Editor.assetdb,
"Editor.Selection": Editor.Selection,
"Editor.Ipc": Editor.Ipc,
"Editor.Panel": Editor.Panel,
"Editor.Scene": Editor.Scene,
"Editor.Utils": Editor.Utils,
"Editor.remote": Editor.remote
};
const report = {};
Object.keys(standardObjects).forEach(key => {
report[key] = inspectObj(key, standardObjects[key]);
});
// 2. Check Specific Forum APIs
const forumChecklist = [
"Editor.assetdb.queryInfoByUuid",
"Editor.assetdb.assetInfoByUuid",
"Editor.assetdb.move",
"Editor.assetdb.createOrSave",
"Editor.assetdb.delete",
"Editor.assetdb.urlToUuid",
"Editor.assetdb.uuidToUrl",
"Editor.assetdb.fspathToUrl",
"Editor.assetdb.urlToFspath",
"Editor.remote.assetdb.uuidToUrl",
"Editor.Selection.select",
"Editor.Selection.clear",
"Editor.Selection.curSelection",
"Editor.Selection.curGlobalActivate"
];
const checklistResults = {};
forumChecklist.forEach(path => {
const parts = path.split(".");
let curr = global; // In main process, Editor is global
let exists = true;
for (const part of parts) {
if (curr && curr[part]) {
curr = curr[part];
} else {
exists = false;
break;
}
}
checklistResults[path] = exists ? (typeof curr === 'function' ? `Available(${getArgs(curr)})` : "Available") : "Missing";
});
addLog("info", `[API Inspector] Standard Objects:\n${JSON.stringify(report, null, 2)}`);
addLog("info", `[API Inspector] Forum Checklist:\n${JSON.stringify(checklistResults, null, 2)}`);
// 3. Inspect Built-in Package IPCs
const ipcReport = {};
const builtinPackages = ["scene", "builder", "assets"]; // 核心内置包
const fs = require("fs");
builtinPackages.forEach(pkgName => {
try {
const pkgPath = Editor.url(`packages://${pkgName}/package.json`);
if (pkgPath && fs.existsSync(pkgPath)) {
const pkgData = JSON.parse(fs.readFileSync(pkgPath, "utf-8"));
if (pkgData.messages) {
ipcReport[pkgName] = Object.keys(pkgData.messages);
} else {
ipcReport[pkgName] = "No messages defined";
}
} else {
ipcReport[pkgName] = "Package path not found";
}
} catch (e) {
ipcReport[pkgName] = `Error: ${e.message}`;
}
});
});
addLog("info", `[API Inspector] Built-in IPC Messages:\n${JSON.stringify(ipcReport, null, 2)}`);
},
},
// 全局文件搜索
findInFile(args, callback) {
const { query, extensions, includeSubpackages } = args;

View File

@@ -48,6 +48,7 @@
<ui-button id="testBtn" class="green">测试工具</ui-button>
<ui-button id="listToolsBtn">刷新列表</ui-button>
<ui-button id="clearTestBtn">清空结果</ui-button>
<ui-button id="probeApisBtn">探查 API</ui-button>
</div>
<div class="flex-v">
<label>测试结果:</label>

View File

@@ -86,6 +86,14 @@ Editor.Panel.extend({
els.result.value = "";
});
els.testBtn.addEventListener("confirm", () => this.runTest(els));
// 添加探查功能
const probeBtn = root.querySelector("#probeApisBtn");
if (probeBtn) {
probeBtn.addEventListener("confirm", () => {
Editor.Ipc.sendToMain("mcp-bridge:inspect-apis");
els.result.value = "Probe command sent. Check console logs.";
});
}
// 5. 【修复】拖拽逻辑
if (els.resizer && els.left) {
@@ -141,10 +149,10 @@ Editor.Panel.extend({
els.toolDescription.textContent = "选择工具查看说明";
return;
}
let description = tool.description || "无描述";
let inputSchema = tool.inputSchema;
let details = [];
if (inputSchema && inputSchema.properties) {
details.push("参数说明:");
@@ -159,7 +167,7 @@ Editor.Panel.extend({
details.push(propDesc);
}
}
els.toolDescription.innerHTML = `${description}<br><br>${details.join('<br>')}`;
},

