从开发到生产:MCP Inspector VR测试环境完整方案

从开发到生产:MCP Inspector VR测试环境完整方案

【免费下载链接】inspector Visual testing tool for MCP servers 【免费下载链接】inspector 项目地址: https://gitcode.com/gh_mirrors/inspector1/inspector

一、核心架构设计

MCP Inspector VR测试环境采用分层架构,实现前端与后端的松耦合集成:

mermaid

关键技术栈

  • 前端框架:React + TypeScript
  • 3D渲染:Three.js (r160.0)
  • WebXR支持:@types/webxr (0.5.16)
  • MCP SDK:@modelcontextprotocol/sdk (最新版)
二、环境搭建与依赖管理

项目初始化

# 创建React应用
npx create-react-app mcp-vr-inspector --template typescript

# 安装核心依赖
cd mcp-vr-inspector
npm install three@0.160.0
npm install @types/webxr@0.5.16
npm install @modelcontextprotocol/sdk@latest

构建配置vite.config.ts):

import { defineConfig } from 'vite';
import react from '@vitejs/plugin-react';
import { resolve } from 'path';

export default defineConfig({
  plugins: [react()],
  build: {
    rollupOptions: {
      input: {
        main: resolve(__dirname, 'index.html'),
        vr: resolve(__dirname, 'src/vr-entry.html')
      },
      output: {
        manualChunks: {
          threejs: ['three'],
          webxr: ['@types/webxr'],
          vrcomponents: [
            './src/components/vr/VRTestPanel.tsx',
            './src/components/vr/MCPVRDataSync.tsx'
          ]
        }
      }
    }
  },
  define: {
    __VR_SUPPORT__: JSON.stringify(true)
  },
  optimizeDeps: {
    include: ['three', '@types/webxr']
  }
});
三、核心功能实现
1. Three.js 3D可视化引擎
// client/src/components/VRTestPanel.tsx
import React, { useEffect, useRef, useState } from 'react';
import * as THREE from 'three';
import { VRButton } from 'three/addons/webxr/VRButton.js';
import { MCPConnection } from '@/lib/hooks/useConnection';

export const VRTestPanel: React.FC<{ connection: MCPConnection; resourceId?: string }> = ({ connection, resourceId }) => {
  const containerRef = useRef<HTMLDivElement>(null);
  const [isVRMode, setIsVRMode] = useState(false);
  
  // Three.js核心对象
  const scene = useRef(new THREE.Scene());
  const camera = useRef(new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000));
  const renderer = useRef<THREE.WebGLRenderer | null>(null);
  
  // 初始化Three.js场景
  useEffect(() => {
    if (!containerRef.current) return;
    
    // 创建渲染器
    renderer.current = new THREE.WebGLRenderer({ antialias: true });
    renderer.current.setSize(containerRef.current.clientWidth, containerRef.current.clientHeight);
    renderer.current.xr.enabled = true;
    containerRef.current.appendChild(renderer.current.domElement);
    
    // 添加VR进入按钮
    const vrButton = VRButton.createButton(renderer.current);
    containerRef.current.appendChild(vrButton);
    
    // 设置相机位置
    camera.current.position.z = 5;
    
    // 添加环境光
    const ambientLight = new THREE.AmbientLight(0xffffff, 0.5);
    scene.current.add(ambientLight);
    
    // 窗口大小调整处理
    const handleResize = () => {
      if (!containerRef.current || !camera.current || !renderer.current) return;
      
      camera.current.aspect = containerRef.current.clientWidth / containerRef.current.clientHeight;
      camera.current.updateProjectionMatrix();
      renderer.current.setSize(containerRef.current.clientWidth, containerRef.current.clientHeight);
    };
    
    window.addEventListener('resize', handleResize);
    
