添加 claude code game studios 到项目
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.claude/skills/test-setup/SKILL.md
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.claude/skills/test-setup/SKILL.md
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---
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name: test-setup
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description: "Scaffold the test framework and CI/CD pipeline for the project's engine. Creates the tests/ directory structure, engine-specific test runner configuration, and GitHub Actions workflow. Run once during Technical Setup phase before the first sprint begins."
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argument-hint: "[force]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Bash, Write
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model: sonnet
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---
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# Test Setup
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This skill scaffolds the automated testing infrastructure for the project.
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It detects the configured engine, generates the appropriate test runner
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configuration, creates the standard directory layout, and wires up CI/CD
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so tests run on every push.
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Run this once during the Technical Setup phase, before any implementation
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begins. A test framework installed at sprint start costs 30 minutes.
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A test framework installed at sprint four costs 3 sprints.
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**Output:** `tests/` directory structure + `.github/workflows/tests.yml`
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---
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## Phase 1: Detect Engine and Existing State
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1. **Read engine config**:
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- Read `.claude/docs/technical-preferences.md` and extract the `Engine:` value.
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- If engine is not configured (`[TO BE CONFIGURED]`), stop:
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"Engine not configured. Run `/setup-engine` first, then re-run `/test-setup`."
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2. **Check for existing test infrastructure**:
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- Glob `tests/` — does the directory exist?
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- Glob `tests/unit/` and `tests/integration/` — do subdirectories exist?
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- Glob `.github/workflows/` — does a CI workflow file exist?
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- Glob `tests/gdunit4_runner.gd` (Godot) or `tests/EditMode/` (Unity) or
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`Source/Tests/` (Unreal) for engine-specific artifacts.
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3. **Report findings**:
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- "Engine: [engine]. Test directory: [found / not found]. CI workflow: [found / not found]."
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- If everything already exists AND `force` argument was not passed:
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"Test infrastructure appears to be in place. Re-run with `/test-setup force`
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to regenerate. Proceeding will not overwrite existing test files."
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If the `force` argument is passed, skip the "already exists" early-exit and
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proceed — but still do not overwrite files that already exist at a given path.
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Only create files that are missing.
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---
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## Phase 2: Present Plan
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Based on the engine detected and the existing state, present a plan:
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```
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## Test Setup Plan — [Engine]
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I will create the following (skipping any that already exist):
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tests/
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unit/ — Isolated unit tests for formulas, state, and logic
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integration/ — Cross-system tests and save/load round-trips
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smoke/ — Critical path test list (15-minute manual gate)
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evidence/ — Screenshot and manual test sign-off records
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README.md — Test framework documentation
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[Engine-specific files — see per-engine details below]
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.github/workflows/tests.yml — CI: run tests on every push to main
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Estimated time: ~5 minutes to create all files.
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```
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Ask: "May I create these files? I will not overwrite any test files that
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already exist at these paths."
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Do not proceed without approval.
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---
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## Phase 3: Create Directory Structure
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After approval, create the following files:
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### `tests/README.md`
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```markdown
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# Test Infrastructure
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**Engine**: [engine name + version]
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**Test Framework**: [GdUnit4 | Unity Test Framework | UE Automation]
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**CI**: `.github/workflows/tests.yml`
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**Setup date**: [date]
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## Directory Layout
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```
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tests/
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unit/ # Isolated unit tests (formulas, state machines, logic)
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integration/ # Cross-system and save/load tests
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smoke/ # Critical path test list for /smoke-check gate
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evidence/ # Screenshot logs and manual test sign-off records
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```
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## Running Tests
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[Engine-specific command — see below]
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## Test Naming
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- **Files**: `[system]_[feature]_test.[ext]`
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- **Functions**: `test_[scenario]_[expected]`
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- **Example**: `combat_damage_test.gd` → `test_base_attack_returns_expected_damage()`
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## Story Type → Test Evidence
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| Story Type | Required Evidence | Location |
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|---|---|---|
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| Logic | Automated unit test — must pass | `tests/unit/[system]/` |
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| Integration | Integration test OR playtest doc | `tests/integration/[system]/` |
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| Visual/Feel | Screenshot + lead sign-off | `tests/evidence/` |
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| UI | Manual walkthrough OR interaction test | `tests/evidence/` |
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| Config/Data | Smoke check pass | `production/qa/smoke-*.md` |
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## CI
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Tests run automatically on every push to `main` and on every pull request.
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A failed test suite blocks merging.
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```
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```
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### Engine-specific files
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#### Godot 4 (`Engine: Godot`)
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Create `tests/gdunit4_runner.gd`:
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```gdscript
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# GdUnit4 test runner — invoked by CI and /smoke-check
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# Usage: godot --headless --script tests/gdunit4_runner.gd
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extends SceneTree
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func _init() -> void:
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var runner := load("res://addons/gdunit4/GdUnitRunner.gd")
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if runner == null:
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push_error("GdUnit4 not found. Install via AssetLib or addons/.")
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quit(1)
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return
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var instance = runner.new()
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instance.run_tests()
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quit(0)
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```
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Create `tests/unit/.gdignore_placeholder` with content:
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`# Unit tests go here — one subdirectory per system (e.g., tests/unit/combat/)`
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Create `tests/integration/.gdignore_placeholder` with content:
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`# Integration tests go here — one subdirectory per system`
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Note in the README: **Installing GdUnit4**
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```
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1. Open Godot → AssetLib → search "GdUnit4" → Download & Install
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2. Enable the plugin: Project → Project Settings → Plugins → GdUnit4 ✓
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3. Restart the editor
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4. Verify: res://addons/gdunit4/ exists
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```
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#### Unity (`Engine: Unity`)
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Create `tests/EditMode/` placeholder file `tests/EditMode/README.md`:
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```markdown
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# Edit Mode Tests
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Unit tests that run without entering Play Mode.
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Use for pure logic: formulas, state machines, data validation.
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Assembly definition required: `tests/EditMode/EditModeTests.asmdef`
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```
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Create `tests/PlayMode/README.md`:
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```markdown
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# Play Mode Tests
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Integration tests that run in a real game scene.
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Use for cross-system interactions, physics, and coroutines.
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Assembly definition required: `tests/PlayMode/PlayModeTests.asmdef`
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```
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Note in the README: **Enabling Unity Test Framework**
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```
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Window → General → Test Runner
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(Unity Test Framework is included by default in Unity 2019+)
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```
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#### Unreal Engine (`Engine: Unreal` or `Engine: UE5`)
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Create `Source/Tests/README.md`:
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```markdown
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# Unreal Automation Tests
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Tests use the UE Automation Testing Framework.
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Run via: Session Frontend → Automation → select "MyGame." tests
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Or headlessly: UnrealEditor -nullrhi -ExecCmds="Automation RunTests MyGame.; Quit"
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Test class naming: F[SystemName]Test
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Test category naming: "MyGame.[System].[Feature]"
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```
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---
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## Phase 4: Create CI/CD Workflow
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### Godot 4
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Create `.github/workflows/tests.yml`:
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```yaml
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name: Automated Tests
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on:
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push:
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branches: [main]
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pull_request:
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branches: [main]
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jobs:
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test:
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name: Run GdUnit4 Tests
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runs-on: ubuntu-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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lfs: true
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- name: Run GdUnit4 Tests
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uses: MikeSchulze/gdUnit4-action@v1
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with:
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godot-version: '[VERSION FROM docs/engine-reference/godot/VERSION.md]'
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paths: |
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tests/unit
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tests/integration
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report-name: test-results
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- name: Upload Test Results
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if: always()
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uses: actions/upload-artifact@v4
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with:
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name: test-results
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path: reports/
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```
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### Unity
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Create `.github/workflows/tests.yml`:
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```yaml
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name: Automated Tests
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on:
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push:
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branches: [main]
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pull_request:
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branches: [main]
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jobs:
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test:
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name: Run Unity Tests
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runs-on: ubuntu-latest
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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lfs: true
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- name: Run Edit Mode Tests
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uses: game-ci/unity-test-runner@v4
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env:
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UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
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with:
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testMode: editmode
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artifactsPath: test-results/editmode
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- name: Run Play Mode Tests
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uses: game-ci/unity-test-runner@v4
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env:
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UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
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with:
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testMode: playmode
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artifactsPath: test-results/playmode
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- name: Upload Test Results
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if: always()
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uses: actions/upload-artifact@v4
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with:
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name: test-results
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path: test-results/
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```
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Note: Unity CI requires a `UNITY_LICENSE` secret. Add to GitHub repository
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secrets before the first CI run.
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### Unreal Engine
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Create `.github/workflows/tests.yml`:
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```yaml
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name: Automated Tests
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on:
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push:
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branches: [main]
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pull_request:
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branches: [main]
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jobs:
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test:
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name: Run UE Automation Tests
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runs-on: self-hosted # UE requires a local runner with the editor installed
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steps:
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- name: Checkout
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uses: actions/checkout@v4
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with:
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lfs: true
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- name: Run Automation Tests
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run: |
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"$UE_EDITOR_PATH" "${{ github.workspace }}/[ProjectName].uproject" \
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-nullrhi -nosound \
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-ExecCmds="Automation RunTests MyGame.; Quit" \
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-log -unattended
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shell: bash
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- name: Upload Logs
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if: always()
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uses: actions/upload-artifact@v4
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with:
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name: test-logs
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path: Saved/Logs/
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```
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Note: UE CI requires a self-hosted runner with Unreal Editor installed.
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Set the `UE_EDITOR_PATH` environment variable on the runner.
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---
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## Phase 5: Create Smoke Test Seed
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Create `tests/smoke/critical-paths.md`:
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```markdown
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# Smoke Test: Critical Paths
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**Purpose**: Run these 10-15 checks in under 15 minutes before any QA hand-off.
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**Run via**: `/smoke-check` (which reads this file)
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**Update**: Add new entries when new core systems are implemented.
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## Core Stability (always run)
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1. Game launches to main menu without crash
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2. New game / session can be started from the main menu
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3. Main menu responds to all inputs without freezing
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## Core Mechanic (update per sprint)
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<!-- Add the primary mechanic for each sprint here as it is implemented -->
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<!-- Example: "Player can move, jump, and the camera follows correctly" -->
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4. [Primary mechanic — update when first core system is implemented]
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## Data Integrity
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5. Save game completes without error (once save system is implemented)
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6. Load game restores correct state (once load system is implemented)
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## Performance
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7. No visible frame rate drops on target hardware (60fps target)
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8. No memory growth over 5 minutes of play (once core loop is implemented)
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```
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---
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## Phase 6: Post-Setup Summary
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After writing all files, report:
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```
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Test infrastructure created for [engine].
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Files created:
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- tests/README.md
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- tests/unit/ (directory)
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- tests/integration/ (directory)
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- tests/smoke/critical-paths.md
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- tests/evidence/ (directory)
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[engine-specific files]
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- .github/workflows/tests.yml
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Next steps:
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1. [Engine-specific install step, e.g., "Install GdUnit4 via AssetLib"]
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2. Write your first test: create tests/unit/[first-system]/[system]_test.[ext]
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3. Run `/qa-plan sprint` before your first sprint to classify stories and set
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test evidence requirements
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4. `/smoke-check` before every QA hand-off
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Gate note: /gate-check Technical Setup → Pre-Production now requires:
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- tests/ directory with unit/ and integration/ subdirectories
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- .github/workflows/tests.yml
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- At least one example test file
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Run /test-setup and write one example test before advancing.
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Verdict: **COMPLETE** — test framework scaffolded and CI/CD wired up.
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```
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---
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## Collaborative Protocol
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- **Never overwrite existing test files** — only create files that are missing.
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If a test runner file exists, leave it as-is.
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- **Always ask before creating files** — Phase 2 requires explicit approval.
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- **Engine detection is non-negotiable** — if the engine is not configured,
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stop and redirect to `/setup-engine`. Do not guess.
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- **`force` flag skips the "already exists" early-exit but never overwrites.**
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It means "create any missing files even if the directory already exists."
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- For Unity CI, note that the `UNITY_LICENSE` secret must be configured
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manually. Do not attempt to automate license management.
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Block a user