View File

@@ -68,23 +68,34 @@ module.exports = {
"update-node-transform": function (event, args) {
const { id, x, y, scaleX, scaleY, color } = args;
Editor.log(`[scene-script] update-node-transform called for ${id} with args: ${JSON.stringify(args)}`);
let node = cc.engine.getInstanceById(id);
if (node) {
if (x !== undefined) node.x = x;
if (y !== undefined) node.y = y;
if (scaleX !== undefined) node.scaleX = scaleX;
if (scaleY !== undefined) node.scaleY = scaleY;
Editor.log(`[scene-script] Node found: ${node.name}, Current Pos: (${node.x}, ${node.y})`);
if (x !== undefined) {
node.x = Number(x); // 强制转换确保类型正确
Editor.log(`[scene-script] Set x to ${node.x}`);
}
if (y !== undefined) {
node.y = Number(y);
Editor.log(`[scene-script] Set y to ${node.y}`);
}
if (scaleX !== undefined) node.scaleX = Number(scaleX);
if (scaleY !== undefined) node.scaleY = Number(scaleY);
if (color) {
// color 格式如 "#FF0000"
node.color = new cc.Color().fromHEX(color);
}
Editor.Ipc.sendToMain("scene:dirty");
Editor.Ipc.sendToAll("scene:node-changed", { uuid: id });
Editor.log(`[scene-script] Update complete. New Pos: (${node.x}, ${node.y})`);
if (event.reply) event.reply(null, "Transform updated");
} else {
Editor.error(`[scene-script] Node not found: ${id}`);
if (event.reply) event.reply(new Error("Node not found"));
}
},
@@ -308,7 +319,7 @@ module.exports = {
},
"instantiate-prefab": function (event, args) {
const { prefabPath, parentId } = args;
const { prefabUuid, parentId } = args;
const scene = cc.director.getScene();
if (!scene) {
@@ -316,8 +327,14 @@ module.exports = {
return;
}
// 加载预制体资源
cc.loader.loadRes(prefabPath.replace("db://assets/", "").replace(".prefab", ""), cc.Prefab, (err, prefab) => {
if (!prefabUuid) {
if (event.reply) event.reply(new Error("Prefab UUID is required."));
return;
}
// 使用 cc.assetManager.loadAny 通过 UUID 加载 (Cocos 2.4+)
// 如果是旧版,可能需要 cc.loader.load({uuid: ...}),但在 2.4 环境下 assetManager 更推荐
cc.assetManager.loadAny(prefabUuid, (err, prefab) => {
if (err) {
if (event.reply) event.reply(new Error(`Failed to load prefab: ${err.message}`));
return;