    // 渲染循环
    const animate = () => {
      renderer.current?.setAnimationLoop(() => {
        renderer.current?.render(scene.current, camera.current);
      });
    };
    
    animate();
    
    return () => {
      window.removeEventListener('resize', handleResize);
      containerRef.current?.removeChild(renderer.current?.domElement as Node);
      containerRef.current?.removeChild(vrButton);
      renderer.current?.dispose();
    };
  }, []);
  
  // 其他逻辑省略...
  
  return (
    <div className="vr-test-panel" ref={containerRef} style={{ width: '100%', height: '500px' }}>
      {!isVRMode && (
        <div className="vr-hint">
          点击"ENTER VR"按钮进入虚拟现实模式
        </div>
      )}
    </div>
  );
};
2. WebXR设备适配与交互
// client/src/lib/webxr/vrSessionManager.ts
import { useEffect, useState, useCallback } from 'react';

export type XRDeviceType = 'headset' | 'handheld' | 'none';
export type XRInputSource = { id: string; type: 'gamepad' | 'hand' | 'pointer'; controller?: THREE.Group };

export const useXRSession = () => {
  const [isSupported, setIsSupported] = useState(false);
  const [isSessionActive, setIsSessionActive] = useState(false);
  const [deviceType, setDeviceType] = useState<XRDeviceType>('none');
  const [inputSources, setInputSources] = useState<XRInputSource[]>([]);
  
  // 检测WebXR支持
  useEffect(() => {
    if (navigator.xr) {
      navigator.xr.isSessionSupported('immersive-vr')
        .then(supported => {
          setIsSupported(supported);
          if (supported) setDeviceType('headset');
        });
    }
  }, []);
  
  // 创建XR会话
  const startXRSession = useCallback(async (renderer: THREE.WebGLRenderer) => {
    if (!isSupported || isSessionActive) return;
    
    try {
      const session = await navigator.xr.requestSession('immersive-vr', {
        requiredFeatures: ['local-floor', 'hand-tracking'],
        optionalFeatures: ['layers', 'anchors']
      });
      
      renderer.xr.setSession(session);
      session.addEventListener('end', () => setIsSessionActive(false));
      setIsSessionActive(true);
      
      return session;
    } catch (error) {
      console.error('XR session failed:', error);
      return null;
    }
  }, [isSupported, isSessionActive]);
  
  // 其他逻辑省略...
  
  return {
    isSupported, isSessionActive, deviceType, inputSources, startXRSession
  };
};
3. MCP数据同步与可视化
// client/src/lib/threejs/mcpDataConverter.ts
import * as THREE from 'three';
import { ResourceUpdatedNotification } from '@modelcontextprotocol/sdk/types';

export class MCPDataConverter {
  private objectCache: Map<string, THREE.Object3D> = new Map();
  
  convertResource(data: ResourceUpdatedNotification): THREE.Object3D | null {
    const resourceId = data.ref.id;
    
    if (this.objectCache.has(resourceId)) {
      return this.updateExistingObject(resourceId, data);
    }
    
    switch (data.type) {
      case 'mesh':
        return this.createMeshObject(resourceId, data);
      case 'point-cloud':
        return this.createPointCloud(resourceId, data);
      default:
        console.warn(`Unsupported resource type: ${data.type}`);
        return null;
    }
  }
  
  private createMeshObject(resourceId: string, data: any): THREE.Mesh {
    const geometry = new THREE.BoxGeometry(
      data.properties.size?.x || 1,
      data.properties.size?.y || 1,
      data.properties.size?.z || 1
    );
    
    const material = new THREE.MeshStandardMaterial({
      color: data.properties.color || 0x00ff00,
      transparent: data.properties.opacity !== undefined,
      opacity: data.properties.opacity ?? 1
    });
    
    const mesh = new THREE.Mesh(geometry, material);
    mesh.position.set(data.position?.x || 0, data.position?.y || 0, data.position?.z || 0);
    mesh.userData.resourceId = resourceId;
    
    this.objectCache.set(resourceId, mesh);
    return mesh;
  }
  
  // 其他方法实现省略...
}
4. 性能优化策略
// client/src/lib/threejs/VRPerformanceOptimizer.ts
import * as THREE from 'three';

export class VRPerformanceOptimizer {
  private renderer: THREE.WebGLRenderer;
  private scene: THREE.Scene;
  private camera: THREE.Camera;
  private settings: {
    enableLOD: boolean;
    enableInstancing: boolean;
    enableFrustumCulling: boolean;
    maxFrameRate: number;
    resolutionScale: number;
  };
  
  constructor(
    renderer: THREE.WebGLRenderer,
    scene: THREE.Scene,
    camera: THREE.Camera,
    settings?: Partial<typeof VRPerformanceOptimizer.prototype.settings>
  ) {
    this.renderer = renderer;
    this.scene = scene;
    this.camera = camera;
    
    this.settings = {
      enableLOD: true,
      enableInstancing: true,
      enableFrustumCulling: true,
      maxFrameRate: 90,
      resolutionScale: 1.0,
      ...settings
    };
    
    this.applyPerformanceSettings();
  }
  
  applyPerformanceSettings(): void {
    this.renderer.setPixelRatio(window.devicePixelRatio * this.settings.resolutionScale);
    this.scene.frustumCulled = this.settings.enableFrustumCulling;
  }
  
  // 其他优化方法省略...
}
四、部署与扩展
1. 生产环境构建
# 构建优化的生产版本
npm run build
2. 性能监控组件
// client/src/components/vr/VRPerformanceMonitor.tsx
import React, { useEffect, useRef, useState } from 'react';

export const VRPerformanceMonitor: React.FC<{ optimizer: VRPerformanceOptimizer }> = ({ optimizer }) => {
  const [performanceData, setPerformanceData] = useState({
    fps: 0, frameTime: 0, objectCount: 0, triangleCount: 0
  });
  
  useEffect(() => {
    const interval = setInterval(() => {
      const stats = optimizer.analyzeAndOptimize();
      setPerformanceData({
        fps: stats.fps,
        frameTime: stats.frameTime,
        objectCount: stats.objectCount,
        triangleCount: stats.triangleCount
      });
    }, 1000);
    
    return () => clearInterval(interval);
  }, [optimizer]);
  
  return (
    <div className="vr-performance-monitor" style={{
      position: 'absolute', bottom: '20px', right: '20px',
      backgroundColor: 'rgba(0,0,0,0.7)', color: 'white',
      padding: '10px', borderRadius: '8px', fontSize: '12px'
    }}>
      <div>FPS: {performanceData.fps.toFixed(1)}</div>
      <div>帧时间: {performanceData.frameTime.toFixed(1)}ms</div>
      <div>对象数: {performanceData.objectCount}</div>
    </div>
  );
};
五、总结与未来方向

关键价值

  • 突破传统2D界面限制,实现三维空间可视化
  • 支持多设备兼容,提供沉浸式交互体验
  • 实时数据同步,确保测试环境与MCP服务器一致
  • 可扩展性能优化,适应大规模场景测试

未来扩展方向

  1. AI辅助测试:自动生成测试用例与交互流程
  2. 多用户协作:支持远程团队在同一虚拟空间协作
  3. 物理引擎集成:增强虚拟环境交互真实感
  4. 脑机接口支持:探索新型输入方式提升交互效率

通过本文方案,开发者可快速构建专业级VR测试环境,显著提升MCP服务器测试效率与质量。随着WebXR技术的发展,虚拟现实测试将成为MCP开发与维护的核心工具链。

完整代码已整合至GitHub仓库: https://github.com/modelcontextprotocol/mcp-vr-inspector

【免费下载链接】inspector Visual testing tool for MCP servers 【免费下载链接】inspector 项目地址: https://gitcode.com/gh_mirrors/inspector1/inspector

创作声明:本文部分内容由AI辅助生成(AIGC),仅供参考

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值