using System;
using System.Collections.Generic;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor;
using MCPForUnity.Editor.Helpers;
namespace MCPForUnityTests.Editor.Tools
{
/// <summary>
/// Tests for UIDocument component serialization.
/// Reproduces issue #585: UIDocument component causes infinite loop when serializing components
/// due to circular parent/child references in rootVisualElement.
/// </summary>
public class UIDocumentSerializationTests
{
private GameObject testGameObject;
private PanelSettings testPanelSettings;
private VisualTreeAsset testVisualTreeAsset;
[SetUp]
public void SetUp()
{
// Create a test GameObject
testGameObject = new GameObject("UIDocumentTestObject");
// Create PanelSettings asset (required for UIDocument to have a rootVisualElement)
testPanelSettings = ScriptableObject.CreateInstance<PanelSettings>();
// Create a minimal VisualTreeAsset
// Note: VisualTreeAsset cannot be created via CreateInstance, we need to use AssetDatabase
// For the test, we'll create a temporary UXML file
CreateTestVisualTreeAsset();
}
[TearDown]
public void TearDown()
{
// Clean up test GameObject
if (testGameObject != null)
{
UnityEngine.Object.DestroyImmediate(testGameObject);
}
// Clean up ScriptableObject instances
if (testPanelSettings != null)
{
UnityEngine.Object.DestroyImmediate(testPanelSettings);
}
// Clean up temporary UXML file
CleanupTestVisualTreeAsset();
}
private void CreateTestVisualTreeAsset()
{
// Create a minimal UXML file for testing
string uxmlPath = "Assets/Tests/EditMode/Tools/TestUIDocument.uxml";
string uxmlContent = @"<ui:UXML xmlns:ui=""UnityEngine.UIElements"">
<ui:VisualElement name=""root"">
<ui:Label text=""Test Label"" />
</ui:VisualElement>
</ui:UXML>";
// Ensure directory exists
string directory = System.IO.Path.GetDirectoryName(uxmlPath);
if (!System.IO.Directory.Exists(directory))
{
System.IO.Directory.CreateDirectory(directory);
}
System.IO.File.WriteAllText(uxmlPath, uxmlContent);
AssetDatabase.Refresh();
testVisualTreeAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(uxmlPath);
}
private void CleanupTestVisualTreeAsset()
{
string uxmlPath = "Assets/Tests/EditMode/Tools/TestUIDocument.uxml";
if (System.IO.File.Exists(uxmlPath))
{
AssetDatabase.DeleteAsset(uxmlPath);
}
}
/// <summary>
/// Test that UIDocument component can be serialized without infinite loops.
/// This test reproduces issue #585 where UIDocument causes infinite loop
/// when both visualTreeAsset and panelSettings are assigned.
///
/// The bug: UIDocument.rootVisualElement returns a VisualElement with circular
/// parent/child references (children[] → child elements → parent → back to parent).
///
/// Note: NUnit [Timeout] will fail this test if serialization hangs.
/// </summary>
[Test]
[Timeout(10000)] // 10 second timeout - if serialization hangs, test fails
public void GetComponentData_UIDocument_WithBothAssetsAssigned_DoesNotHang()
{
// Skip test if we couldn't create the VisualTreeAsset
if (testVisualTreeAsset == null)
{
Assert.Inconclusive("Could not create test VisualTreeAsset - test cannot run");
}
// Arrange - Add UIDocument component with both assets assigned
var uiDocument = testGameObject.AddComponent<UIDocument>();
uiDocument.panelSettings = testPanelSettings;
uiDocument.visualTreeAsset = testVisualTreeAsset;
// Act - This should NOT hang or cause infinite loop
// The [Timeout] attribute will fail the test if it takes too long
object result = GameObjectSerializer.GetComponentData(uiDocument);
// Assert
Assert.IsNotNull(result, "Should return serialized component data");
var resultDict = result as Dictionary<string, object>;
Assert.IsNotNull(resultDict, "Result should be a dictionary");
Assert.AreEqual("UnityEngine.UIElements.UIDocument", resultDict["typeName"]);
}
/// <summary>
/// Test that UIDocument serialization includes expected properties.
/// Verifies the structure matches Camera special handling (typeName, instanceID, properties).
