feat: security overhaul (proxy ssrf fix, streaming sanitization, docker optimization)

This commit is contained in:
Michael committed 2026-01-07 08:43:33 +01:00
1 parent 6d87ada2b8
commit 8df9a37baa
810 files changed
+131090 -151

No files matched your search

@@ -0,0 +1,220 @@
# Balance Testing for Games
## Overview
Balance testing validates that your game's systems create fair, engaging, and appropriately challenging experiences. It covers difficulty, economy, progression, and competitive balance.
## Types of Balance
### Difficulty Balance
- Is the game appropriately challenging?
- Does difficulty progress smoothly?
- Are difficulty spikes intentional?
### Economy Balance
- Is currency earned at the right rate?
- Are prices fair for items/upgrades?
- Can the economy be exploited?
### Progression Balance
- Does power growth feel satisfying?
- Are unlocks paced well?
- Is there meaningful choice in builds?
### Competitive Balance
- Are all options viable?
- Is there a dominant strategy?
- Do counters exist for strong options?
## Balance Testing Methods
### Spreadsheet Modeling
Before implementation, model systems mathematically:
- DPS calculations
- Time-to-kill analysis
- Economy simulations
- Progression curves
### Automated Simulation
Run thousands of simulated games:
- AI vs AI battles
- Economy simulations
- Progression modeling
- Monte Carlo analysis
### Telemetry Analysis
Gather data from real players:
- Win rates by character/weapon/strategy
- Currency flow analysis
- Completion rates by level
- Time to reach milestones
### Expert Testing
High-skill players identify issues:
- Exploits and degenerate strategies
- Underpowered options
- Skill ceiling concerns
- Meta predictions
## Key Balance Metrics
### Combat Balance
| Metric | Target | Red Flag |
| ------------------------- | ------------------- | ------------------------- |
| Win rate (symmetric) | 50% | <45% or >55% |
| Win rate (asymmetric) | Varies by design | Outliers by >10% |
| Time-to-kill | Design dependent | Too fast = no counterplay |
| Damage dealt distribution | Even across options | One option dominates |
### Economy Balance
| Metric | Target | Red Flag |
| -------------------- | -------------------- | ------------------------------- |
| Currency earned/hour | Design dependent | Too fast = trivializes content |
| Item purchase rate | Healthy distribution | Nothing bought = bad prices |
| Currency on hand | Healthy churn | Hoarding = nothing worth buying |
| Premium currency | Reasonable value | Pay-to-win concerns |
### Progression Balance
| Metric | Target | Red Flag |
| ------------------ | ---------------------- | ---------------------- |
| Time to max level | Design dependent | Too fast = no journey |
| Power growth curve | Smooth, satisfying | Flat periods = boring |
| Build diversity | Multiple viable builds | One "best" build |
| Content completion | Healthy progression | Walls or trivial skips |
## Balance Testing Process
### 1. Define Design Intent
- What experience are you creating?
- What should feel powerful?
- What trade-offs should exist?
### 2. Model Before Building
- Spreadsheet the math
- Simulate outcomes
- Identify potential issues
### 3. Test Incrementally
- Test each system in isolation
- Then test systems together
- Then test at scale
### 4. Gather Data
- Internal playtesting
- Telemetry from beta
- Expert feedback
### 5. Iterate
- Adjust based on data
- Re-test changes
- Document rationale
## Common Balance Issues
### Power Creep
- **Symptom:** New content is always stronger
- **Cause:** Fear of releasing weak content
- **Fix:** Sidegrades over upgrades, periodic rebalancing
### Dominant Strategy
- **Symptom:** One approach beats all others
- **Cause:** Insufficient counters, math oversight
- **Fix:** Add counters, nerf dominant option, buff alternatives
### Feast or Famine
- **Symptom:** Players either crush or get crushed
- **Cause:** Snowball mechanics, high variance
- **Fix:** Comeback mechanics, reduce variance
### Analysis Paralysis
- **Symptom:** Too many options, players can't choose
- **Cause:** Over-complicated systems
- **Fix:** Simplify, provide recommendations
## Balance Tools
### Spreadsheets
- Model DPS, TTK, economy
- Simulate progression
- Compare options side-by-side
### Simulation Frameworks
- Monte Carlo for variance
- AI bots for combat testing
- Economy simulations
### Telemetry Systems
- Track player choices
- Measure outcomes
- A/B test changes
### Visualization
- Graphs of win rates over time
- Heat maps of player deaths
- Flow charts of progression
## Balance Testing Checklist
### Pre-Launch
- [ ] Core systems modeled in spreadsheets
- [ ] Internal playtesting complete
- [ ] No obvious dominant strategies
- [ ] Difficulty curve feels right
- [ ] Economy tested for exploits
- [ ] Progression pacing validated
### Live Service
- [ ] Telemetry tracking key metrics
- [ ] Regular balance reviews scheduled
- [ ] Player feedback channels monitored
- [ ] Hotfix process for critical issues
- [ ] Communication plan for changes
## Communicating Balance Changes
### Patch Notes Best Practices
- Explain the "why" not just the "what"
- Use concrete numbers when possible
- Acknowledge player concerns
- Set expectations for future changes
### Example
```
**Sword of Valor - Damage reduced from 100 to 85**
Win rate for Sword users was 58%, indicating it was
overperforming. This brings it in line with other weapons
while maintaining its identity as a high-damage option.
We'll continue monitoring and adjust if needed.
```
@@ -0,0 +1,319 @@
# Platform Certification Testing Guide
## Overview
Certification testing ensures games meet platform holder requirements (Sony TRC, Microsoft XR, Nintendo Guidelines). Failing certification delays launch and costs money—test thoroughly before submission.
## Platform Requirements Overview
### Major Platforms
| Platform | Requirements Doc | Submission Portal |
| --------------- | -------------------------------------- | ------------------------- |
| PlayStation | TRC (Technical Requirements Checklist) | PlayStation Partners |
| Xbox | XR (Xbox Requirements) | Xbox Partner Center |
| Nintendo Switch | Guidelines | Nintendo Developer Portal |
| Steam | Guidelines (less strict) | Steamworks |
| iOS | App Store Guidelines | App Store Connect |
| Android | Play Store Policies | Google Play Console |
## Common Certification Categories
### Account and User Management
```
REQUIREMENT: User Switching
GIVEN user is playing game
WHEN system-level user switch occurs
THEN game handles transition gracefully
AND no data corruption
AND correct user data loads
REQUIREMENT: Guest Accounts
GIVEN guest user plays game
WHEN guest makes progress
THEN progress is not saved to other accounts
AND appropriate warnings displayed
REQUIREMENT: Parental Controls
GIVEN parental controls restrict content
WHEN restricted content is accessed
THEN content is blocked or modified
AND appropriate messaging shown
```
### System Events
```
REQUIREMENT: Suspend/Resume (PS4/PS5)
GIVEN game is running
WHEN console enters rest mode
AND console wakes from rest mode
THEN game resumes correctly
AND network reconnects if needed
AND no audio/visual glitches
REQUIREMENT: Controller Disconnect
GIVEN player is in gameplay
WHEN controller battery dies
THEN game pauses immediately
AND reconnect prompt appears
AND gameplay resumes when connected
REQUIREMENT: Storage Full
GIVEN storage is nearly full
WHEN game attempts save
THEN graceful error handling
AND user informed of issue
AND no data corruption
```
### Network Requirements
```
REQUIREMENT: PSN/Xbox Live Unavailable
GIVEN online features
WHEN platform network is unavailable
THEN offline features still work
AND appropriate error messages
AND no crashes
REQUIREMENT: Network Transition
GIVEN active online session
WHEN network connection lost
THEN graceful handling
AND reconnection attempted
AND user informed of status
REQUIREMENT: NAT Type Handling
GIVEN various NAT configurations
WHEN multiplayer is attempted
THEN appropriate feedback on connectivity
AND fallback options offered
```
### Save Data
```
REQUIREMENT: Save Data Integrity
GIVEN save data exists
WHEN save is loaded
THEN data is validated
AND corrupted data handled gracefully
AND no crashes on invalid data
REQUIREMENT: Cloud Save Sync
GIVEN cloud saves enabled
WHEN save conflict occurs
THEN user chooses which to keep
AND no silent data loss
REQUIREMENT: Save Data Portability (PS4→PS5)
GIVEN save from previous generation
WHEN loaded on current generation
THEN data migrates correctly
AND no features lost
```
## Platform-Specific Requirements
### PlayStation (TRC)
| Requirement | Description | Priority |
| ----------- | --------------------------- | -------- |
| TRC R4010 | Suspend/resume handling | Critical |
| TRC R4037 | User switching | Critical |
| TRC R4062 | Parental controls | Critical |
| TRC R4103 | PS VR comfort ratings | VR only |
| TRC R4120 | DualSense haptics standards | PS5 |
| TRC R5102 | PSN sign-in requirements | Online |
### Xbox (XR)
| Requirement | Description | Priority |
| ----------- | ----------------------------- | ----------- |
| XR-015 | Title timeout handling | Critical |
| XR-045 | User sign-out handling | Critical |
| XR-067 | Active user requirement | Critical |
| XR-074 | Quick Resume support | Series X/S |
| XR-115 | Xbox Accessibility Guidelines | Recommended |
### Nintendo Switch
| Requirement | Description | Priority |
| ------------------ | ------------------- | -------- |
| Docked/Handheld | Seamless transition | Critical |
| Joy-Con detachment | Controller handling | Critical |
| Home button | Immediate response | Critical |
| Screenshots/Video | Proper support | Required |
| Sleep mode | Resume correctly | Critical |
## Automated Test Examples
### System Event Testing
```cpp
// Unreal - Suspend/Resume Test
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
FSuspendResumeTest,
"Certification.System.SuspendResume",
EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter
)
bool FSuspendResumeTest::RunTest(const FString& Parameters)
{
// Get game state before suspend
FGameState StateBefore = GetCurrentGameState();
// Simulate suspend
FCoreDelegates::ApplicationWillEnterBackgroundDelegate.Broadcast();
// Simulate resume
FCoreDelegates::ApplicationHasEnteredForegroundDelegate.Broadcast();
// Verify state matches
FGameState StateAfter = GetCurrentGameState();
TestEqual("Player position preserved",
StateAfter.PlayerPosition, StateBefore.PlayerPosition);
TestEqual("Game progress preserved",
StateAfter.Progress, StateBefore.Progress);
return true;
}
```
```csharp
// Unity - Controller Disconnect Test
[UnityTest]
public IEnumerator ControllerDisconnect_ShowsPauseMenu()
{
// Simulate gameplay
GameManager.Instance.StartGame();
yield return new WaitForSeconds(1f);
// Simulate controller disconnect
InputSystem.DisconnectDevice(Gamepad.current);
yield return null;
// Verify pause menu shown
Assert.IsTrue(PauseMenu.IsVisible, "Pause menu should appear");
Assert.IsTrue(Time.timeScale == 0, "Game should be paused");
// Simulate reconnect
InputSystem.ReconnectDevice(Gamepad.current);
yield return null;
// Verify prompt appears
Assert.IsTrue(ReconnectPrompt.IsVisible);
}
```
```gdscript
# Godot - Save Corruption Test
func test_corrupted_save_handling():
# Create corrupted save file
var file = FileAccess.open("user://save_corrupt.dat", FileAccess.WRITE)
file.store_string("CORRUPTED_GARBAGE_DATA")
file.close()
# Attempt to load
var result = SaveManager.load("save_corrupt")
# Should handle gracefully
assert_null(result, "Should return null for corrupted save")
assert_false(OS.has_feature("crashed"), "Should not crash")
# Should show user message
var message_shown = ErrorDisplay.current_message != ""
assert_true(message_shown, "Should inform user of corruption")
```
## Pre-Submission Checklist
### General Requirements
- [ ] Game boots to interactive state within platform time limit
- [ ] Controller disconnect pauses game
- [ ] User sign-out handled correctly
- [ ] Save data validates on load
- [ ] No crashes in 8+ hours of automated testing
- [ ] Memory usage within platform limits
- [ ] Load times meet requirements
### Platform Services
- [ ] Achievements/Trophies work correctly
- [ ] Friends list integration works
- [ ] Invite system functions
- [ ] Store/DLC integration validated
- [ ] Cloud saves sync properly
### Accessibility (Increasingly Required)
- [ ] Text size options
- [ ] Colorblind modes
- [ ] Subtitle options
- [ ] Controller remapping
- [ ] Screen reader support (where applicable)
### Content Compliance
- [ ] Age rating displayed correctly
- [ ] Parental controls respected
- [ ] No prohibited content
- [ ] Required legal text present
## Common Certification Failures
| Issue | Platform | Fix |
| --------------------- | ------------ | ----------------------------------- |
| Home button delay | All consoles | Respond within required time |
| Controller timeout | PlayStation | Handle reactivation properly |
| Save on suspend | PlayStation | Don't save during suspend |
| User context loss | Xbox | Track active user correctly |
| Joy-Con drift | Switch | Proper deadzone handling |
| Background memory | Mobile | Release resources when backgrounded |
| Crash on corrupt data | All | Validate all loaded data |
## Testing Matrix
### Build Configurations to Test
| Configuration | Scenarios |
| --------------- | ----------------------- |
| First boot | No save data exists |
| Return user | Save data present |
| Upgrade path | Previous version save |
| Fresh install | After uninstall |
| Low storage | Minimum space available |
| Network offline | No connectivity |
### Hardware Variants
| Platform | Variants to Test |
| ----------- | ------------------------------- |
| PlayStation | PS4, PS4 Pro, PS5 |
| Xbox | One, One X, Series S, Series X |
| Switch | Docked, Handheld, Lite |
| PC | Min spec, recommended, high-end |
## Best Practices
### DO
- Read platform requirements document thoroughly
- Test on actual hardware, not just dev kits
- Automate certification test scenarios
- Submit with extra time for re-submission
- Document all edge case handling
- Test with real user accounts
### DON'T
- Assume debug builds behave like retail
- Skip testing on oldest supported hardware
- Ignore platform-specific features
- Wait until last minute to test certification items
- Use placeholder content in submission build
- Skip testing with real platform services
@@ -0,0 +1,228 @@
# Compatibility Testing for Games
## Overview
Compatibility testing ensures your game works correctly across different hardware, operating systems, and configurations that players use.
## Types of Compatibility Testing
### Hardware Compatibility
- Graphics cards (NVIDIA, AMD, Intel)
- CPUs (Intel, AMD, Apple Silicon)
- Memory configurations
- Storage types (HDD, SSD, NVMe)
- Input devices (controllers, keyboards, mice)
### Software Compatibility
- Operating system versions
- Driver versions
- Background software conflicts
- Antivirus interference
### Platform Compatibility
- Console SKUs (PS5, Xbox Series X|S)
- PC storefronts (Steam, Epic, GOG)
- Mobile devices (iOS, Android)
- Cloud gaming services
### Configuration Compatibility
- Graphics settings combinations
- Resolution and aspect ratios
- Refresh rates (60Hz, 144Hz, etc.)
- HDR and color profiles
## Testing Matrix
### Minimum Hardware Matrix
| Component | Budget | Mid-Range | High-End |
| --------- | -------- | --------- | -------- |
| GPU | GTX 1050 | RTX 3060 | RTX 4080 |
| CPU | i5-6400 | i7-10700 | i9-13900 |
| RAM | 8GB | 16GB | 32GB |
| Storage | HDD | SATA SSD | NVMe |
### OS Matrix
- Windows 10 (21H2, 22H2)
- Windows 11 (22H2, 23H2)
- macOS (Ventura, Sonoma)
- Linux (Ubuntu LTS, SteamOS)
### Controller Matrix
- Xbox Controller (wired, wireless, Elite)
- PlayStation DualSense
- Nintendo Pro Controller
- Generic XInput controllers
- Keyboard + Mouse
## Testing Approach
### 1. Define Supported Configurations
- Minimum specifications
- Recommended specifications
- Officially supported platforms
- Known unsupported configurations
### 2. Create Test Matrix
- Prioritize common configurations
- Include edge cases
- Balance coverage vs. effort
### 3. Execute Systematic Testing
- Full playthrough on key configs
- Spot checks on edge cases
- Automated smoke tests where possible
### 4. Document Issues
- Repro steps with exact configuration
- Severity and frequency
- Workarounds if available
## Common Compatibility Issues
### Graphics Issues
| Issue | Cause | Detection |
| -------------------- | ---------------------- | -------------------------------- |
| Crashes on launch | Driver incompatibility | Test on multiple GPUs |
| Rendering artifacts | Shader issues | Visual inspection across configs |
| Performance variance | Optimization gaps | Profile on multiple GPUs |
| Resolution bugs | Aspect ratio handling | Test non-standard resolutions |
### Input Issues
| Issue | Cause | Detection |
| ----------------------- | ------------------ | ------------------------------ |
| Controller not detected | Missing driver/API | Test all supported controllers |
| Wrong button prompts | Platform detection | Swap controllers mid-game |
| Stick drift handling | Deadzone issues | Test worn controllers |
| Mouse acceleration | Raw input issues | Test at different DPIs |
### Audio Issues
| Issue | Cause | Detection |
| -------------- | ---------------- | --------------------------- |
| No sound | Device selection | Test multiple audio devices |
| Crackling | Buffer issues | Test under CPU load |
| Wrong channels | Surround setup | Test stereo vs 5.1 vs 7.1 |
## Platform-Specific Considerations
### PC
- **Steam:** Verify Steam Input, Steamworks features
- **Epic:** Test EOS features if used
- **GOG:** Test offline/DRM-free functionality
- **Game Pass:** Test Xbox services integration
### Console
- **Certification Requirements:** Study TRCs/XRs early
- **SKU Differences:** Test on all variants (S vs X)
- **External Storage:** Test on USB drives
- **Quick Resume:** Test suspend/resume cycles
### Mobile
- **Device Fragmentation:** Test across screen sizes
- **OS Versions:** Test min supported to latest
- **Permissions:** Test permission flows
- **App Lifecycle:** Test background/foreground
## Automated Compatibility Testing
### Smoke Tests
```yaml
# Run on matrix of configurations
compatibility_test:
matrix:
os: [windows-10, windows-11, ubuntu-22]
gpu: [nvidia, amd, intel]
script:
- launch_game --headless
- verify_main_menu_reached
- check_no_errors
```
### Screenshot Comparison
- Capture screenshots on different GPUs
- Compare for rendering differences
- Flag significant deviations
### Cloud Testing Services
- AWS Device Farm
- BrowserStack (web games)
- LambdaTest
- Sauce Labs
## Compatibility Checklist
### Pre-Alpha
- [ ] Minimum specs defined
- [ ] Key platforms identified
- [ ] Test matrix created
- [ ] Test hardware acquired/rented
### Alpha
- [ ] Full playthrough on min spec
- [ ] Controller support verified
- [ ] Major graphics issues found
- [ ] Platform SDK integrated
### Beta
- [ ] All matrix configurations tested
- [ ] Edge cases explored
- [ ] Certification pre-check done
- [ ] Store page requirements met
### Release
- [ ] Final certification passed
- [ ] Known issues documented
- [ ] Workarounds communicated
- [ ] Support matrix published
## Documenting Compatibility
### System Requirements
```
MINIMUM:
- OS: Windows 10 64-bit
- Processor: Intel Core i5-6400 or AMD equivalent
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 1050 or AMD RX 560
- Storage: 50 GB available space
RECOMMENDED:
- OS: Windows 11 64-bit
- Processor: Intel Core i7-10700 or AMD equivalent
- Memory: 16 GB RAM
- Graphics: NVIDIA RTX 3060 or AMD RX 6700 XT
- Storage: 50 GB SSD
```
### Known Issues
Maintain a public-facing list of known compatibility issues with:
- Affected configurations
- Symptoms
- Workarounds
- Fix status
@@ -0,0 +1,376 @@
# Godot GUT Testing Guide
## Overview
GUT (Godot Unit Test) is the standard unit testing framework for Godot. It provides a full-featured testing framework with assertions, mocking, and CI integration.
## Installation
### Via Asset Library
1. Open AssetLib in Godot
2. Search for "GUT"
3. Download and install
4. Enable the plugin in Project Settings
### Via Git Submodule
```bash
git submodule add https://github.com/bitwes/Gut.git addons/gut
```
## Project Structure
```
project/
├── addons/
│ └── gut/
├── src/
│ ├── player/
│ │ └── player.gd
│ └── combat/
│ └── damage_calculator.gd
└── tests/
├── unit/
│ └── test_damage_calculator.gd
└── integration/
└── test_player_combat.gd
```
## Basic Test Structure
### Simple Test Class
```gdscript
# tests/unit/test_damage_calculator.gd
extends GutTest
var calculator: DamageCalculator
func before_each():
calculator = DamageCalculator.new()
func after_each():
calculator.free()
func test_calculate_base_damage():
var result = calculator.calculate(100.0, 1.0)
assert_eq(result, 100.0, "Base damage should equal input")
func test_calculate_critical_hit():
var result = calculator.calculate(100.0, 2.0)
assert_eq(result, 200.0, "Critical hit should double damage")
func test_calculate_with_zero_multiplier():
var result = calculator.calculate(100.0, 0.0)
assert_eq(result, 0.0, "Zero multiplier should result in zero damage")
```
### Parameterized Tests
```gdscript
func test_damage_scenarios():
var scenarios = [
{"base": 100.0, "mult": 1.0, "expected": 100.0},
{"base": 100.0, "mult": 2.0, "expected": 200.0},
{"base": 50.0, "mult": 1.5, "expected": 75.0},
{"base": 0.0, "mult": 2.0, "expected": 0.0},
]
for scenario in scenarios:
var result = calculator.calculate(scenario.base, scenario.mult)
assert_eq(
result,
scenario.expected,
"Base %s * %s should equal %s" % [
scenario.base, scenario.mult, scenario.expected
]
)
```
## Testing Nodes
### Scene Testing
```gdscript
# tests/integration/test_player.gd
extends GutTest
var player: Player
var player_scene = preload("res://src/player/player.tscn")
func before_each():
player = player_scene.instantiate()
add_child(player)
func after_each():
player.queue_free()
func test_player_initial_health():
assert_eq(player.health, 100, "Player should start with 100 health")
func test_player_takes_damage():
player.take_damage(30)
assert_eq(player.health, 70, "Health should be reduced by damage")
func test_player_dies_at_zero_health():
player.take_damage(100)
assert_true(player.is_dead, "Player should be dead at 0 health")
```
### Testing with Signals
```gdscript
func test_damage_emits_signal():
watch_signals(player)
player.take_damage(10)
assert_signal_emitted(player, "health_changed")
assert_signal_emit_count(player, "health_changed", 1)
func test_death_emits_signal():
watch_signals(player)
player.take_damage(100)
assert_signal_emitted(player, "died")
```
### Testing with Await
```gdscript
func test_attack_cooldown():
player.attack()
assert_true(player.is_attacking)
# Wait for cooldown
await get_tree().create_timer(player.attack_cooldown).timeout
assert_false(player.is_attacking)
assert_true(player.can_attack)
```
## Mocking and Doubles
### Creating Doubles
```gdscript
func test_enemy_uses_pathfinding():
var mock_pathfinding = double(Pathfinding).new()
stub(mock_pathfinding, "find_path").to_return([Vector2(0, 0), Vector2(10, 10)])
var enemy = Enemy.new()
enemy.pathfinding = mock_pathfinding
enemy.move_to(Vector2(10, 10))
assert_called(mock_pathfinding, "find_path")
```
### Partial Doubles
```gdscript
func test_player_inventory():
var player_double = partial_double(Player).new()
stub(player_double, "save_to_disk").to_do_nothing()
player_double.add_item("sword")
assert_eq(player_double.inventory.size(), 1)
assert_called(player_double, "save_to_disk")
```
## Physics Testing
### Testing Collision
```gdscript
func test_projectile_hits_enemy():
var projectile = Projectile.new()
var enemy = Enemy.new()
add_child(projectile)
add_child(enemy)
projectile.global_position = Vector2(0, 0)
enemy.global_position = Vector2(100, 0)
projectile.velocity = Vector2(200, 0)
# Simulate physics frames
for i in range(60):
await get_tree().physics_frame
assert_true(enemy.was_hit, "Enemy should be hit by projectile")
projectile.queue_free()
enemy.queue_free()
```
### Testing Area2D
```gdscript
func test_pickup_collected():
var pickup = Pickup.new()
var player = player_scene.instantiate()
add_child(pickup)
add_child(player)
pickup.global_position = Vector2(50, 50)
player.global_position = Vector2(50, 50)
# Wait for physics to process overlap
await get_tree().physics_frame
await get_tree().physics_frame
assert_true(pickup.is_queued_for_deletion(), "Pickup should be collected")
player.queue_free()
```
## Input Testing
### Simulating Input
```gdscript
func test_jump_on_input():
var input_event = InputEventKey.new()
input_event.keycode = KEY_SPACE
input_event.pressed = true
Input.parse_input_event(input_event)
await get_tree().process_frame
player._unhandled_input(input_event)
assert_true(player.is_jumping, "Player should jump on space press")
```
### Testing Input Actions
```gdscript
func test_attack_action():
# Simulate action press
Input.action_press("attack")
await get_tree().process_frame
player._process(0.016)
assert_true(player.is_attacking)
Input.action_release("attack")
```
## Resource Testing
### Testing Custom Resources
```gdscript
func test_weapon_stats_resource():
var weapon = WeaponStats.new()
weapon.base_damage = 10.0
weapon.attack_speed = 2.0
assert_eq(weapon.dps, 20.0, "DPS should be damage * speed")
func test_save_load_resource():
var original = PlayerData.new()
original.level = 5
original.gold = 1000
ResourceSaver.save(original, "user://test_save.tres")
var loaded = ResourceLoader.load("user://test_save.tres")
assert_eq(loaded.level, 5)
assert_eq(loaded.gold, 1000)
DirAccess.remove_absolute("user://test_save.tres")
```
## GUT Configuration
### gut_config.json
```json
{
"dirs": ["res://tests/"],
"include_subdirs": true,
"prefix": "test_",
"suffix": ".gd",
"should_exit": true,
"should_exit_on_success": true,
"log_level": 1,
"junit_xml_file": "results.xml",
"font_size": 16
}
```
## CI Integration
### Command Line Execution
```bash
# Run all tests
godot --headless -s addons/gut/gut_cmdln.gd
# Run specific tests
godot --headless -s addons/gut/gut_cmdln.gd \
-gdir=res://tests/unit \
-gprefix=test_
# With JUnit output
godot --headless -s addons/gut/gut_cmdln.gd \
-gjunit_xml_file=results.xml
```
### GitHub Actions
```yaml
test:
runs-on: ubuntu-latest
container:
image: barichello/godot-ci:4.2
steps:
- uses: actions/checkout@v4
- name: Run Tests
run: |
godot --headless -s addons/gut/gut_cmdln.gd \
-gjunit_xml_file=results.xml
- name: Publish Results
uses: mikepenz/action-junit-report@v4
with:
report_paths: results.xml
```
## Best Practices
### DO
- Use `before_each`/`after_each` for setup/teardown
- Free nodes after tests to prevent leaks
- Use meaningful assertion messages
- Group related tests in the same file
- Use `watch_signals` for signal testing
- Await physics frames when testing physics
### DON'T
- Don't test Godot's built-in functionality
- Don't rely on execution order between test files
- Don't leave orphan nodes
- Don't use `yield` (use `await` in Godot 4)
- Don't test private methods directly
## Troubleshooting
| Issue | Cause | Fix |
| -------------------- | ------------------ | ------------------------------------ |
| Tests not found | Wrong prefix/path | Check gut_config.json |
| Orphan nodes warning | Missing cleanup | Add `queue_free()` in `after_each` |
| Signal not detected | Signal not watched | Call `watch_signals()` before action |
| Physics not working | Missing frames | Await `physics_frame` |
| Flaky tests | Timing issues | Use proper await/signals |
@@ -0,0 +1,315 @@
# Input Testing Guide
## Overview
Input testing validates that all supported input devices work correctly across platforms. Poor input handling frustrates players instantly—responsive, accurate input is foundational to game feel.
## Input Categories
### Device Types
| Device | Platforms | Key Concerns |
| ----------------- | -------------- | ----------------------------------- |
| Keyboard + Mouse | PC | Key conflicts, DPI sensitivity |
| Gamepad (Xbox/PS) | PC, Console | Deadzone, vibration, button prompts |
| Touch | Mobile, Switch | Multi-touch, gesture recognition |
| Motion Controls | Switch, VR | Calibration, drift, fatigue |
| Specialty | Various | Flight sticks, wheels, fight sticks |
### Input Characteristics
| Characteristic | Description | Test Focus |
| -------------- | ---------------------------- | -------------------------------- |
| Responsiveness | Input-to-action delay | Should feel instant (< 100ms) |
| Accuracy | Input maps to correct action | No ghost inputs or missed inputs |
| Consistency | Same input = same result | Deterministic behavior |
| Accessibility | Alternative input support | Remapping, assist options |
## Test Scenarios
### Keyboard and Mouse
```
SCENARIO: All Keybinds Functional
GIVEN default keyboard bindings
WHEN each bound key is pressed
THEN corresponding action triggers
AND no key conflicts exist
SCENARIO: Key Remapping
GIVEN player remaps "Jump" from Space to F
WHEN F is pressed
THEN jump action triggers
AND Space no longer triggers jump
AND remapping persists after restart
SCENARIO: Mouse Sensitivity
GIVEN sensitivity set to 5 (mid-range)
WHEN mouse moves 10cm
THEN camera rotation matches expected degrees
AND movement feels consistent at different frame rates
SCENARIO: Mouse Button Support
GIVEN mouse with 5+ buttons
WHEN side buttons are pressed
THEN they can be bound to actions
AND they function correctly in gameplay
```
### Gamepad
```
SCENARIO: Analog Stick Deadzone
GIVEN controller with slight stick drift
WHEN stick is in neutral position
THEN no movement occurs (deadzone filters drift)
AND intentional small movements still register
SCENARIO: Trigger Pressure
GIVEN analog triggers
WHEN trigger is partially pressed
THEN partial values are read (e.g., 0.5 for half-press)
AND full press reaches 1.0
SCENARIO: Controller Hot-Swap
GIVEN game running with keyboard
WHEN gamepad is connected
THEN input prompts switch to gamepad icons
AND gamepad input works immediately
AND keyboard still works if used
SCENARIO: Vibration Feedback
GIVEN rumble-enabled controller
WHEN damage is taken
THEN controller vibrates appropriately
AND vibration intensity matches damage severity
```
### Touch Input
```
SCENARIO: Multi-Touch Accuracy
GIVEN virtual joystick and buttons
WHEN left thumb on joystick AND right thumb on button
THEN both inputs register simultaneously
AND no interference between touch points
SCENARIO: Gesture Recognition
GIVEN swipe-to-attack mechanic
WHEN player swipes right
THEN attack direction matches swipe
AND swipe is distinguished from tap
SCENARIO: Touch Target Size
GIVEN minimum touch target of 44x44 points
WHEN buttons are placed
THEN all interactive elements meet minimum size
AND elements have adequate spacing
```
## Platform-Specific Testing
### PC
- Multiple keyboard layouts (QWERTY, AZERTY, QWERTZ)
- Different mouse DPI settings (400-3200+)
- Multiple monitors (cursor confinement)
- Background application conflicts
- Steam Input API integration
### Console
| Platform | Specific Tests |
| ----------- | ------------------------------------------ |
| PlayStation | Touchpad, adaptive triggers, haptics |
| Xbox | Impulse triggers, Elite controller paddles |
| Switch | Joy-Con detachment, gyro, HD rumble |
### Mobile
- Different screen sizes and aspect ratios
- Notch/cutout avoidance
- External controller support
- Apple MFi / Android gamepad compatibility
## Automated Test Examples
### Unity
```csharp
using UnityEngine.InputSystem;
[UnityTest]
public IEnumerator Movement_WithGamepad_RespondsToStick()
{
var gamepad = InputSystem.AddDevice<Gamepad>();
yield return null;
// Simulate stick input
Set(gamepad.leftStick, new Vector2(1, 0));
yield return new WaitForSeconds(0.1f);
Assert.Greater(player.transform.position.x, 0f,
"Player should move right");
InputSystem.RemoveDevice(gamepad);
}
[UnityTest]
public IEnumerator InputLatency_UnderLoad_StaysAcceptable()
{
float inputTime = Time.realtimeSinceStartup;
bool actionTriggered = false;
player.OnJump += () => {
float latency = (Time.realtimeSinceStartup - inputTime) * 1000;
Assert.Less(latency, 100f, "Input latency should be under 100ms");
actionTriggered = true;
};
var keyboard = InputSystem.AddDevice<Keyboard>();
Press(keyboard.spaceKey);
yield return new WaitForSeconds(0.2f);
Assert.IsTrue(actionTriggered, "Jump should have triggered");
}
[Test]
public void Deadzone_FiltersSmallInputs()
{
var settings = new InputSettings { stickDeadzone = 0.2f };
// Input below deadzone
var filtered = InputProcessor.ApplyDeadzone(new Vector2(0.1f, 0.1f), settings);
Assert.AreEqual(Vector2.zero, filtered);
// Input above deadzone
filtered = InputProcessor.ApplyDeadzone(new Vector2(0.5f, 0.5f), settings);
Assert.AreNotEqual(Vector2.zero, filtered);
}
```
### Unreal
```cpp
bool FInputTest::RunTest(const FString& Parameters)
{
// Test gamepad input mapping
APlayerController* PC = GetWorld()->GetFirstPlayerController();
// Simulate gamepad stick input
FInputKeyParams Params;
Params.Key = EKeys::Gamepad_LeftX;
Params.Delta = FVector(1.0f, 0, 0);
PC->InputKey(Params);
// Verify movement
APawn* Pawn = PC->GetPawn();
FVector Velocity = Pawn->GetVelocity();
TestTrue("Pawn should be moving", Velocity.SizeSquared() > 0);
return true;
}
```
### Godot
```gdscript
func test_input_action_mapping():
# Verify action exists
assert_true(InputMap.has_action("jump"))
# Simulate input
var event = InputEventKey.new()
event.keycode = KEY_SPACE
event.pressed = true
Input.parse_input_event(event)
await get_tree().process_frame
assert_true(Input.is_action_just_pressed("jump"))
func test_gamepad_deadzone():
var input = Vector2(0.15, 0.1)
var deadzone = 0.2
var processed = input_processor.apply_deadzone(input, deadzone)
assert_eq(processed, Vector2.ZERO, "Small input should be filtered")
func test_controller_hotswap():
# Simulate controller connect
Input.joy_connection_changed(0, true)
await get_tree().process_frame
var prompt_icon = ui.get_action_prompt("jump")
assert_true(prompt_icon.texture.resource_path.contains("gamepad"),
"Should show gamepad prompts after controller connect")
```
## Accessibility Testing
### Requirements Checklist
- [ ] Full keyboard navigation (no mouse required)
- [ ] Remappable controls for all actions
- [ ] Button hold alternatives to rapid press
- [ ] Toggle options for hold actions
- [ ] One-handed control schemes
- [ ] Colorblind-friendly UI indicators
- [ ] Screen reader support for menus
### Accessibility Test Scenarios
```
SCENARIO: Keyboard-Only Navigation
GIVEN mouse is disconnected
WHEN navigating through all menus
THEN all menu items are reachable via keyboard
AND focus indicators are clearly visible
SCENARIO: Button Hold Toggle
GIVEN "sprint requires hold" is toggled OFF
WHEN sprint button is tapped once
THEN sprint activates
AND sprint stays active until tapped again
SCENARIO: Reduced Button Mashing
GIVEN QTE assist mode enabled
WHEN QTE sequence appears
THEN single press advances sequence
AND no rapid input required
```
## Performance Metrics
| Metric | Target | Maximum Acceptable |
| ----------------------- | --------------- | ------------------ |
| Input-to-render latency | < 50ms | 100ms |
| Polling rate match | 1:1 with device | No input loss |
| Deadzone processing | < 1ms | 5ms |
| Rebind save/load | < 100ms | 500ms |
## Best Practices
### DO
- Test with actual hardware, not just simulated input
- Support simultaneous keyboard + gamepad
- Provide sensible default deadzones
- Show device-appropriate button prompts
- Allow complete control remapping
- Test at different frame rates
### DON'T
- Assume controller layout (Xbox vs PlayStation)
- Hard-code input mappings
- Ignore analog input precision
- Skip accessibility considerations
- Forget about input during loading/cutscenes
- Neglect testing with worn/drifting controllers
@@ -0,0 +1,304 @@
# Localization Testing Guide
## Overview
Localization testing ensures games work correctly across languages, regions, and cultures. Beyond translation, it validates text display, cultural appropriateness, and regional compliance.
## Test Categories
### Linguistic Testing
| Category | Focus | Examples |
| -------------------- | ----------------------- | ------------------------------ |
| Translation accuracy | Meaning preserved | Idioms, game terminology |
| Grammar/spelling | Language correctness | Verb tense, punctuation |
| Consistency | Same terms throughout | "Health" vs "HP" vs "Life" |
| Context | Meaning in game context | Item names, skill descriptions |
### Functional Testing
| Category | Focus | Examples |
| -------------- | ----------------------- | --------------------------- |
| Text display | Fits in UI | Button labels, dialog boxes |
| Font support | Characters render | CJK, Cyrillic, Arabic |
| Text expansion | Longer translations | German is ~30% longer |
| RTL support | Right-to-left languages | Arabic, Hebrew layouts |
### Cultural Testing
| Category | Focus | Examples |
| -------------------- | ------------------ | ------------------------- |
| Cultural sensitivity | Offensive content | Gestures, symbols, colors |
| Regional compliance | Legal requirements | Ratings, gambling laws |
| Date/time formats | Local conventions | DD/MM/YYYY vs MM/DD/YYYY |
| Number formats | Decimal separators | 1,000.00 vs 1.000,00 |
## Test Scenarios
### Text Display
```
SCENARIO: Text Fits UI Elements
GIVEN all localized strings
WHEN displayed in target language
THEN text fits within UI boundaries
AND no truncation or overflow occurs
AND text remains readable
SCENARIO: Dynamic Text Insertion
GIVEN template "Player {name} scored {points} points"
WHEN name="Alexander" and points=1000
THEN German: "Spieler Alexander hat 1.000 Punkte erzielt"
AND text fits UI element
AND variables are correctly formatted for locale
SCENARIO: Plural Forms
GIVEN English "1 coin" / "5 coins"
WHEN displaying in Polish (4 plural forms)
THEN correct plural form is used
AND all plural forms are translated
```
### Character Support
```
SCENARIO: CJK Character Rendering
GIVEN Japanese localization
WHEN displaying text with kanji/hiragana/katakana
THEN all characters render correctly
AND no missing glyphs (tofu boxes)
AND line breaks respect CJK rules
SCENARIO: Special Characters
GIVEN text with accented characters (é, ñ, ü)
WHEN displayed in-game
THEN all characters render correctly
AND sorting works correctly
SCENARIO: User-Generated Content
GIVEN player can name character
WHEN name includes non-Latin characters
THEN name displays correctly
AND name saves/loads correctly
AND name appears correctly to other players
```
### Layout and Direction
```
SCENARIO: Right-to-Left Layout
GIVEN Arabic localization
WHEN viewing UI
THEN text reads right-to-left
AND UI elements mirror appropriately
AND numbers remain left-to-right
AND mixed content (Arabic + English) displays correctly
SCENARIO: Text Expansion Accommodation
GIVEN English UI "OK" / "Cancel" buttons
WHEN localized to German "OK" / "Abbrechen"
THEN button expands or text size adjusts
AND button remains clickable
AND layout doesn't break
```
## Locale-Specific Formatting
### Date and Time
| Locale | Date Format | Time Format |
| ------ | -------------- | ----------- |
| en-US | 12/25/2024 | 3:30 PM |
| en-GB | 25/12/2024 | 15:30 |
| de-DE | 25.12.2024 | 15:30 Uhr |
| ja-JP | 2024年12月25日 | 15時30分 |
### Numbers and Currency
| Locale | Number | Currency |
| ------ | -------- | ---------- |
| en-US | 1,234.56 | $1,234.56 |
| de-DE | 1.234,56 | 1.234,56 € |
| fr-FR | 1 234,56 | 1 234,56 € |
| ja-JP | 1,234.56 | ¥1,235 |
## Automated Test Examples
### Unity
```csharp
using UnityEngine.Localization;
[Test]
public void Localization_AllKeysHaveTranslations([Values("en", "de", "ja", "zh-CN")] string locale)
{
var stringTable = LocalizationSettings.StringDatabase
.GetTable("GameStrings", new Locale(locale));
foreach (var entry in stringTable)
{
Assert.IsFalse(string.IsNullOrEmpty(entry.Value.LocalizedValue),
$"Missing translation for '{entry.Key}' in {locale}");
}
}
[Test]
public void TextFits_AllUIElements()
{
var languages = new[] { "en", "de", "fr", "ja" };
foreach (var lang in languages)
{
LocalizationSettings.SelectedLocale = new Locale(lang);
foreach (var textElement in FindObjectsOfType<LocalizedText>())
{
var rectTransform = textElement.GetComponent<RectTransform>();
var textComponent = textElement.GetComponent<Text>();
Assert.LessOrEqual(
textComponent.preferredWidth,
rectTransform.rect.width,
$"Text overflows in {lang}: {textElement.name}");
}
}
}
[TestCase("en", 1, "1 coin")]
[TestCase("en", 5, "5 coins")]
[TestCase("ru", 1, "1 монета")]
[TestCase("ru", 2, "2 монеты")]
[TestCase("ru", 5, "5 монет")]
public void Pluralization_ReturnsCorrectForm(string locale, int count, string expected)
{
var result = Localization.GetPlural("coin", count, locale);
Assert.AreEqual(expected, result);
}
```
### Unreal
```cpp
bool FLocalizationTest::RunTest(const FString& Parameters)
{
TArray<FString> Cultures = {"en", "de", "ja", "ko"};
for (const FString& Culture : Cultures)
{
FInternationalization::Get().SetCurrentCulture(Culture);
// Test critical strings exist
FText LocalizedText = NSLOCTEXT("Game", "StartButton", "Start");
TestFalse(
FString::Printf(TEXT("Missing StartButton in %s"), *Culture),
LocalizedText.IsEmpty());
// Test number formatting
FText NumberText = FText::AsNumber(1234567);
TestTrue(
TEXT("Number should be formatted"),
NumberText.ToString().Len() > 7); // Has separators
}
return true;
}
```
### Godot
```gdscript
func test_all_translations_complete():
var locales = ["en", "de", "ja", "es"]
var keys = TranslationServer.get_all_keys()
for locale in locales:
TranslationServer.set_locale(locale)
for key in keys:
var translated = tr(key)
assert_ne(translated, key,
"Missing translation for '%s' in %s" % [key, locale])
func test_plural_forms():
TranslationServer.set_locale("ru")
assert_eq(tr_n("coin", "coins", 1), "1 монета")
assert_eq(tr_n("coin", "coins", 2), "2 монеты")
assert_eq(tr_n("coin", "coins", 5), "5 монет")
assert_eq(tr_n("coin", "coins", 21), "21 монета")
func test_text_fits_buttons():
var locales = ["en", "de", "fr"]
for locale in locales:
TranslationServer.set_locale(locale)
await get_tree().process_frame # Allow UI update
for button in get_tree().get_nodes_in_group("localized_buttons"):
var label = button.get_node("Label")
assert_lt(label.size.x, button.size.x,
"Button text overflows in %s: %s" % [locale, button.name])
```
## Visual Verification Checklist
### Text Display
- [ ] No truncation in any language
- [ ] Consistent font sizing
- [ ] Proper line breaks
- [ ] No overlapping text
### UI Layout
- [ ] Buttons accommodate longer text
- [ ] Dialog boxes resize appropriately
- [ ] Menu items align correctly
- [ ] Scrollbars appear when needed
### Cultural Elements
- [ ] Icons are culturally appropriate
- [ ] Colors don't have negative connotations
- [ ] Gestures are region-appropriate
- [ ] No unintended political references
## Regional Compliance
### Ratings Requirements
| Region | Rating Board | Special Requirements |
| ------------- | ------------ | ------------------------- |
| North America | ESRB | Content descriptors |
| Europe | PEGI | Age-appropriate icons |
| Japan | CERO | Strict content guidelines |
| Germany | USK | Violence restrictions |
| China | GRAC | Approval process |
### Common Regional Issues
| Issue | Regions Affected | Solution |
| ---------------- | ---------------- | ------------------------ |
| Blood color | Japan, Germany | Option for green/disable |
| Gambling imagery | Many regions | Remove or modify |
| Skulls/bones | China | Alternative designs |
| Nazi imagery | Germany | Remove entirely |
## Best Practices
### DO
- Test with native speakers
- Plan for text expansion (reserve 30% extra space)
- Use placeholder text during development (Lorem ipsum-style)
- Support multiple input methods (IME for CJK)
- Test all language combinations (UI language + audio language)
- Validate string format parameters
### DON'T
- Hard-code strings in source code
- Assume left-to-right layout
- Concatenate translated strings
- Use machine translation without review
- Forget about date/time/number formatting
- Ignore cultural context of images and icons
@@ -0,0 +1,322 @@
# Multiplayer Testing Guide
## Overview
Multiplayer testing validates network code, synchronization, and the player experience under real-world conditions. Network bugs are notoriously hard to reproduce—systematic testing is essential.
## Test Categories
### Synchronization Testing
| Test Type | Description | Priority |
| ------------------- | ---------------------------------------- | -------- |
| State sync | All clients see consistent game state | P0 |
| Position sync | Character positions match across clients | P0 |
| Event ordering | Actions occur in correct sequence | P0 |
| Conflict resolution | Simultaneous actions handled correctly | P1 |
| Late join | New players sync correctly mid-game | P1 |
### Network Conditions
| Condition | Simulation Method | Test Focus |
| --------------- | ----------------- | ------------------------ |
| High latency | 200-500ms delay | Input responsiveness |
| Packet loss | 5-20% drop rate | State recovery |
| Jitter | Variable delay | Interpolation smoothness |
| Bandwidth limit | Throttle to 1Mbps | Data prioritization |
| Disconnection | Kill connection | Reconnection handling |
## Test Scenarios
### Basic Multiplayer
```
SCENARIO: Player Join/Leave
GIVEN host has started multiplayer session
WHEN Player 2 joins
THEN Player 2 appears in host's game
AND Player 1 appears in Player 2's game
AND player counts sync across all clients
SCENARIO: State Synchronization
GIVEN 4 players in match
WHEN Player 1 picks up item at position (10, 5)
THEN item disappears for all players
AND Player 1's inventory updates for all players
AND no duplicate pickups possible
SCENARIO: Combat Synchronization
GIVEN Player 1 attacks Player 2
WHEN attack hits
THEN damage is consistent on all clients
AND hit effects play for all players
AND health updates sync within 100ms
```
### Network Degradation
```
SCENARIO: High Latency Gameplay
GIVEN 200ms latency between players
WHEN Player 1 moves forward
THEN movement is smooth on Player 1's screen
AND other players see interpolated movement
AND position converges within 500ms
SCENARIO: Packet Loss Recovery
GIVEN 10% packet loss
WHEN important game event occurs (goal, kill, etc.)
THEN event is eventually delivered
AND game state remains consistent
AND no duplicate events processed
SCENARIO: Player Disconnection
GIVEN Player 2 disconnects unexpectedly
WHEN 5 seconds pass
THEN other players are notified
AND Player 2's character handles gracefully (despawn/AI takeover)
AND game continues without crash
```
### Edge Cases
```
SCENARIO: Simultaneous Actions
GIVEN Player 1 and Player 2 grab same item simultaneously
WHEN both inputs arrive at server
THEN only one player receives item
AND other player sees consistent state
AND no item duplication
SCENARIO: Host Migration
GIVEN host disconnects
WHEN migration begins
THEN new host is selected
AND game state transfers correctly
AND gameplay resumes within 10 seconds
SCENARIO: Reconnection
GIVEN Player 2 disconnects temporarily
WHEN Player 2 reconnects within 60 seconds
THEN Player 2 rejoins same session
AND state is synchronized
AND progress is preserved
```
## Network Simulation Tools
### Unity
```csharp
// Using Unity Transport with Network Simulator
using Unity.Netcode;
public class NetworkSimulator : MonoBehaviour
{
[SerializeField] private int latencyMs = 100;
[SerializeField] private float packetLossPercent = 5f;
[SerializeField] private int jitterMs = 20;
void Start()
{
var transport = NetworkManager.Singleton.GetComponent<UnityTransport>();
var simulator = transport.GetSimulatorParameters();
simulator.PacketDelayMS = latencyMs;
simulator.PacketDropRate = (int)(packetLossPercent * 100);
simulator.PacketJitterMS = jitterMs;
}
}
// Test
[UnityTest]
public IEnumerator Position_UnderLatency_ConvergesWithinThreshold()
{
EnableNetworkSimulation(latencyMs: 200);
// Move player
player1.Move(Vector3.forward * 10);
yield return new WaitForSeconds(1f);
// Check other client's view
var player1OnClient2 = client2.GetPlayerPosition(player1.Id);
var actualPosition = player1.transform.position;
Assert.Less(Vector3.Distance(player1OnClient2, actualPosition), 0.5f);
}
```
### Unreal
```cpp
// Using Network Emulation
void UNetworkTestHelper::EnableLatencySimulation(int32 LatencyMs)
{
if (UNetDriver* NetDriver = GetWorld()->GetNetDriver())
{
FPacketSimulationSettings Settings;
Settings.PktLag = LatencyMs;
Settings.PktLagVariance = LatencyMs / 10;
Settings.PktLoss = 0;
NetDriver->SetPacketSimulationSettings(Settings);
}
}
// Functional test for sync
void AMultiplayerSyncTest::StartTest()
{
Super::StartTest();
// Spawn item on server
APickupItem* Item = GetWorld()->SpawnActor<APickupItem>(
ItemClass, FVector(0, 0, 100));
// Wait for replication
FTimerHandle TimerHandle;
GetWorld()->GetTimerManager().SetTimer(TimerHandle, [this, Item]()
{
// Verify client has item
if (VerifyItemExistsOnAllClients(Item))
{
FinishTest(EFunctionalTestResult::Succeeded, "Item replicated");
}
else
{
FinishTest(EFunctionalTestResult::Failed, "Item not found on clients");
}
}, 2.0f, false);
}
```
### Godot
```gdscript
# Network simulation
extends Node
var simulated_latency_ms := 0
var packet_loss_percent := 0.0
func _ready():
# Hook into network to simulate conditions
multiplayer.peer_packet_received.connect(_on_packet_received)
func _on_packet_received(id: int, packet: PackedByteArray):
if packet_loss_percent > 0 and randf() < packet_loss_percent / 100:
return # Drop packet
if simulated_latency_ms > 0:
await get_tree().create_timer(simulated_latency_ms / 1000.0).timeout
_process_packet(id, packet)
# Test
func test_position_sync_under_latency():
NetworkSimulator.simulated_latency_ms = 200
# Move player on host
host_player.position = Vector3(100, 0, 100)
await get_tree().create_timer(1.0).timeout
# Check client view
var client_view_position = client.get_remote_player_position(host_player.id)
var distance = host_player.position.distance_to(client_view_position)
assert_lt(distance, 1.0, "Position should converge within 1 unit")
```
## Dedicated Server Testing
### Test Matrix
| Scenario | Test Focus |
| --------------------- | ------------------------------------ |
| Server startup | Clean initialization, port binding |
| Client authentication | Login validation, session management |
| Server tick rate | Consistent updates under load |
| Maximum players | Performance at player cap |
| Server crash recovery | State preservation, reconnection |
### Load Testing
```
SCENARIO: Maximum Players
GIVEN server configured for 64 players
WHEN 64 players connect
THEN all connections succeed
AND server tick rate stays above 60Hz
AND latency stays below 50ms
SCENARIO: Stress Test
GIVEN 64 players performing actions simultaneously
WHEN running for 10 minutes
THEN no memory leaks
AND no desync events
AND server CPU below 80%
```
## Matchmaking Testing
```
SCENARIO: Skill-Based Matching
GIVEN players with skill ratings [1000, 1050, 2000, 2100]
WHEN matchmaking runs
THEN [1000, 1050] are grouped together
AND [2000, 2100] are grouped together
SCENARIO: Region Matching
GIVEN players from US-East, US-West, EU
WHEN matchmaking runs
THEN players prefer same-region matches
AND cross-region only when necessary
AND latency is acceptable for all players
SCENARIO: Queue Timeout
GIVEN player waiting in queue
WHEN 3 minutes pass without match
THEN matchmaking expands search criteria
AND player is notified of expanded search
```
## Security Testing
| Vulnerability | Test Method |
| ---------------- | --------------------------- |
| Speed hacking | Validate movement on server |
| Teleportation | Check position delta limits |
| Damage hacking | Server-authoritative damage |
| Packet injection | Validate packet checksums |
| Replay attacks | Use unique session tokens |
## Performance Metrics
| Metric | Good | Acceptable | Poor |
| --------------------- | --------- | ---------- | ---------- |
| Round-trip latency | < 50ms | < 100ms | > 150ms |
| Sync delta | < 100ms | < 200ms | > 500ms |
| Packet loss tolerance | < 5% | < 10% | > 15% |
| Bandwidth per player | < 10 KB/s | < 50 KB/s | > 100 KB/s |
| Server tick rate | 60+ Hz | 30+ Hz | < 20 Hz |
## Best Practices
### DO
- Test with real network conditions, not just localhost
- Simulate worst-case scenarios (high latency + packet loss)
- Use server-authoritative design for competitive games
- Implement lag compensation for fast-paced games
- Test host migration paths
- Log network events for debugging
### DON'T
- Trust client data for important game state
- Assume stable connections
- Skip testing with maximum player counts
- Ignore edge cases (simultaneous actions)
- Test only in ideal network conditions
- Forget to test reconnection flows
@@ -0,0 +1,204 @@
# Performance Testing for Games
## Overview
Performance testing ensures your game runs smoothly on target hardware. Frame rate, load times, and memory usage directly impact player experience.
## Key Performance Metrics
### Frame Rate
- **Target:** 30fps, 60fps, 120fps depending on platform/genre
- **Measure:** Average, minimum, 1% low, 0.1% low
- **Goal:** Consistent frame times, no stutters
### Frame Time Budget
At 60fps, you have 16.67ms per frame:
```
Rendering: 8ms (48%)
Game Logic: 4ms (24%)
Physics: 2ms (12%)
Audio: 1ms (6%)
UI: 1ms (6%)
Headroom: 0.67ms (4%)
```
### Memory
- **RAM:** Total allocation, peak usage, fragmentation
- **VRAM:** Texture memory, render targets, buffers
- **Goal:** Stay within platform limits with headroom
### Load Times
- **Initial Load:** Time to main menu
- **Level Load:** Time between scenes
- **Streaming:** Asset loading during gameplay
- **Goal:** Meet platform certification requirements
## Profiling Tools by Engine
### Unity
- **Profiler Window** - CPU, GPU, memory, rendering
- **Frame Debugger** - Draw call analysis
- **Memory Profiler** - Heap snapshots
- **Profile Analyzer** - Compare captures
### Unreal Engine
- **Unreal Insights** - Comprehensive profiling
- **Stat Commands** - Runtime statistics
- **GPU Visualizer** - GPU timing breakdown
- **Memory Report** - Allocation tracking
### Godot
- **Debugger** - Built-in profiler
- **Monitors** - Real-time metrics
- **Remote Debugger** - Profile on device
### Platform Tools
- **PIX** (Xbox/Windows) - GPU debugging
- **RenderDoc** - GPU capture and replay
- **Instruments** (iOS/macOS) - Apple profiling
- **Android Profiler** - Android Studio tools
## Performance Testing Process
### 1. Establish Baselines
- Profile on target hardware
- Record key metrics
- Create benchmark scenes
### 2. Set Budgets
- Define frame time budgets per system
- Set memory limits
- Establish load time targets
### 3. Monitor Continuously
- Integrate profiling in CI
- Track metrics over time
- Alert on regressions
### 4. Optimize When Needed
- Profile before optimizing
- Target biggest bottlenecks
- Verify improvements
## Common Performance Issues
### CPU Bottlenecks
| Issue | Symptoms | Solution |
| --------------------- | ----------------- | --------------------------------- |
| Too many game objects | Slow update loop | Object pooling, LOD |
| Expensive AI | Spiky frame times | Budget AI, spread over frames |
| Physics overload | Physics spikes | Simplify colliders, reduce bodies |
| GC stutter | Regular hitches | Avoid runtime allocations |
### GPU Bottlenecks
| Issue | Symptoms | Solution |
| ------------------- | ----------------- | -------------------------------- |
| Overdraw | Fill rate limited | Occlusion culling, reduce layers |
| Too many draw calls | CPU-GPU bound | Batching, instancing, atlasing |
| Shader complexity | Long GPU times | Simplify shaders, LOD |
| Resolution too high | Fill rate limited | Dynamic resolution, FSR/DLSS |
### Memory Issues
| Issue | Symptoms | Solution |
| ------------- | ----------------- | ---------------------------- |
| Texture bloat | High VRAM | Compress, mipmap, stream |
| Leaks | Growing memory | Track allocations, fix leaks |
| Fragmentation | OOM despite space | Pool allocations, defrag |
## Benchmark Scenes
Create standardized test scenarios:
### Stress Test Scene
- Maximum entities on screen
- Complex visual effects
- Worst-case for performance
### Typical Gameplay Scene
- Representative of normal play
- Average entity count
- Baseline for comparison
### Isolated System Tests
- Combat only (no rendering)
- Rendering only (no game logic)
- AI only (pathfinding stress)
## Automated Performance Testing
### CI Integration
```yaml
# Example: Fail build if frame time exceeds budget
performance_test:
script:
- run_benchmark --scene stress_test
- check_metrics --max-frame-time 16.67ms --max-memory 2GB
artifacts:
- performance_report.json
```
### Regression Detection
- Compare against previous builds
- Alert on significant changes (>10%)
- Track trends over time
## Platform-Specific Considerations
### Console
- Fixed hardware targets
- Strict certification requirements
- Thermal throttling concerns
### PC
- Wide hardware range
- Scalable quality settings
- Min/recommended specs
### Mobile
- Thermal throttling
- Battery impact
- Memory constraints
- Background app pressure
## Performance Testing Checklist
### Before Release
- [ ] Profiled on all target platforms
- [ ] Frame rate targets met
- [ ] No memory leaks
- [ ] Load times acceptable
- [ ] No GC stutters in gameplay
- [ ] Thermal tests passed (mobile/console)
- [ ] Certification requirements met
### Ongoing
- [ ] Performance tracked in CI
- [ ] Regression alerts configured
- [ ] Benchmark scenes maintained
- [ ] Budgets documented and enforced
@@ -0,0 +1,384 @@
# Playtesting Fundamentals
## Overview
Playtesting is the process of having people play your game to gather feedback and identify issues. It's distinct from QA testing in that it focuses on player experience, fun factor, and design validation rather than bug hunting.
## Types of Playtesting
### Internal Playtesting
- **Developer Testing** - Daily testing during development
- **Team Testing** - Cross-discipline team plays together
- **Best for:** Rapid iteration, catching obvious issues
### External Playtesting
- **Friends & Family** - Trusted external testers
- **Focus Groups** - Targeted demographic testing
- **Public Beta** - Large-scale community testing
- **Best for:** Fresh perspectives, UX validation
### Specialized Playtesting
- **Accessibility Testing** - Players with disabilities
- **Localization Testing** - Regional/cultural validation
- **Competitive Testing** - Balance and meta testing
## Playtesting Process
### 1. Define Goals
Before each playtest session, define:
- What questions are you trying to answer?
- What features are you testing?
- What metrics will you gather?
### 2. Prepare the Build
- Create a stable, playable build
- Include telemetry/logging if needed
- Prepare any necessary documentation
### 3. Brief Testers
- Explain what to test (or don't, for blind testing)
- Set expectations for bugs/polish level
- Provide feedback mechanisms
### 4. Observe and Record
- Watch players without intervening
- Note confusion points, frustration, delight
- Record gameplay if possible
### 5. Gather Feedback
- Structured surveys for quantitative data
- Open discussion for qualitative insights
- Allow time for "what else?" comments
### 6. Analyze and Act
- Identify patterns across testers
- Prioritize issues by frequency and severity
- Create actionable tasks from findings
## Key Metrics to Track
### Engagement Metrics
- Session length
- Return rate
- Completion rate
- Drop-off points
### Difficulty Metrics
- Deaths/failures per section
- Time to complete sections
- Hint/help usage
- Difficulty setting distribution
### UX Metrics
- Time to first action
- Tutorial completion rate
- Menu navigation patterns
- Control scheme preferences
## Playtesting by Game Type
Different genres require different playtesting approaches and focus areas.
### Action/Platformer Games
**Focus Areas:**
- Control responsiveness and "game feel"
- Difficulty curve across levels
- Checkpoint placement and frustration points
- Visual clarity during fast-paced action
**Key Questions:**
- Does the character feel good to control?
- Are deaths feeling fair or cheap?
- Is the player learning organically or hitting walls?
### RPG/Story Games
**Focus Areas:**
- Narrative pacing and engagement
- Quest clarity and tracking
- Character/dialogue believability
- Progression and reward timing
**Key Questions:**
- Do players understand their current objective?
- Are choices feeling meaningful?
- Is the story holding attention or being skipped?
### Puzzle Games
**Focus Areas:**
- Solution discoverability
- "Aha moment" timing
- Hint system effectiveness
- Difficulty progression
**Key Questions:**
- Are players solving puzzles the intended way?
- How long before frustration sets in?
- Do solutions feel satisfying or arbitrary?
### Multiplayer/Competitive Games
**Focus Areas:**
- Balance across characters/builds/strategies
- Meta development and dominant strategies
- Social dynamics and toxicity vectors
- Matchmaking feel
**Key Questions:**
- Are there "must-pick" or "never-pick" options?
- Do losing players understand why they lost?
- Is the skill ceiling high enough for mastery?
### Survival/Sandbox Games
**Focus Areas:**
- Early game onboarding and survival
- Goal clarity vs. freedom balance
- Resource economy and pacing
- Emergent gameplay moments
**Key Questions:**
- Do players know what to do first?
- Is the loop engaging beyond the first hour?
- Are players creating their own goals?
### Mobile/Casual Games
**Focus Areas:**
- Session length appropriateness
- One-hand playability (if applicable)
- Interruption handling (calls, notifications)
- Monetization friction points
**Key Questions:**
- Can players play in 2-minute sessions?
- Is the core loop immediately understandable?
- Where do players churn?
### Horror Games
**Focus Areas:**
- Tension and release pacing
- Scare effectiveness and desensitization
- Safe space placement
- Audio/visual atmosphere
**Key Questions:**
- When do players feel safe vs. threatened?
- Are scares landing or becoming predictable?
- Is anxiety sustainable or exhausting?
## Processing Feedback Effectively
Raw feedback is noise. Processed feedback is signal.
### The Feedback Processing Pipeline
```
Raw Feedback → Categorize → Pattern Match → Root Cause → Prioritize → Action
```
### Step 1: Categorize Feedback
Sort all feedback into buckets:
| Category | Examples |
| ------------- | ---------------------------------- |
| **Bugs** | Crashes, glitches, broken features |
| **Usability** | Confusing UI, unclear objectives |
| **Balance** | Too hard, too easy, unfair |
| **Feel** | Controls, pacing, satisfaction |
| **Content** | Wants more of X, dislikes Y |
| **Polish** | Audio, visuals, juice |
### Step 2: Pattern Matching
Individual feedback is anecdotal. Patterns are data.
**Threshold Guidelines:**
- 1 person mentions it → Note it
- 3+ people mention it → Investigate
- 50%+ mention it → Priority issue
**Watch for:**
- Same complaint, different words
- Same area, different complaints (signals deeper issue)
- Contradictory feedback (may indicate preference split)
### Step 3: Root Cause Analysis
Players report symptoms, not diseases.
**Example:**
- **Symptom:** "The boss is too hard"
- **Possible Root Causes:**
- Boss mechanics unclear
- Player didn't learn required skill earlier
- Checkpoint too far from boss
- Health/damage tuning off
- Boss pattern has no safe windows
**Ask "Why?" five times** to get to root cause.
### Step 4: Separate Fact from Opinion
| Fact (Actionable) | Opinion (Context) |
| --------------------------------- | ----------------------- |
| "I died 12 times on level 3" | "Level 3 is too hard" |
| "I didn't use the shield ability" | "The shield is useless" |
| "I quit after 20 minutes" | "The game is boring" |
**Facts tell you WHAT happened. Opinions tell you how they FELT about it.**
Both matter, but facts drive solutions.
### Step 5: The Feedback Matrix
Plot issues on impact vs. effort:
```
High Impact
│
Quick │ Major
Wins │ Projects
│
─────────────┼─────────────
│
Fill │ Reconsider
Time │
│
Low Impact
Low Effort ──────── High Effort
```
### Step 6: Validate Before Acting
Before making changes based on feedback:
1. **Reproduce** - Can you see the issue yourself?
2. **Quantify** - How many players affected?
3. **Contextualize** - Is this your target audience?
4. **Test solutions** - Will the fix create new problems?
### Handling Contradictory Feedback
When Player A wants X and Player B wants the opposite:
1. **Check sample size** - Is it really split or just 2 loud voices?
2. **Segment audiences** - Are these different player types?
3. **Find the underlying need** - Both may want the same thing differently
4. **Consider options** - Difficulty settings, toggles, multiple paths
5. **Make a decision** - You can't please everyone; know your target
### Feedback Red Flags
**Dismiss or investigate carefully:**
- "Make it like [other game]" - They want a feeling, not a clone
- "Add multiplayer" - Feature creep disguised as feedback
- "I would have bought it if..." - Hypothetical customers aren't real
- Feedback from non-target audience - Know who you're building for
**Take seriously:**
- Confusion about core mechanics
- Consistent drop-off at same point
- "I wanted to like it but..."
- Silent quitting (no feedback, just gone)
### Documentation Best Practices
**For each playtest session, record:**
- Date and build version
- Tester demographics/experience
- Session length
- Key observations (timestamped if recorded)
- Quantitative survey results
- Top 3 issues identified
- Actions taken as result
**Maintain a living document** that tracks:
- Issue → First reported → Times reported → Status → Resolution
- This prevents re-discovering the same issues
## Common Playtesting Pitfalls
### Leading Questions
**Bad:** "Did you find the combat exciting?"
**Good:** "How would you describe the combat?"
### Intervening Too Soon
Let players struggle before helping. Confusion is valuable data.
### Testing Too Late
Start playtesting early with paper prototypes and gray boxes.
### Ignoring Negative Feedback
Negative feedback is often the most valuable. Don't dismiss it.
### Over-Relying on Verbal Feedback
Watch what players DO, not just what they SAY. Actions reveal truth.
## Playtesting Checklist
### Pre-Session
- [ ] Goals defined
- [ ] Build stable and deployed
- [ ] Recording setup (if applicable)
- [ ] Feedback forms ready
- [ ] Testers briefed
### During Session
- [ ] Observing without intervening
- [ ] Taking notes on behavior
- [ ] Tracking time markers for notable moments
- [ ] Noting emotional reactions
### Post-Session
- [ ] Feedback collected
- [ ] Patterns identified
- [ ] Priority issues flagged
- [ ] Action items created
- [ ] Results shared with team
@@ -0,0 +1,190 @@
# QA Automation for Games
## Overview
Automated testing in games requires different approaches than traditional software. Games have complex state, real-time interactions, and subjective quality measures that challenge automation.
## Testing Pyramid for Games
```
/\
/ \ Manual Playtesting
/----\ (Experience, Feel, Fun)
/ \
/--------\ Integration Tests
/ \ (Systems, Workflows)
/------------\
/ \ Unit Tests
/________________\ (Pure Logic, Math, Data)
```
### Unit Tests (Foundation)
Test pure logic that doesn't depend on engine runtime:
- Math utilities (vectors, transforms, curves)
- Data validation (save files, configs)
- State machines (isolated logic)
- Algorithm correctness
### Integration Tests (Middle Layer)
Test system interactions:
- Combat system + inventory
- Save/load round-trips
- Scene transitions
- Network message handling
### Manual Testing (Top)
What can't be automated:
- "Does this feel good?"
- "Is this fun?"
- "Is the difficulty right?"
## Automation Strategies by Engine
### Unity
```csharp
// Unity Test Framework
[Test]
public void DamageCalculation_CriticalHit_DoublesDamage()
{
var baseDamage = 100;
var result = DamageCalculator.Calculate(baseDamage, isCritical: true);
Assert.AreEqual(200, result);
}
// Play Mode Tests (runtime)
[UnityTest]
public IEnumerator PlayerJump_WhenGrounded_BecomesAirborne()
{
var player = CreateTestPlayer();
player.Jump();
yield return new WaitForFixedUpdate();
Assert.IsFalse(player.IsGrounded);
}
```
### Unreal Engine
```cpp
// Automation Framework
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDamageTest, "Game.Combat.Damage",
EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter)
bool FDamageTest::RunTest(const FString& Parameters)
{
float BaseDamage = 100.f;
float Result = UDamageCalculator::Calculate(BaseDamage, true);
TestEqual("Critical hit doubles damage", Result, 200.f);
return true;
}
```
### Godot
```gdscript
# GUT Testing Framework
func test_damage_critical_hit():
var base_damage = 100
var result = DamageCalculator.calculate(base_damage, true)
assert_eq(result, 200, "Critical hit should double damage")
```
## What to Automate
### High Value Targets
- **Save/Load** - Data integrity is critical
- **Economy** - Currency, items, progression math
- **Combat Math** - Damage, stats, modifiers
- **Localization** - String loading, formatting
- **Network Serialization** - Message encoding/decoding
### Medium Value Targets
- **State Machines** - Character states, game states
- **Pathfinding** - Known scenarios
- **Spawning** - Wave generation, loot tables
- **UI Data Binding** - Correct values displayed
### Low Value / Avoid
- **Visual Quality** - Screenshots drift, hard to maintain
- **Input Feel** - Timing-sensitive, needs human judgment
- **Audio** - Subjective, context-dependent
- **Fun** - Cannot be automated
## Continuous Integration for Games
### Build Pipeline
1. **Compile** - Build game executable
2. **Unit Tests** - Fast, isolated tests
3. **Integration Tests** - Longer, system tests
4. **Smoke Test** - Can the game launch and reach main menu?
5. **Nightly** - Extended test suites, performance benchmarks
### CI Gotchas for Games
- **Long build times** - Games take longer than web apps
- **GPU requirements** - Some tests need graphics hardware
- **Asset dependencies** - Large files, binary formats
- **Platform builds** - Multiple targets to maintain
## Regression Testing
### Automated Regression
- Run full test suite on every commit
- Flag performance regressions (frame time, memory)
- Track test stability (flaky tests)
### Save File Regression
- Maintain library of save files from previous versions
- Test that new builds can load old saves
- Alert on schema changes
## Test Data Management
### Test Fixtures
```
tests/
├── fixtures/
│ ├── save_files/
│ │ ├── new_game.sav
│ │ ├── mid_game.sav
│ │ └── endgame.sav
│ ├── configs/
│ │ └── test_balance.json
│ └── scenarios/
│ └── boss_fight_setup.scene
```
### Deterministic Testing
- Seed random number generators
- Control time/delta time
- Mock external services
## Metrics and Reporting
### Track Over Time
- Test count (growing is good)
- Pass rate (should be ~100%)
- Execution time (catch slow tests)
- Code coverage (where applicable)
- Flaky test rate (should be ~0%)
### Alerts
- Immediate: Any test failure on main branch
- Daily: Coverage drops, new flaky tests
- Weekly: Trend analysis, slow test growth
@@ -0,0 +1,280 @@
# Regression Testing for Games
## Overview
Regression testing catches bugs introduced by new changes. In games, this includes functional regressions, performance regressions, and design regressions.
## Types of Regression
### Functional Regression
- Features that worked before now break
- New bugs introduced by unrelated changes
- Broken integrations between systems
### Performance Regression
- Frame rate drops
- Memory usage increases
- Load time increases
- Battery drain (mobile)
### Design Regression
- Balance changes with unintended side effects
- UX changes that hurt usability
- Art changes that break visual consistency
### Save Data Regression
- Old save files no longer load
- Progression lost or corrupted
- Achievements/unlocks reset
## Regression Testing Strategy
### Test Suite Layers
```
High-Frequency (Every Commit)
├── Unit Tests - Fast, isolated
├── Smoke Tests - Can game launch and run?
└── Critical Path - Core gameplay works
Medium-Frequency (Nightly)
├── Integration Tests - System interactions
├── Full Playthrough - Automated or manual
└── Performance Benchmarks - Frame time, memory
Low-Frequency (Release)
├── Full Matrix - All platforms/configs
├── Certification Tests - Platform requirements
└── Localization - All languages
```
### What to Test
#### Critical Path (Must Not Break)
- Game launches
- New game starts
- Save/load works
- Core gameplay loop completes
- Main menu navigation
#### High Priority
- All game systems function
- Progression works end-to-end
- Multiplayer connects and syncs
- In-app purchases process
- Achievements trigger
#### Medium Priority
- Edge cases in systems
- Optional content accessible
- Settings persist correctly
- Localization displays
## Automated Regression Tests
### Smoke Tests
```python
# Run on every commit
def test_game_launches():
process = launch_game()
assert wait_for_main_menu(timeout=30)
process.terminate()
def test_new_game_starts():
launch_game()
click_new_game()
assert wait_for_gameplay(timeout=60)
def test_save_load_roundtrip():
launch_game()
start_new_game()
perform_actions()
save_game()
load_game()
assert verify_state_matches()
```
### Playthrough Bots
```python
# Automated player that plays through content
class PlaythroughBot:
def run_level(self, level):
self.load_level(level)
while not self.level_complete:
self.perform_action()
self.check_for_softlocks()
self.record_metrics()
```
### Visual Regression
```python
# Compare screenshots against baselines
def test_main_menu_visual():
launch_game()
screenshot = capture_screen()
assert compare_to_baseline(screenshot, 'main_menu', threshold=0.01)
```
## Performance Regression Detection
### Metrics to Track
- Average frame time
- 1% low frame time
- Memory usage (peak, average)
- Load times
- Draw calls
- Texture memory
### Automated Benchmarks
```yaml
performance_benchmark:
script:
- run_benchmark_scene --duration 60s
- collect_metrics
- compare_to_baseline
fail_conditions:
- frame_time_avg > baseline * 1.1 # 10% tolerance
- memory_peak > baseline * 1.05 # 5% tolerance
```
### Trend Tracking
- Graph metrics over time
- Alert on upward trends
- Identify problematic commits
## Save Compatibility Testing
### Version Matrix
Maintain save files from:
- Previous major version
- Previous minor version
- Current development build
### Automated Validation
```python
def test_save_compatibility():
for save_file in LEGACY_SAVES:
load_save(save_file)
assert no_errors()
assert progress_preserved()
assert inventory_intact()
```
### Schema Versioning
- Version your save format
- Implement upgrade paths
- Log migration issues
## Regression Bug Workflow
### 1. Detection
- Automated test fails
- Manual tester finds issue
- Player report comes in
### 2. Verification
- Confirm it worked before
- Identify when it broke
- Find the breaking commit
### 3. Triage
- Assess severity
- Determine fix urgency
- Assign to appropriate developer
### 4. Fix and Verify
- Implement fix
- Add regression test
- Verify fix doesn't break other things
### 5. Post-Mortem
- Why wasn't this caught?
- How can we prevent similar issues?
- Do we need new tests?
## Bisecting Regressions
When a regression is found, identify the breaking commit:
### Git Bisect
```bash
git bisect start
git bisect bad HEAD # Current is broken
git bisect good v1.2.0 # Known good version
# Git will checkout commits to test
# Run test, mark good/bad
git bisect good/bad
# Repeat until culprit found
```
### Automated Bisect
```bash
git bisect start HEAD v1.2.0
git bisect run ./run_regression_test.sh
```
## Regression Testing Checklist
### Per Commit
- [ ] Unit tests pass
- [ ] Smoke tests pass
- [ ] Build succeeds on all platforms
### Per Merge to Main
- [ ] Integration tests pass
- [ ] Performance benchmarks within tolerance
- [ ] Save compatibility verified
### Per Release
- [ ] Full playthrough completed
- [ ] All platforms tested
- [ ] Legacy saves load correctly
- [ ] No new critical regressions
- [ ] All previous hotfix issues still resolved
## Building a Regression Suite
### Start Small
1. Add tests for bugs as they're fixed
2. Cover critical path first
3. Expand coverage over time
### Maintain Quality
- Delete flaky tests
- Keep tests fast
- Update tests with design changes
### Measure Effectiveness
- Track bugs caught by tests
- Track bugs that slipped through
- Identify coverage gaps
@@ -0,0 +1,280 @@
# Save System Testing Guide
## Overview
Save system testing ensures data persistence, integrity, and compatibility across game versions. Save bugs are among the most frustrating for players—data loss destroys trust.
## Test Categories
### Data Integrity
| Test Type | Description | Priority |
| -------------------- | ------------------------------------------- | -------- |
| Round-trip | Save → Load → Verify all data matches | P0 |
| Corruption detection | Tampered/corrupted files handled gracefully | P0 |
| Partial write | Power loss during save doesn't corrupt | P0 |
| Large saves | Performance with max-size save files | P1 |
| Edge values | Min/max values for all saved fields | P1 |
### Version Compatibility
| Scenario | Expected Behavior |
| ----------------------- | ------------------------------------- |
| Current → Current | Full compatibility |
| Old → New (upgrade) | Migration with data preservation |
| New → Old (downgrade) | Graceful rejection or limited support |
| Corrupted version field | Fallback to recovery mode |
## Test Scenarios
### Core Save/Load Tests
```
SCENARIO: Basic Save Round-Trip
GIVEN player has 100 health, 50 gold, position (10, 5, 20)
AND player has inventory: ["sword", "potion", "key"]
WHEN game is saved
AND game is reloaded
THEN player health equals 100
AND player gold equals 50
AND player position equals (10, 5, 20)
AND inventory contains exactly ["sword", "potion", "key"]
SCENARIO: Save During Gameplay
GIVEN player is in combat
AND enemy has 50% health remaining
WHEN autosave triggers
AND game is reloaded
THEN combat state is restored
AND enemy health equals 50%
SCENARIO: Multiple Save Slots
GIVEN save slot 1 has character "Hero" at level 10
AND save slot 2 has character "Mage" at level 5
WHEN switching between slots
THEN correct character data loads for each slot
AND no cross-contamination between slots
```
### Edge Cases
```
SCENARIO: Maximum Inventory Save
GIVEN player has 999 items in inventory
WHEN game is saved
AND game is reloaded
THEN all 999 items are preserved
AND save/load completes within 5 seconds
SCENARIO: Unicode Character Names
GIVEN player name is "プレイヤー名"
WHEN game is saved
AND game is reloaded
THEN player name displays correctly
SCENARIO: Extreme Play Time
GIVEN play time is 9999:59:59
WHEN game is saved
AND game is reloaded
THEN play time displays correctly
AND timer continues from saved value
```
### Corruption Recovery
```
SCENARIO: Corrupted Save Detection
GIVEN save file has been manually corrupted
WHEN game attempts to load
THEN error is detected before loading
AND user is informed of corruption
AND game does not crash
SCENARIO: Missing Save File
GIVEN save file has been deleted externally
WHEN game attempts to load
THEN graceful error handling
AND option to start new game or restore backup
SCENARIO: Interrupted Save (Power Loss)
GIVEN save operation is interrupted mid-write
WHEN game restarts
THEN backup save is detected and offered
AND no data loss from previous valid save
```
## Platform-Specific Testing
### PC (Steam/Epic)
- Cloud save sync conflicts
- Multiple Steam accounts on same PC
- Offline → Online sync
- Save location permissions (Program Files issues)
### Console (PlayStation/Xbox/Switch)
- System-level save management
- Storage full scenarios
- User switching mid-game
- Suspend/resume with unsaved changes
- Cloud save quota limits
### Mobile
- App termination during save
- Low storage warnings
- iCloud/Google Play sync
- Device migration
## Automated Test Examples
### Unity
```csharp
[Test]
public void SaveLoad_PlayerStats_PreservesAllValues()
{
var original = new PlayerData
{
Health = 75,
MaxHealth = 100,
Gold = 1234567,
Position = new Vector3(100.5f, 0, -50.25f),
PlayTime = 36000f // 10 hours
};
SaveManager.Save(original, "test_slot");
var loaded = SaveManager.Load("test_slot");
Assert.AreEqual(original.Health, loaded.Health);
Assert.AreEqual(original.Gold, loaded.Gold);
Assert.AreEqual(original.Position, loaded.Position);
Assert.AreEqual(original.PlayTime, loaded.PlayTime, 0.01f);
}
[Test]
public void SaveLoad_CorruptedFile_HandlesGracefully()
{
File.WriteAllText(SaveManager.GetPath("corrupt"), "INVALID DATA");
Assert.Throws<SaveCorruptedException>(() =>
SaveManager.Load("corrupt"));
// Game should not crash
Assert.IsTrue(SaveManager.IsValidSaveSlot("corrupt") == false);
}
```
### Unreal
```cpp
bool FSaveSystemTest::RunTest(const FString& Parameters)
{
// Create test save
USaveGame* SaveGame = UGameplayStatics::CreateSaveGameObject(
UMySaveGame::StaticClass());
UMySaveGame* MySave = Cast<UMySaveGame>(SaveGame);
MySave->PlayerLevel = 50;
MySave->Gold = 999999;
MySave->QuestsCompleted = {"Quest1", "Quest2", "Quest3"};
// Save
UGameplayStatics::SaveGameToSlot(MySave, "TestSlot", 0);
// Load
USaveGame* Loaded = UGameplayStatics::LoadGameFromSlot("TestSlot", 0);
UMySaveGame* LoadedSave = Cast<UMySaveGame>(Loaded);
TestEqual("Level preserved", LoadedSave->PlayerLevel, 50);
TestEqual("Gold preserved", LoadedSave->Gold, 999999);
TestEqual("Quests count", LoadedSave->QuestsCompleted.Num(), 3);
return true;
}
```
### Godot
```gdscript
func test_save_load_round_trip():
var original = {
"health": 100,
"position": Vector3(10, 0, 20),
"inventory": ["sword", "shield"],
"quest_flags": {"intro_complete": true, "boss_defeated": false}
}
SaveManager.save_game(original, "test_save")
var loaded = SaveManager.load_game("test_save")
assert_eq(loaded.health, 100)
assert_eq(loaded.position, Vector3(10, 0, 20))
assert_eq(loaded.inventory.size(), 2)
assert_true(loaded.quest_flags.intro_complete)
assert_false(loaded.quest_flags.boss_defeated)
func test_corrupted_save_detection():
var file = FileAccess.open("user://saves/corrupt.sav", FileAccess.WRITE)
file.store_string("CORRUPTED GARBAGE DATA")
file.close()
var result = SaveManager.load_game("corrupt")
assert_null(result, "Should return null for corrupted save")
assert_false(SaveManager.is_valid_save("corrupt"))
```
## Migration Testing
### Version Upgrade Matrix
| From Version | To Version | Test Focus |
| -------------- | ---------------- | ---------------------------- |
| 1.0 → 1.1 | Minor update | New fields default correctly |
| 1.x → 2.0 | Major update | Schema migration works |
| Beta → Release | Launch migration | All beta saves convert |
### Migration Test Template
```
SCENARIO: Save Migration v1.0 to v2.0
GIVEN save file from version 1.0
AND save contains old inventory format (array)
WHEN game version 2.0 loads the save
THEN inventory is migrated to new format (dictionary)
AND all items are preserved
AND migration is logged
AND backup of original is created
```
## Performance Benchmarks
| Metric | Target | Maximum |
| ------------------------ | --------------- | ------- |
| Save time (typical) | < 500ms | 2s |
| Save time (large) | < 2s | 5s |
| Load time (typical) | < 1s | 3s |
| Save file size (typical) | < 1MB | 10MB |
| Memory during save | < 50MB overhead | 100MB |
## Best Practices
### DO
- Use atomic saves (write to temp, then rename)
- Keep backup of previous save
- Version your save format
- Encrypt sensitive data
- Test on minimum-spec hardware
- Compress large saves
### DON'T
- Store absolute file paths
- Save derived/calculated data
- Trust save file contents blindly
- Block gameplay during save
- Forget to handle storage-full scenarios
- Skip testing save migration paths
@@ -0,0 +1,404 @@
# Smoke Testing Guide
## Overview
Smoke testing (Build Verification Testing) validates that a build's critical functionality works before investing time in detailed testing. A failed smoke test means "stop, this build is broken."
## Purpose
| Goal | Description |
| ------------------- | ---------------------------------------------- |
| Fast feedback | Know within minutes if build is viable |
| Block bad builds | Prevent broken builds from reaching QA/players |
| Critical path focus | Test only what matters most |
| CI/CD integration | Automated gate before deployment |
## Smoke Test Principles
### What Makes a Good Smoke Test
- **Fast**: Complete in 5-15 minutes
- **Critical**: Tests only essential functionality
- **Deterministic**: Same result every run
- **Automated**: No human intervention required
- **Clear**: Pass/fail with actionable feedback
### What to Include
| Category | Examples |
| ----------------- | ------------------------------ |
| Boot sequence | Game launches without crash |
| Core loop | Player can perform main action |
| Save/Load | Data persists correctly |
| Critical UI | Menus are navigable |
| Platform services | Connects to required services |
### What NOT to Include
- Edge cases and boundary conditions
- Performance benchmarks (separate tests)
- Full feature coverage
- Content verification
- Balance testing
## Smoke Test Scenarios
### Boot and Load
```
TEST: Game Launches
WHEN game executable is started
THEN main menu appears within 60 seconds
AND no crashes occur
AND required services connect
TEST: New Game Start
GIVEN game at main menu
WHEN "New Game" is selected
THEN gameplay loads within 30 seconds
AND player can control character
TEST: Continue Game
GIVEN existing save file
WHEN "Continue" is selected
THEN correct save loads
AND game state matches saved state
```
### Core Gameplay
```
TEST: Player Movement
GIVEN player in game world
WHEN movement input applied
THEN player moves in expected direction
AND no physics glitches occur
TEST: Core Action (Game-Specific)
GIVEN player can perform primary action
WHEN action is triggered
THEN action executes correctly
AND expected results occur
Examples:
- Shooter: Can fire weapon, bullets hit targets
- RPG: Can attack enemy, damage is applied
- Puzzle: Can interact with puzzle elements
- Platformer: Can jump, platforms are solid
```
### Save System
```
TEST: Save Creates File
GIVEN player makes progress
WHEN save is triggered
THEN save file is created
AND save completes without error
TEST: Load Restores State
GIVEN valid save file exists
WHEN load is triggered
THEN saved state is restored
AND gameplay can continue
```
### Critical UI
```
TEST: Menu Navigation
GIVEN main menu is displayed
WHEN each menu option is selected
THEN correct screen/action occurs
AND navigation back works
TEST: Settings Persist
GIVEN settings are changed
WHEN game is restarted
THEN settings remain changed
```
## Automated Smoke Test Examples
### Unity
```csharp
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.TestTools;
using UnityEngine.SceneManagement;
[TestFixture]
public class SmokeTests
{
[UnityTest, Timeout(60000)]
public IEnumerator Game_Launches_ToMainMenu()
{
// Load main menu scene
SceneManager.LoadScene("MainMenu");
yield return new WaitForSeconds(5f);
// Verify menu is active
var mainMenu = GameObject.Find("MainMenuCanvas");
Assert.IsNotNull(mainMenu, "Main menu should be present");
Assert.IsTrue(mainMenu.activeInHierarchy, "Main menu should be active");
}
[UnityTest, Timeout(120000)]
public IEnumerator NewGame_LoadsGameplay()
{
// Start from main menu
SceneManager.LoadScene("MainMenu");
yield return new WaitForSeconds(2f);
// Click new game
var newGameButton = GameObject.Find("NewGameButton")
.GetComponent<Button>();
newGameButton.onClick.Invoke();
yield return new WaitForSeconds(10f);
// Verify gameplay scene loaded
Assert.AreEqual("GameplayScene", SceneManager.GetActiveScene().name);
// Verify player exists and can be controlled
var player = GameObject.FindWithTag("Player");
Assert.IsNotNull(player, "Player should exist");
}
[UnityTest, Timeout(30000)]
public IEnumerator Player_CanMove()
{
// Load gameplay
SceneManager.LoadScene("GameplayScene");
yield return new WaitForSeconds(3f);
var player = GameObject.FindWithTag("Player");
var startPos = player.transform.position;
// Simulate movement input
var controller = player.GetComponent<PlayerController>();
controller.SetMoveInput(Vector2.right);
yield return new WaitForSeconds(1f);
// Verify movement occurred
Assert.Greater(player.transform.position.x, startPos.x,
"Player should have moved");
}
[UnityTest, Timeout(30000)]
public IEnumerator SaveLoad_RoundTrip_Works()
{
// Setup test state
SceneManager.LoadScene("GameplayScene");
yield return new WaitForSeconds(2f);
var player = GameObject.FindWithTag("Player");
player.transform.position = new Vector3(100, 0, 100);
// Save
SaveManager.Save("smoke_test");
yield return null;
// Reset position
player.transform.position = Vector3.zero;
// Load
SaveManager.Load("smoke_test");
yield return null;
// Verify
Assert.AreEqual(100f, player.transform.position.x, 1f);
}
}
```
### Unreal
```cpp
// SmokeTests.cpp
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
FGameLaunchTest,
"Smoke.Launch.MainMenu",
EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::SmokeFilter
)
bool FGameLaunchTest::RunTest(const FString& Parameters)
{
// Verify main menu widget exists
UWorld* World = GEngine->GetWorldContexts()[0].World();
APlayerController* PC = World->GetFirstPlayerController();
TestNotNull("Player controller exists", PC);
// Check main menu is visible
AMyHUD* HUD = Cast<AMyHUD>(PC->GetHUD());
TestTrue("Main menu is visible", HUD->IsMainMenuVisible());
return true;
}
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
FPlayerMovementTest,
"Smoke.Gameplay.Movement",
EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::SmokeFilter
)
bool FPlayerMovementTest::RunTest(const FString& Parameters)
{
APawn* Player = GetTestPlayer();
FVector StartPos = Player->GetActorLocation();
// Apply movement
APlayerController* PC = Cast<APlayerController>(Player->GetController());
PC->AddMovementInput(FVector::ForwardVector, 1.0f);
// Wait for physics
ADD_LATENT_AUTOMATION_COMMAND(FWaitForSeconds(0.5f));
// Note: FVerifyPlayerMoved is a custom latent command - implement to verify player position changed
ADD_LATENT_AUTOMATION_COMMAND(FVerifyPlayerMoved(StartPos));
return true;
}
```
### Godot
```gdscript
# test_smoke.gd
extends GutTest
func test_game_launches():
# Switch to main menu
get_tree().change_scene_to_file("res://scenes/main_menu.tscn")
await get_tree().process_frame
await get_tree().create_timer(2.0).timeout
# Verify main menu loaded
var menu = get_tree().current_scene
assert_not_null(menu, "Main menu should load")
assert_eq(menu.name, "MainMenu", "Should be main menu scene")
func test_new_game_starts():
get_tree().change_scene_to_file("res://scenes/main_menu.tscn")
await get_tree().process_frame
# Find and click new game button
var button = get_tree().current_scene.get_node("NewGameButton")
button.pressed.emit()
await get_tree().create_timer(5.0).timeout
# Verify gameplay loaded
var scene = get_tree().current_scene
assert_eq(scene.name, "GameWorld", "Should load gameplay scene")
var player = scene.get_node("Player")
assert_not_null(player, "Player should exist")
func test_player_can_move():
get_tree().change_scene_to_file("res://scenes/game_world.tscn")
await get_tree().create_timer(1.0).timeout
var player = get_tree().current_scene.get_node("Player")
var start_pos = player.position
# Simulate input
Input.action_press("move_right")
await get_tree().create_timer(0.5).timeout
Input.action_release("move_right")
assert_gt(player.position.x, start_pos.x, "Player should have moved right")
func test_save_load_works():
get_tree().change_scene_to_file("res://scenes/game_world.tscn")
await get_tree().create_timer(1.0).timeout
var player = get_tree().current_scene.get_node("Player")
player.position = Vector2(500, 300)
# Save
SaveManager.save_game("smoke_test")
await get_tree().process_frame
# Reset
player.position = Vector2.ZERO
# Load
SaveManager.load_game("smoke_test")
await get_tree().process_frame
assert_almost_eq(player.position.x, 500.0, 1.0, "Position should restore")
```
## CI/CD Integration
### GitHub Actions Example
```yaml
name: Smoke Tests
on: [push, pull_request]
jobs:
smoke-test:
runs-on: ubuntu-latest
timeout-minutes: 20
steps:
- uses: actions/checkout@v4
- name: Build Game
run: ./build.sh --configuration Release
- name: Run Smoke Tests
run: |
./game --headless --run-tests=Smoke --test-timeout=600
- name: Upload Results
if: always()
uses: actions/upload-artifact@v4
with:
name: smoke-test-results
path: test-results/
```
### Test Execution Order
1. **Build verification** - Binary exists and is valid
2. **Launch test** - Game starts without crash
3. **Menu navigation** - Can navigate to gameplay
4. **Core loop** - Primary mechanic works
5. **Save/Load** - Persistence functions
6. **Cleanup** - No resource leaks
## Smoke Test Metrics
| Metric | Target | Action if Failed |
| -------------- | -------- | ------------------ |
| Pass rate | 100% | Block deployment |
| Execution time | < 15 min | Optimize tests |
| Flakiness | 0% | Fix or remove test |
## Best Practices
### DO
- Run smoke tests on every build
- Keep tests fast and focused
- Fail loudly and clearly
- Test on target platform, not just dev environment
- Include platform service connectivity
- Run before any manual QA begins
### DON'T
- Include slow or flaky tests
- Test edge cases or rare scenarios
- Allow smoke test failures to ship
- Skip smoke tests for "small" changes
- Make smoke tests depend on external services
- Let smoke suite grow beyond 15 minutes
@@ -0,0 +1,271 @@
# Test Priorities Matrix
## Overview
Not all tests are equal. This guide provides a framework for prioritizing test creation, execution, and maintenance based on risk, impact, and resources.
## Priority Levels
### P0 - Critical (Ship Blockers)
**Definition**: Failures that prevent the game from being playable or shippable.
| Criteria | Examples |
| ---------------------- | ------------------------------ |
| Game cannot start | Crash on launch, infinite load |
| Core loop broken | Cannot perform primary action |
| Data loss | Saves corrupted, progress lost |
| Platform certification | TRC/XR failures |
| Legal/compliance | Rating violations |
**Testing Approach**:
- Automated smoke tests on every build
- Manual verification before any release
- Zero tolerance for P0 bugs in release builds
### P1 - High (Major Features)
**Definition**: Significant functionality that affects most players' experience.
| Criteria | Examples |
| --------------------- | -------------------------------- |
| Major features broken | Multiplayer, progression systems |
| Frequent player paths | Main story, common actions |
| Significant UX issues | Confusing UI, missing feedback |
| Performance problems | Unplayable frame rates |
**Testing Approach**:
- Comprehensive automated tests
- Regular regression testing
- Full coverage in release candidates
### P2 - Medium (Standard Features)
**Definition**: Important functionality that affects significant portions of gameplay.
| Criteria | Examples |
| ------------------ | ----------------------------- |
| Secondary features | Side quests, optional content |
| Edge cases | Unusual player actions |
| Platform-specific | Single-platform issues |
| Minor progression | Non-critical collectibles |
**Testing Approach**:
- Selective automation
- Milestone regression testing
- Coverage prioritized by usage data
### P3 - Low (Polish Items)
**Definition**: Issues that are noticeable but don't significantly impact gameplay.
| Criteria | Examples |
| -------------- | ------------------------------ |
| Visual polish | Minor clipping, texture issues |
| Audio polish | Volume inconsistencies |
| Rare scenarios | Edge cases with workarounds |
| Nice-to-have | QoL improvements |
**Testing Approach**:
- Manual exploratory testing
- Automated only if easy/cheap
- Fixed as time permits
## Risk-Based Prioritization
### Risk Factors
| Factor | High Risk | Low Risk |
| ------------------- | ------------------- | --------------- |
| Usage frequency | Core loop | Rarely accessed |
| Player visibility | Always visible | Hidden/optional |
| Data impact | Saves, progression | Cosmetic only |
| Recovery difficulty | No workaround | Easy to retry |
| Change frequency | Frequently modified | Stable code |
### Risk Assessment Matrix
```
IMPACT
Low High
┌─────────┬─────────┐
High │ P2 │ P0 │
LIKELIHOOD ├─────────┼─────────┤
Low │ P3 │ P1 │
└─────────┴─────────┘
```
## Coverage Targets by Priority
| Priority | Unit Test | Integration | E2E/Smoke | Manual |
| -------- | --------- | ----------- | --------- | ----------- |
| P0 | 100% | 100% | Required | Pre-release |
| P1 | 80%+ | 80%+ | As needed | Milestone |
| P2 | 60%+ | Key paths | Optional | Sprint |
| P3 | Optional | Optional | No | Ad-hoc |
## Test Type Distribution
### Recommended Test Pyramid (Games)
```
▲
/│\
/ │ \ E2E/Smoke Tests (5%)
/ │ \ - Full game flow
/ │ \ - Platform certification
───────────
/ │ \
/ │ \ Integration Tests (25%)
/ │ \ - System interactions
/ │ \ - Network, save, audio
─────────────────────
/ │ \
/ │ \ Unit Tests (70%)
/ │ \ - Pure logic
/ │ \- Algorithms, calculations
───────────────────────────────
```
### Game-Specific Considerations
Unlike web apps, games have unique testing needs:
| Test Type | Standard App | Game-Specific |
| ----------- | -------------- | -------------------------- |
| Unit | Business logic | Damage calc, AI decisions |
| Integration | API + DB | Physics, audio, network |
| E2E | User flows | Gameplay scenarios |
| Additional | N/A | Playtesting, balance, feel |
## Execution Order
### CI Pipeline (Every Commit)
1. P0 smoke tests (5-10 minutes)
2. P0/P1 unit tests (10-15 minutes)
3. P0 integration tests (5-10 minutes)
### Daily/Nightly
1. Full P0 suite
2. Full P1 suite
3. P2 regression suite
4. Performance benchmarks
### Milestone/Release
1. All automated tests
2. Full P0-P2 manual testing
3. Platform certification tests
4. Exploratory testing
5. Performance profiling
## Bug Triage Criteria
### Priority Assignment
| Question | P0 | P1 | P2 | P3 |
| -------------------------- | ---- | --------- | ---- | ---- |
| Can player complete game? | No | Affected | No | No |
| How many players affected? | All | Most | Some | Few |
| Is there a workaround? | No | Difficult | Yes | Easy |
| Data at risk? | Yes | Possible | No | No |
| Platform certification? | Fail | Risk | Pass | Pass |
### Severity vs Priority
```
SEVERITY: How bad is the bug?
Critical → Crash, data loss
Major → Feature broken
Minor → Incorrect behavior
Trivial → Cosmetic
PRIORITY: How soon to fix?
P0 → Immediately (blocks release)
P1 → This sprint
P2 → This milestone
P3 → Backlog
```
## Resource Allocation
### QA Time Distribution
| Activity | Percentage |
| ---------------- | ---------- |
| P0 verification | 30% |
| P1 testing | 30% |
| P2 testing | 20% |
| Exploratory | 15% |
| Test maintenance | 5% |
### Automation Investment
| Priority | Automation Value | ROI |
| -------- | ---------------- | -------------- |
| P0 | Essential | Highest |
| P1 | High | High |
| P2 | Medium | Medium |
| P3 | Low | Often negative |
## Platform Priority Matrix
### Multi-Platform Prioritization
| Platform | Player Base | Certification | Testing Priority |
| ----------------------- | ----------- | ------------- | ----------------- |
| Primary (e.g., PC) | 60% | Light | P0: All, P1: All |
| Secondary (e.g., PS5) | 25% | Heavy | P0: All, P1: Most |
| Tertiary (e.g., Switch) | 15% | Medium | P0: All, P1: Core |
### Cross-Platform Testing Strategy
```
Platform Testing Coverage
PC PS5 Xbox Switch Mobile
P0 ████ ████ ████ ████ ████
P1 ████ ███░ ███░ ██░░ ██░░
P2 ███░ ██░░ ██░░ █░░░ █░░░
P3 ██░░ █░░░ █░░░ ░░░░ ░░░░
████ = Full coverage
███░ = High coverage
██░░ = Medium coverage
█░░░ = Low coverage
░░░░ = Minimal/none
```
## Best Practices
### DO
- Reassess priorities as development progresses
- Weight user-facing features higher
- Consider platform certification requirements
- Focus automation on stable, high-value areas
- Track bug escape rates by priority
### DON'T
- Treat all tests equally
- Automate P3 before P0/P1 coverage is solid
- Skip P0 testing for "small changes"
- Ignore platform-specific requirements
- Let P1/P2 bugs accumulate
## Metrics to Track
| Metric | Target | Purpose |
| ------------------- | ------------- | -------------------- |
| P0 test pass rate | 100% | Build quality |
| P0 bug escape rate | 0% | Test effectiveness |
| P1 coverage | 80%+ | Feature coverage |
| Test execution time | < 30 min (CI) | Development velocity |
| Flaky test rate | < 1% | Test reliability |
@@ -0,0 +1,383 @@
# Unity Test Framework Guide
## Overview
Unity provides a built-in Test Framework based on NUnit for writing and running automated tests. It supports Edit Mode tests (run without playing) and Play Mode tests (run during gameplay simulation).
## Test Framework Setup
### Package Installation
```json
// manifest.json - usually pre-installed
{
"dependencies": {
"com.unity.test-framework": "1.6.0"
}
}
```
### Project Structure
```
Assets/
├── Scripts/
│ └── Runtime/
│ ├── Player/
│ │ └── PlayerController.cs
│ └── Combat/
│ └── DamageCalculator.cs
└── Tests/
├── EditMode/
│ └── DamageCalculatorTests.cs
└── PlayMode/
└── PlayerMovementTests.cs
```
### Assembly Definitions
Create `.asmdef` files for test assemblies:
```json
// