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spellforge/addons/godot_mcp/commands/test_commands.gd
T
2026-07-20 10:56:52 +08:00

581 lines
18 KiB
GDScript

@tool
extends "res://addons/godot_mcp/commands/base_command.gd"
## Test automation framework tools.
## Editor-side orchestration + runtime assertions via file-based IPC.
func get_commands() -> Dictionary:
return {
"run_test_scenario": _run_test_scenario,
"assert_node_state": _assert_node_state,
"assert_screen_text": _assert_screen_text,
"run_stress_test": _run_stress_test,
"get_test_report": _get_test_report,
}
# ── Internal test result accumulator ──────────────────────────────────────────
var _test_results: Array[Dictionary] = []
# ── Commands ──────────────────────────────────────────────────────────────────
func _run_test_scenario(params: Dictionary) -> Dictionary:
## Execute a test scenario: optionally play a scene, run a sequence of steps
## (input simulation, waits, assertions, screenshots), return pass/fail results.
##
## Steps array: [{type: "input"|"wait"|"assert"|"screenshot", ...params}]
## - input: {type:"input", action:str, pressed:bool} or {type:"input", keycode:str}
## - wait: {type:"wait", seconds:float} or {type:"wait", node_path:str, timeout:float}
## - assert: {type:"assert", node_path:str, property:str, expected:val, operator:str}
## - screenshot: {type:"screenshot"} — captures a frame for visual inspection
if not params.has("steps") or not params["steps"] is Array:
return error_invalid_params("Missing required parameter: steps (Array)")
var steps: Array = params["steps"]
if steps.is_empty():
return error_invalid_params("Steps array is empty")
var scene_path: String = optional_string(params, "scene_path")
var ei := get_editor()
# Play scene if requested
if not scene_path.is_empty():
if ei.is_playing_scene():
ei.stop_playing_scene()
await get_tree().create_timer(0.5).timeout
if scene_path == "main":
ei.play_main_scene()
elif scene_path == "current":
ei.play_current_scene()
else:
if not FileAccess.file_exists(scene_path):
return error_not_found("Scene file '%s'" % scene_path)
ei.play_custom_scene(scene_path)
# Wait for game to start
await get_tree().create_timer(1.0).timeout
# Verify game is running
if not ei.is_playing_scene():
return error(-32000, "No scene is currently playing", {
"suggestion": "Provide scene_path or use play_scene first"
})
var results: Array[Dictionary] = []
var pass_count: int = 0
var fail_count: int = 0
var error_count: int = 0
for i in steps.size():
var step: Dictionary = steps[i]
if not step.has("type"):
results.append({"step": i, "error": "Missing 'type' field"})
error_count += 1
continue
var step_type: String = str(step["type"])
var step_result: Dictionary = {"step": i, "type": step_type}
match step_type:
"input":
var input_result := await _execute_input_step(step)
step_result.merge(input_result)
"wait":
var wait_result := await _execute_wait_step(step)
step_result.merge(wait_result)
"assert":
var assert_result := await _execute_assert_step(step)
step_result.merge(assert_result)
if assert_result.get("passed", false):
pass_count += 1
else:
fail_count += 1
# Only assertion steps carry a verdict — store just these for
# get_test_report (input/wait/screenshot steps have no "passed").
_test_results.append(step_result)
"screenshot":
var screenshot_result := await _send_game_command("capture_frames", {
"count": 1,
"frame_interval": 1,
"half_resolution": optional_bool(step, "half_resolution", true),
}, 5.0)
if screenshot_result.has("result"):
step_result["captured"] = true
else:
step_result["captured"] = false
step_result["error"] = "Screenshot capture failed"
error_count += 1
_:
step_result["error"] = "Unknown step type: %s" % step_type
error_count += 1
results.append(step_result)
# Check if game crashed between steps
if not ei.is_playing_scene():
results.append({"step": i + 1, "error": "Game stopped unexpectedly"})
error_count += 1
break
var summary := {
"total_steps": steps.size(),
"completed_steps": results.size(),
"assertions_passed": pass_count,
"assertions_failed": fail_count,
"errors": error_count,
"all_passed": fail_count == 0 and error_count == 0,
"results": results,
}
return success(summary)
func _assert_node_state(params: Dictionary) -> Dictionary:
## Assert a node's property equals expected value in the running game.
## Supports operators: eq, neq, gt, lt, gte, lte, contains, type_is.
## Returns pass/fail with actual value.
var path_result := require_string(params, "node_path")
if path_result[1] != null:
return path_result[1]
var prop_result := require_string(params, "property")
if prop_result[1] != null:
return prop_result[1]
if not params.has("expected"):
return error_invalid_params("Missing required parameter: expected")
var operator: String = optional_string(params, "operator", "eq")
var valid_operators := ["eq", "neq", "gt", "lt", "gte", "lte", "contains", "type_is"]
if operator not in valid_operators:
return error_invalid_params("Invalid operator '%s'. Valid: %s" % [operator, str(valid_operators)])
var result := await _send_game_command("assert_node_state", {
"node_path": path_result[0],
"property": prop_result[0],
"expected": params["expected"],
"operator": operator,
}, 5.0)
if result.has("error"):
return result
# The game reply is wrapped twice ({"result": {"result": {...}}}) — unwrap
# defensively before storing/returning so "passed" sits at the top level.
var payload := unwrap_game_result(result)
if payload.has("passed"):
_test_results.append(payload)
return success(payload)
func _assert_screen_text(params: Dictionary) -> Dictionary:
## Assert that specific text is visible on screen.
## Uses find_ui_elements internally to check all visible UI text.
var text_result := require_string(params, "text")
if text_result[1] != null:
return text_result[1]
var expected_text: String = text_result[0]
var partial: bool = optional_bool(params, "partial", true)
var case_sensitive: bool = optional_bool(params, "case_sensitive", true)
# Use find_ui_elements to get all visible UI text
var ui_result := await _send_game_command("find_ui_elements", {})
if ui_result.has("error"):
return ui_result
var elements: Array = []
if ui_result.has("result") and ui_result["result"].has("elements"):
elements = ui_result["result"]["elements"]
var found := false
var matched_element: Dictionary = {}
var all_texts: Array[String] = []
for element: Dictionary in elements:
var element_text: String = str(element.get("text", ""))
if element_text.is_empty():
continue
all_texts.append(element_text)
var search_text := expected_text
var compare_text := element_text
if not case_sensitive:
search_text = search_text.to_lower()
compare_text = compare_text.to_lower()
if partial:
if compare_text.contains(search_text):
found = true
matched_element = element
break
else:
if compare_text == search_text:
found = true
matched_element = element
break
var assertion := {
"passed": found,
"expected_text": expected_text,
"partial": partial,
"case_sensitive": case_sensitive,
}
if found:
assertion["matched_element"] = {
"text": matched_element.get("text", ""),
"type": matched_element.get("type", ""),
"path": matched_element.get("path", ""),
}
else:
assertion["visible_texts"] = all_texts
# Store for test report
_test_results.append(assertion)
return success(assertion)
func _run_stress_test(params: Dictionary) -> Dictionary:
## Run rapid random inputs for N seconds and check for crashes.
## Returns frame count, timing, and any errors from game output.
var duration: float = float(params.get("duration", 5.0))
if duration <= 0 or duration > 60:
return error_invalid_params("Duration must be between 0 and 60 seconds")
var ei := get_editor()
if not ei.is_playing_scene():
return error(-32000, "No scene is currently playing", {
"suggestion": "Use play_scene first"
})
# Record initial error count from log
var initial_errors := _count_log_errors()
# Generate random input events
var actions := ["ui_up", "ui_down", "ui_left", "ui_right", "ui_accept", "ui_cancel"]
# Add common game actions if specified
var custom_actions: Array = params.get("actions", [])
for action in custom_actions:
actions.append(str(action))
var events_sent: int = 0
var start_time := Time.get_ticks_msec()
var duration_ms := int(duration * 1000.0)
while Time.get_ticks_msec() - start_time < duration_ms:
if not ei.is_playing_scene():
var elapsed := (Time.get_ticks_msec() - start_time) / 1000.0
return success({
"completed": false,
"crashed": true,
"elapsed_seconds": elapsed,
"events_sent": events_sent,
"error": "Game stopped during stress test",
})
# Send a batch of random inputs
var batch: Array = []
for j in 3:
var action_name: String = actions[randi() % actions.size()]
batch.append({
"type": "action",
"action": action_name,
"pressed": true,
"strength": 1.0,
})
batch.append({
"type": "action",
"action": action_name,
"pressed": false,
"strength": 0.0,
})
# Write input commands directly (same as input_commands)
var json := JSON.stringify({
"sequence_events": batch,
"frame_delay": 1,
})
var file := FileAccess.open("user://mcp_input_commands", FileAccess.WRITE)
if file:
file.store_string(json)
file.close()
events_sent += batch.size()
await get_tree().create_timer(0.1).timeout
var elapsed := (Time.get_ticks_msec() - start_time) / 1000.0
var final_errors := _count_log_errors()
var new_errors := final_errors - initial_errors
# Check if game is still running
var still_running := ei.is_playing_scene()
return success({
"completed": true,
"crashed": not still_running,
"duration_seconds": elapsed,
"events_sent": events_sent,
"new_errors": new_errors,
"game_still_running": still_running,
})
func _get_test_report(params: Dictionary) -> Dictionary:
## Collect and format results from accumulated assertions into a test report.
## Returns pass count, fail count, and detailed results.
var clear: bool = optional_bool(params, "clear", true)
var pass_count: int = 0
var fail_count: int = 0
var details: Array[Dictionary] = []
for result: Dictionary in _test_results:
# Unwrap defensively and skip entries that carry no verdict
# (input/wait/screenshot steps are not assertions).
var entry := unwrap_game_result(result)
if not entry.has("passed"):
continue
if entry.get("passed", false):
pass_count += 1
else:
fail_count += 1
details.append(entry)
var total := pass_count + fail_count
var report := {
"total": total,
"passed": pass_count,
"failed": fail_count,
"pass_rate": ("%.1f%%" % (100.0 * pass_count / total)) if total > 0 else "N/A",
"all_passed": fail_count == 0 and total > 0,
"no_results": total == 0,
"details": details,
}
if clear:
_test_results.clear()
return success(report)
# ── Step Executors (for run_test_scenario) ────────────────────────────────────
func _execute_input_step(step: Dictionary) -> Dictionary:
## Execute an input step: simulate action or key press.
var events: Array = []
if step.has("action"):
var pressed: bool = step.get("pressed", true) as bool
events.append({
"type": "action",
"action": str(step["action"]),
"pressed": pressed,
"strength": float(step.get("strength", 1.0)),
})
# Auto-release if pressed
if pressed and step.get("auto_release", true):
events.append({
"type": "action",
"action": str(step["action"]),
"pressed": false,
"strength": 0.0,
})
elif step.has("keycode"):
var pressed: bool = step.get("pressed", true) as bool
events.append({
"type": "key",
"keycode": str(step["keycode"]),
"pressed": pressed,
"shift": step.get("shift", false),
"ctrl": step.get("ctrl", false),
"alt": step.get("alt", false),
})
# Auto-release if pressed, mirroring the action branch — otherwise the
# key stays held for the rest of the session and corrupts later steps
if pressed and step.get("auto_release", true):
events.append({
"type": "key",
"keycode": str(step["keycode"]),
"pressed": false,
"shift": step.get("shift", false),
"ctrl": step.get("ctrl", false),
"alt": step.get("alt", false),
})
else:
return {"error": "Input step requires 'action' or 'keycode'"}
var json := JSON.stringify({
"sequence_events": events,
"frame_delay": int(step.get("frame_delay", 1)),
})
var file := FileAccess.open("user://mcp_input_commands", FileAccess.WRITE)
if file == null:
return {"error": "Failed to write input commands"}
file.store_string(json)
file.close()
return {"sent": true, "event_count": events.size()}
func _execute_wait_step(step: Dictionary) -> Dictionary:
## Execute a wait step: wait for seconds or wait for a node to appear.
if step.has("node_path"):
var timeout: float = float(step.get("timeout", 5.0))
var result := await _send_game_command("wait_for_node", {
"node_path": str(step["node_path"]),
"timeout": timeout,
"poll_frames": int(step.get("poll_frames", 5)),
}, timeout + 2.0)
if result.has("error"):
return {"error": "Wait for node failed: %s" % str(result["error"])}
return {"waited_for": str(step["node_path"]), "found": true}
else:
var seconds: float = float(step.get("seconds", 1.0))
await get_tree().create_timer(seconds).timeout
return {"waited_seconds": seconds}
func _execute_assert_step(step: Dictionary) -> Dictionary:
## Execute an assertion step within a scenario.
if step.has("text"):
# Screen text assertion
var ui_result := await _send_game_command("find_ui_elements", {})
if ui_result.has("error"):
return {"passed": false, "error": "Could not get UI elements"}
var elements: Array = []
if ui_result.has("result") and ui_result["result"].has("elements"):
elements = ui_result["result"]["elements"]
var expected_text: String = str(step["text"])
var partial: bool = step.get("partial", true) as bool
# "assert_type" (not "type") so the caller's step_result.merge() cannot
# collide with the step's own "type": "assert" key
for element: Dictionary in elements:
var element_text: String = str(element.get("text", ""))
if partial and element_text.contains(expected_text):
return {"passed": true, "assert_type": "screen_text", "expected": expected_text, "found_in": element_text}
elif not partial and element_text == expected_text:
return {"passed": true, "assert_type": "screen_text", "expected": expected_text, "found_in": element_text}
return {"passed": false, "assert_type": "screen_text", "expected": expected_text, "error": "Text not found on screen"}
elif step.has("node_path") and step.has("property"):
# Node state assertion
var result := await _send_game_command("assert_node_state", {
"node_path": str(step["node_path"]),
"property": str(step["property"]),
"expected": step.get("expected", null),
"operator": str(step.get("operator", "eq")),
}, 5.0)
if result.has("error"):
return {"passed": false, "error": str(result["error"])}
# Game replies are double-wrapped — unwrap until "passed" surfaces
var payload := unwrap_game_result(result)
if payload.has("passed"):
return payload
return {"passed": false, "error": "Unknown assertion error"}
else:
return {"passed": false, "error": "Assert step requires 'text' or 'node_path'+'property'"}
# ── IPC Helper ────────────────────────────────────────────────────────────────
func _send_game_command(command: String, params: Dictionary = {}, timeout_sec: float = 5.0) -> Dictionary:
var ei := get_editor()
if not ei.is_playing_scene():
return error(-32000, "No scene is currently playing", {"suggestion": "Use play_scene first"})
var user_dir := get_game_user_dir()
var request_path := user_dir + "/mcp_game_request"
var response_path := user_dir + "/mcp_game_response"
# Clean stale response
if FileAccess.file_exists(response_path):
DirAccess.remove_absolute(response_path)
# Write request
var request_data := JSON.stringify({"command": command, "params": params})
var req := FileAccess.open(request_path, FileAccess.WRITE)
if req == null:
return error_internal("Could not create game request file")
req.store_string(request_data)
req.close()
# Poll for response
var attempts := int(timeout_sec / 0.1)
while attempts > 0:
await get_tree().create_timer(0.1).timeout
if FileAccess.file_exists(response_path):
break
# Check if game is still running
if not ei.is_playing_scene():
if FileAccess.file_exists(request_path):
DirAccess.remove_absolute(request_path)
return error(-32000, "Game stopped during command execution")
attempts -= 1
if not FileAccess.file_exists(response_path):
# Try to auto-resume the debugger
if ei.is_playing_scene():
try_debugger_continue()
for _retry in 20:
await get_tree().create_timer(0.1).timeout
if FileAccess.file_exists(response_path):
break
if not FileAccess.file_exists(response_path):
if FileAccess.file_exists(request_path):
DirAccess.remove_absolute(request_path)
return build_timeout_error(timeout_sec)
# Read response
var file := FileAccess.open(response_path, FileAccess.READ)
if file == null:
return error_internal("Could not read game response file")
var text := file.get_as_text()
file.close()
DirAccess.remove_absolute(response_path)
var parsed = JSON.parse_string(text)
if parsed == null or not parsed is Dictionary:
return error_internal("Invalid response JSON from game")
if parsed.has("error"):
return error(-32000, str(parsed["error"]))
return success(parsed)
# ── Utility ───────────────────────────────────────────────────────────────────
func _count_log_errors() -> int:
var count: int = 0
var log_path := "user://logs/godot.log"
if FileAccess.file_exists(log_path):
var file := FileAccess.open(log_path, FileAccess.READ)
if file:
var content := file.get_as_text()
file.close()
var lines := content.split("\n")
for line: String in lines:
if line.contains("ERROR") or line.contains("SCRIPT ERROR"):
count += 1
return count