/// </summary>
[Test]
[Timeout(10000)]
public void GetComponentData_UIDocument_ReturnsExpectedProperties()
{
// Skip test if we couldn't create the VisualTreeAsset
if (testVisualTreeAsset == null)
{
Assert.Inconclusive("Could not create test VisualTreeAsset - test cannot run");
}
// Arrange
var uiDocument = testGameObject.AddComponent<UIDocument>();
uiDocument.panelSettings = testPanelSettings;
uiDocument.visualTreeAsset = testVisualTreeAsset;
uiDocument.sortingOrder = 42;
// Act
var result = GameObjectSerializer.GetComponentData(uiDocument);
// Assert
Assert.IsNotNull(result, "Should return serialized component data");
var resultDict = result as Dictionary<string, object>;
Assert.IsNotNull(resultDict, "Result should be a dictionary");
// Check for expected top-level keys (matches Camera special handling structure)
Assert.IsTrue(resultDict.ContainsKey("typeName"), "Should contain typeName");
Assert.IsTrue(resultDict.ContainsKey("instanceID"), "Should contain instanceID");
Assert.IsTrue(resultDict.ContainsKey("properties"), "Should contain properties");
// Verify type name
Assert.AreEqual("UnityEngine.UIElements.UIDocument", resultDict["typeName"],
"typeName should be UIDocument");
// Verify properties dict contains expected keys
var properties = resultDict["properties"] as Dictionary<string, object>;
Assert.IsNotNull(properties, "properties should be a dictionary");
Assert.IsTrue(properties.ContainsKey("panelSettings"), "Should have panelSettings");
Assert.IsTrue(properties.ContainsKey("visualTreeAsset"), "Should have visualTreeAsset");
Assert.IsTrue(properties.ContainsKey("sortingOrder"), "Should have sortingOrder");
Assert.IsTrue(properties.ContainsKey("enabled"), "Should have enabled");
Assert.IsTrue(properties.ContainsKey("_note"), "Should have _note about skipped rootVisualElement");
// CRITICAL: Verify rootVisualElement is NOT included (this is the fix for Issue #585)
Assert.IsFalse(properties.ContainsKey("rootVisualElement"),
"Should NOT include rootVisualElement - it causes circular reference loops");
// Verify asset references use consistent structure (name, instanceID, assetPath)
var panelSettingsRef = properties["panelSettings"] as Dictionary<string, object>;
Assert.IsNotNull(panelSettingsRef, "panelSettings should be serialized as dictionary");
Assert.IsTrue(panelSettingsRef.ContainsKey("name"), "panelSettings should have name");
Assert.IsTrue(panelSettingsRef.ContainsKey("instanceID"), "panelSettings should have instanceID");
}
/// <summary>
/// Test that UIDocument WITHOUT assets assigned doesn't cause issues.
/// This is a baseline test - the bug only occurs with both assets assigned.
/// </summary>
[Test]
public void GetComponentData_UIDocument_WithoutAssets_Succeeds()
{
// Arrange - Add UIDocument component WITHOUT assets
var uiDocument = testGameObject.AddComponent<UIDocument>();
// Don't assign panelSettings or visualTreeAsset
// Act
var result = GameObjectSerializer.GetComponentData(uiDocument);
// Assert
Assert.IsNotNull(result, "Should return serialized component data");
var resultDict = result as Dictionary<string, object>;
Assert.IsNotNull(resultDict, "Result should be a dictionary");
Assert.AreEqual("UnityEngine.UIElements.UIDocument", resultDict["typeName"]);
}
/// <summary>
/// Test that UIDocument with only panelSettings assigned doesn't cause issues.
/// </summary>
[Test]
public void GetComponentData_UIDocument_WithOnlyPanelSettings_Succeeds()
{
// Arrange
var uiDocument = testGameObject.AddComponent<UIDocument>();
uiDocument.panelSettings = testPanelSettings;
// Don't assign visualTreeAsset
// Act
var result = GameObjectSerializer.GetComponentData(uiDocument);
// Assert
Assert.IsNotNull(result, "Should return serialized component data");
}
/// <summary>
/// Test that UIDocument with only visualTreeAsset assigned doesn't cause issues.
/// </summary>
[Test]
public void GetComponentData_UIDocument_WithOnlyVisualTreeAsset_Succeeds()
{
// Skip test if we couldn't create the VisualTreeAsset
if (testVisualTreeAsset == null)
{
Assert.Inconclusive("Could not create test VisualTreeAsset - test cannot run");
}
// Arrange
var uiDocument = testGameObject.AddComponent<UIDocument>();
uiDocument.visualTreeAsset = testVisualTreeAsset;
// Don't assign panelSettings
// Act
var result = GameObjectSerializer.GetComponentData(uiDocument);
// Assert
Assert.IsNotNull(result, "Should return serialized component data");
}
}
}