ext-apps/examples/threejs-server/server.ts
Olivier Chafik c9e37204de
tests: add Playwright E2E tests with screenshot golden testing (+ fix examples session handling) (#115)
* Add Playwright E2E tests with screenshot golden testing

- Add E2E tests for all 8 MCP server examples
- Screenshot golden images for visual regression testing
- CI workflow for running E2E tests
- npm scripts: test:e2e, test:e2e:update, test:e2e:ui

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Co-Authored-By: Claude <noreply@anthropic.com>

* Add default demo code for Three.js example

When no code is provided, show a rotating green cube demo.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Add E2E testing documentation to CONTRIBUTING.md

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Co-Authored-By: Claude <noreply@anthropic.com>

* Update Three.js golden screenshot with 3D cube

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Co-Authored-By: Claude <noreply@anthropic.com>

* Add explicit permissions to CI workflow

Set minimal read-only permissions for security best practices.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Fix test.setTimeout() to be inside describe blocks

Playwright requires setTimeout to be called within a test or describe block.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Simplify E2E tests - remove excessive timeouts

- Remove explicit setTimeout calls (default 30s is sufficient)
- Replace waitForTimeout(5000/6000) with proper waitForAppLoad()
- Wait for inner iframe visibility instead of fixed delays
- Keep only 500ms stabilization for screenshot animations

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Co-Authored-By: Claude <noreply@anthropic.com>

* Auto-generate missing snapshots in CI

Use updateSnapshots: 'missing' in CI to handle cross-platform
screenshot differences (macOS vs Linux).

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Co-Authored-By: Claude <noreply@anthropic.com>

* Use platform-agnostic golden screenshots

- Remove -chromium-darwin suffix from snapshot filenames
- Configure snapshotPathTemplate for cross-platform compatibility
- Increase tolerance to 5% for rendering differences between platforms

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Co-Authored-By: Claude <noreply@anthropic.com>

* Refactor tests to use forEach instead of for-of loop

May help with Playwright test discovery issues in CI.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Use npm ci and list reporter in CI

- Use npm ci for exact package versions
- Use --reporter=list instead of html to avoid potential re-evaluation issues
- Only upload test-results on failure

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Co-Authored-By: Claude <noreply@anthropic.com>

* Exclude e2e tests from bun test

Run bun test only on src/ directory to avoid running Playwright tests
with Bun's test runner.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Fix prettier formatting

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Co-Authored-By: Claude <noreply@anthropic.com>

* Add interaction tests for basic server apps

Test that clicking buttons in the MCP App triggers the corresponding
host callbacks:
- Send Message → host logs "Message from MCP App"
- Send Log → host logs "Log message from MCP App"
- Open Link → host logs "Open link request"

Tests both React and Vanilla JS implementations.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Mask dynamic content in E2E screenshot tests

Add Playwright mask option to handle servers with dynamic/random content:
- basic-react/vanillajs: mask server time display
- system-monitor: mask CPU chart, memory stats, uptime
- cohort-heatmap: mask heatmap grid (random data)
- customer-segmentation: mask scatter chart (random data)

This addresses PR feedback about handling examples with non-deterministic
output. Masking replaces the previous 10% tolerance with proper exclusion
of dynamic elements, allowing tighter 1% tolerance for the rest of the UI.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Add wiki-explorer to E2E tests with default URL param

- Add default URL "https://en.wikipedia.org/wiki/Model_Context_Protocol" to
  wiki-explorer-server's get-first-degree-links tool inputSchema
- Update basic-host to automatically populate input field with tool defaults
  extracted from inputSchema.properties
- Add wiki-explorer-server to E2E test suite with dynamic masking for the
  force-directed graph

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Co-Authored-By: Claude <noreply@anthropic.com>

* Use .default() for threejs tool schema instead of .optional()

This exposes the default code and height values in the JSON Schema,
allowing basic-host to auto-populate the input field with defaults.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Enable parallel E2E tests with timeouts and canvas masking

- Enable fullyParallel with 4 workers locally (2 in CI)
- Add 30s timeout per test
- Mask threejs canvas for stable screenshots
- Update snapshots to reflect default values in input fields

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Co-Authored-By: Claude <noreply@anthropic.com>

* Add pre-commit check for private registry URLs in package-lock.json

Same check as in CI to catch issues before push.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Increase screenshot diff tolerance to 6% for cross-platform rendering

Font rendering differs between macOS and Linux, causing ~5% pixel differences.

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Co-Authored-By: Claude <noreply@anthropic.com>

* Revert pre-commit artifactory check (moved to separate PR #133)

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Co-Authored-By: Claude <noreply@anthropic.com>

* Format threejs server.ts

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Co-Authored-By: Claude <noreply@anthropic.com>

* Update CONTRIBUTING.md to reflect platform-agnostic screenshots

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Co-Authored-By: Claude <noreply@anthropic.com>

* fix(e2e): use factory pattern for MCP servers to support parallel connections

McpServer only supports one transport at a time. When multiple browser
contexts connected in parallel, calling server.connect(transport) for
each session overwrote the previous transport's callbacks, causing
connection corruption and test timeouts.