View File

@@ -229,53 +229,143 @@ const tests = {
log('success', `编辑器选中状态已更新为节点 ${nodeId}`);
},
async testAssetManagement() {
log('group', '资源管理测试');
const scriptPath = 'db://assets/temp_auto_test.js';
async testScriptOperations() {
log('group', '脚本读写与验证测试 (FS Mode)');
const scriptPath = 'db://assets/auto_test_script.js';
const initialContent = 'cc.log("Initial Content");';
const updatedContent = 'cc.log("Updated Content");';
// 1. 创建脚本
try {
log('info', `创建脚本: ${scriptPath}`);
await callTool('manage_script', {
action: 'create',
path: scriptPath,
content: 'cc.log("Test Script");'
content: initialContent
});
log('success', `已创建临时资源: ${scriptPath}`);
log('success', `脚本已创建`);
} catch (e) {
if (e.message.includes('exists')) {
log('warn', `资源已存在,正在尝试删除...`);
log('warn', `脚本已存在,尝试删除重建...`);
await callTool('manage_asset', { action: 'delete', path: scriptPath });
// 重试创建
await callTool('manage_script', { action: 'create', path: scriptPath, content: 'cc.log("Test Script");' });
await callTool('manage_script', { action: 'create', path: scriptPath, content: initialContent });
} else {
throw e;
}
}
// 2. 获取信息
// 等待 AssetDB 刷新 (导入需要时间)
log('info', '等待 3 秒以进行资源导入...');
await new Promise(r => setTimeout(r, 3000));
// 等待资源导入
await new Promise(r => setTimeout(r, 2000));
log('info', `获取资源信息: ${scriptPath}`);
const info = await callTool('manage_asset', { action: 'get_info', path: scriptPath });
log('info', `资源信息: ${JSON.stringify(info)}`);
// 2. 验证读取 (FS Read)
log('info', `验证读取内容...`);
const readContent = await callTool('manage_script', { action: 'read', path: scriptPath });
// 注意Content 可能会包含一些编辑器自动添加的 meta 信息或者换行,可以宽松匹配
assert(readContent && readContent.includes("Initial Content"), `读取内容不匹配。实际: ${readContent}`);
log('success', `脚本读取成功`);
assert(info && info.url === scriptPath, "无法获取资源信息");
log('success', `验证资源信息`);
// 3. 验证写入 (FS Write + Refresh)
log('info', `验证写入内容...`);
await callTool('manage_script', { action: 'write', path: scriptPath, content: updatedContent });
// 3. 删除资源
// 等待刷新
await new Promise(r => setTimeout(r, 1000));
const readUpdated = await callTool('manage_script', { action: 'read', path: scriptPath });
assert(readUpdated && readUpdated.includes("Updated Content"), `写入后读取内容不匹配。实际: ${readUpdated}`);
log('success', `脚本写入成功`);
// 4. 验证脚本语法 (Validation)
log('info', `验证脚本语法...`);
const validation = await callTool('validate_script', { filePath: scriptPath });
log('info', `验证结果: ${JSON.stringify(validation)}`);
assert(validation && validation.valid === true, "脚本验证失败");
log('success', `脚本语法验证通过`);
// 5. 清理
await callTool('manage_asset', { action: 'delete', path: scriptPath });
log('success', `清理临时脚本`);
},
// 验证删除 (get_info 应该失败或返回 null/报错,但我们检查工具响应)
async testPrefabOperations(sourceNodeId) {
log('group', '预制体管理测试 (UUID Mode)');
const prefabPath = 'db://assets/AutoTestPrefab.prefab';
// 确保清理旧的
try {
const infoDeleted = await callTool('manage_asset', { action: 'get_info', path: scriptPath });
// 如果返回了信息且 exists 为 true说明没删掉
assert(!(infoDeleted && infoDeleted.exists), "资源本应被删除,但仍然存在");
} catch (e) {
// 如果报错(如 Asset not found则符合预期
log('success', `已验证资源删除`);
await callTool('manage_asset', { action: 'delete', path: prefabPath });
} catch (e) { }
// 1. 创建预制体
log('info', `从节点 ${sourceNodeId} 创建预制体: ${prefabPath}`);
await callTool('prefab_management', {
action: 'create',
path: prefabPath,
nodeId: sourceNodeId
});
// 等待预制体生成和导入 (使用轮询机制)
log('info', '等待预制体生成...');
let prefabInfo = null;
// 每 200ms 检查一次,最多尝试 30 次 (6秒)
for (let i = 0; i < 30; i++) {
try {
prefabInfo = await callTool('prefab_management', { action: 'get_info', path: prefabPath });
if (prefabInfo && prefabInfo.exists) {
break;
}
} catch (e) { }
await new Promise(r => setTimeout(r, 200));
}
// 最终断言
assert(prefabInfo && prefabInfo.exists, "预制体创建失败或未找到 (超时)");
log('success', `预制体创建成功: ${prefabInfo.uuid}`);
// 2. 实例化预制体 (使用 UUID 加载)
log('info', `尝试实例化预制体 (UUID: ${prefabInfo.uuid})`);
const result = await callTool('prefab_management', {
action: 'instantiate',
path: prefabPath
});
log('info', `实例化结果: ${JSON.stringify(result)}`);
// 结果通常是一条成功消息字符串
assert(result && result.toLowerCase().includes('success'), "实例化失败");
log('success', `预制体实例化成功`);
// 3. 清理预制体
await callTool('manage_asset', { action: 'delete', path: prefabPath });
log('success', `清理临时预制体`);
},
async testResources() {
log('group', 'MCP Resource 协议测试');
// 1. 列出资源
log('info', '请求资源列表 (/list-resources)');
const listRes = await request('POST', '/list-resources');
log('info', `资源列表响应: ${JSON.stringify(listRes)}`);
assert(listRes && listRes.resources && Array.isArray(listRes.resources), "资源列表格式错误");
const hasHierarchy = listRes.resources.find(r => r.uri === 'cocos://hierarchy');
assert(hasHierarchy, "未找到 cocos://hierarchy 资源");
log('success', `成功获取资源列表 (包含 ${listRes.resources.length} 个资源)`);
// 2. 读取资源: Hierarchy
log('info', '读取资源: cocos://hierarchy');
const hierarchyRes = await request('POST', '/read-resource', { uri: 'cocos://hierarchy' });
assert(hierarchyRes && hierarchyRes.contents && hierarchyRes.contents.length > 0, "读取 Hierarchy 失败");
const hierarchyContent = hierarchyRes.contents[0].text;
assert(hierarchyContent && hierarchyContent.startsWith('['), "Hierarchy 内容应该是 JSON 数组");
log('success', `成功读取场景层级数据`);
// 3. 读取资源: Logs
log('info', '读取资源: cocos://logs/latest');
const logsRes = await request('POST', '/read-resource', { uri: 'cocos://logs/latest' });
assert(logsRes && logsRes.contents && logsRes.contents.length > 0, "读取 Logs 失败");
const logsContent = logsRes.contents[0].text;
assert(typeof logsContent === 'string', "日志内容应该是字符串");
log('success', `成功读取编辑器日志`);
}
};
@@ -293,7 +383,13 @@ async function run() {
await tests.testEditorSelection(nodeId);
await tests.testAssetManagement();
await tests.testEditorSelection(nodeId);
await tests.testScriptOperations();
await tests.testPrefabOperations(nodeId);
await tests.testResources();
// 清理:我们在测试中已经尽可能清理了,但保留节点可能有助于观察结果
// 这里只是打印完成消息