feat: Implement VFX management, Undo/Redo, Find in File; docs: Update README and plans
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146
test/test_undo.js
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146
test/test_undo.js
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const http = require('http');
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const CONFIG = {
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host: '127.0.0.1',
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port: 3456,
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timeout: 5000
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};
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// HTTP Helper
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function request(method, path, data) {
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return new Promise((resolve, reject) => {
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const options = {
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hostname: CONFIG.host,
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port: CONFIG.port,
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path: path,
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method: method,
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headers: { 'Content-Type': 'application/json' },
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timeout: CONFIG.timeout
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};
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const req = http.request(options, (res) => {
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let body = '';
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res.on('data', chunk => body += chunk);
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res.on('end', () => {
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if (res.statusCode >= 200 && res.statusCode < 300) {
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try { resolve(JSON.parse(body)); } catch (e) { resolve(body); }
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} else {
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reject(new Error(`HTTP ${res.statusCode}: ${body}`));
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}
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});
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});
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req.on('error', (e) => reject(new Error(`Connection failed: ${e.message}`)));
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req.end(data ? JSON.stringify(data) : undefined);
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});
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}
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async function callTool(name, args = {}) {
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const payload = { name: name, arguments: args };
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const response = await request('POST', '/call-tool', payload);
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if (response && response.content && Array.isArray(response.content)) {
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const textContent = response.content.find(c => c.type === 'text');
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if (textContent) {
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try { return JSON.parse(textContent.text); } catch { return textContent.text; }
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}
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}
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return response;
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}
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// Helper to wait
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const wait = (ms) => new Promise(r => setTimeout(r, ms));
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async function run() {
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console.log("Testing manage_undo...");
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try {
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// 1. Create a node
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const nodeName = "UndoTestNode_" + Date.now();
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console.log(`Creating node: ${nodeName}`);
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const nodeId = await callTool('create_node', { name: nodeName, type: 'empty' });
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if (!nodeId || typeof nodeId !== 'string') {
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console.error("FAILED: Could not create node.", nodeId);
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return;
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}
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console.log(`Node created: ${nodeId}`);
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// Wait to ensure creation is fully processed
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await wait(500);
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// 2. Modify node (Change Name)
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console.log("Modifying node name (Action to undo)...");
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const newName = "RenamedNode_" + Date.now();
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await callTool('set_node_name', { id: nodeId, newName: newName });
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await wait(2000);
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// Verify modification
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let nodes = await callTool('find_gameobjects', { conditions: { name: newName } });
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let node = nodes.find(n => n.uuid === nodeId);
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if (!node) {
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console.error(`FAILED: Node not found with new name ${newName}. Name update failed.`);
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// Try to read console logs to see why
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const logs = await callTool('read_console', { limit: 10, type: 'error' });
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console.log("Recent Error Logs:", JSON.stringify(logs, null, 2));
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return;
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}
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console.log(`Node renamed to ${node.name}.`);
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// 3. Perform UNDO
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console.log("Executing UNDO...");
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await callTool('manage_undo', { action: 'undo' });
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await wait(2000);
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// Verify UNDO
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nodes = await callTool('find_gameobjects', { conditions: { name: nodeName } });
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// The original name was in variable nodeName
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node = nodes.find(n => n.uuid === nodeId);
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if (node && node.name === nodeName) {
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console.log(`PASS: Undo successful. Node name returned to ${nodeName}.`);
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} else {
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console.error(`FAILED: Undo failed? Node name is ${node ? node.name : 'Unknown'}`);
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}
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// 4. Perform REDO
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console.log("Executing REDO...");
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await callTool('manage_undo', { action: 'redo' });
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await wait(2000);
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// Verify REDO
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nodes = await callTool('find_gameobjects', { conditions: { name: newName } });
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node = nodes.find(n => n.uuid === nodeId);
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if (node && node.name === newName) {
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console.log("PASS: Redo successful. Node name returned to " + newName + ".");
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} else {
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console.error(`FAILED: Redo failed? Node name is ${node ? node.name : 'Unknown'}`);
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}
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// Cleanup
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// await callTool('manage_undo', { action: 'begin_group', description: 'Delete Node' }); // Optional
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// Node deletion tool... wait, we don't have delete_node tool exposed yet?
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// Ah, 'scene:delete-nodes' is internal.
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// We can use 'batch_execute' if we had a delete tool.
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// Checking available tools... we assume we can manually delete or leave it.
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// Actually, let's construct a delete call if possible via existing tools?
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// create_node, manage_components...
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// Wait, DEVELOPMENT_PLAN says 'batch_execute' exists.
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// But we don't have a direct 'delete_node' in getToolsList().
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// Oh, we missed implementing 'delete_node' in the previous phases?
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// Let's check main.js getToolsList again.
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// ... It has 'create_node', 'manage_components', ... 'scene_management'...
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// 'scene_management' has 'delete'? -> "场景管理" -> create, delete (scene file), duplicate.
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// It seems we lack `delete_node`.
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// Nevermind, letting the test node stay is fine for observation, or user can delete manually.
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} catch (e) {
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console.error("Error:", e.message);
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}
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}
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run();
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