Changes:
- server-utils.ts: accept factory function instead of single instance
- All 9 example servers: wrap server creation in createServer() function
- playwright.config.ts: re-enable parallel execution (4 workers)
- servers.spec.ts: add toBeEnabled wait for server connection
- Update screenshot baselines for basic-vanillajs and cohort-heatmap

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-13 20:57:27 +00:00

231 lines
6.2 KiB
TypeScript

/**
* Three.js MCP Server
*
* Provides tools for rendering interactive 3D scenes using Three.js.
*/
import { McpServer } from "@modelcontextprotocol/sdk/server/mcp.js";
import { StdioServerTransport } from "@modelcontextprotocol/sdk/server/stdio.js";
import type { ReadResourceResult } from "@modelcontextprotocol/sdk/types.js";
import fs from "node:fs/promises";
import path from "node:path";
import { z } from "zod";
import { RESOURCE_MIME_TYPE, RESOURCE_URI_META_KEY } from "../../dist/src/app";
import { startServer } from "../shared/server-utils.js";
const DIST_DIR = path.join(import.meta.dirname, "dist");
// Default code example for the Three.js widget
const DEFAULT_THREEJS_CODE = `const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setSize(width, height);
renderer.setClearColor(0x1a1a2e);
const cube = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshStandardMaterial({ color: 0x00ff88 })
);
scene.add(cube);
scene.add(new THREE.DirectionalLight(0xffffff, 1));
scene.add(new THREE.AmbientLight(0x404040));
camera.position.z = 3;
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();`;
const THREEJS_DOCUMENTATION = `# Three.js Widget Documentation
## Available Globals
- \`THREE\` - Three.js library (r181)
- \`canvas\` - Pre-created canvas element
- \`width\`, \`height\` - Canvas dimensions in pixels
- \`OrbitControls\` - Interactive camera controls
- \`EffectComposer\`, \`RenderPass\`, \`UnrealBloomPass\` - Post-processing effects
## Basic Template
\`\`\`javascript
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setSize(width, height);
renderer.setClearColor(0x1a1a2e); // Dark background
// Add objects here...
camera.position.z = 5;
renderer.render(scene, camera); // Static render
\`\`\`
## Example: Rotating Cube with Lighting
\`\`\`javascript
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setSize(width, height);
renderer.setClearColor(0x1a1a2e);
const cube = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshStandardMaterial({ color: 0x00ff88 })
);
scene.add(cube);
// Lighting - keep intensity at 1 or below
scene.add(new THREE.DirectionalLight(0xffffff, 1));
scene.add(new THREE.AmbientLight(0x404040));
camera.position.z = 3;
function animate() {
requestAnimationFrame(animate);
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render(scene, camera);
}
animate();
\`\`\`
## Example: Interactive OrbitControls
\`\`\`javascript
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true });
renderer.setSize(width, height);
renderer.setClearColor(0x2d2d44);
const controls = new OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
const sphere = new THREE.Mesh(
new THREE.SphereGeometry(1, 32, 32),
new THREE.MeshStandardMaterial({ color: 0xff6b6b, roughness: 0.4 })
);
scene.add(sphere);
scene.add(new THREE.DirectionalLight(0xffffff, 1));
scene.add(new THREE.AmbientLight(0x404040));
camera.position.z = 4;
function animate() {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
}
animate();
\`\`\`
## Tips
- Always set \`renderer.setClearColor()\` to a dark color
- Keep light intensity ≤ 1 to avoid washed-out scenes
- Use \`MeshStandardMaterial\` for realistic lighting
- For animations, use \`requestAnimationFrame\`
`;
const resourceUri = "ui://threejs/mcp-app.html";
/**
* Creates a new MCP server instance with tools and resources registered.
* Each HTTP session needs its own server instance because McpServer only supports one transport.
*/
function createServer(): McpServer {
const server = new McpServer({
name: "Three.js Server",
version: "1.0.0",
});
// Tool 1: show_threejs_scene
server.registerTool(
"show_threejs_scene",
{
title: "Show Three.js Scene",
description:
"Render an interactive 3D scene with custom Three.js code. Available globals: THREE, OrbitControls, EffectComposer, RenderPass, UnrealBloomPass, canvas, width, height.",
inputSchema: {
code: z
.string()
.default(DEFAULT_THREEJS_CODE)
.describe("JavaScript code to render the 3D scene"),
height: z
.number()
.int()
.positive()
.default(400)
.describe("Height in pixels"),
},
_meta: { [RESOURCE_URI_META_KEY]: resourceUri },
},
async ({ code, height }) => {
return {
content: [
{
type: "text",
text: JSON.stringify({ code, height }),
},
],
};
},
);
// Tool 2: learn_threejs
server.registerTool(
"learn_threejs",
{
title: "Learn Three.js",
description:
"Get documentation and examples for using the Three.js widget",
inputSchema: {},
},
async () => {
return {
content: [{ type: "text", text: THREEJS_DOCUMENTATION }],
};
},
);
// Resource registration
server.registerResource(
resourceUri,
resourceUri,
{ description: "Three.js Widget UI" },
async (): Promise<ReadResourceResult> => {
const html = await fs.readFile(
path.join(DIST_DIR, "mcp-app.html"),
"utf-8",
);
return {
contents: [
{
uri: resourceUri,
mimeType: RESOURCE_MIME_TYPE,
text: html,
},
],
};
},
);
return server;
}
async function main() {
if (process.argv.includes("--stdio")) {
await createServer().connect(new StdioServerTransport());
} else {
const port = parseInt(process.env.PORT ?? "3108", 10);
await startServer(createServer, { port, name: "Three.js Server" });
}
}
main().catch((e) => {
console.error(e);
process.exit(1);
});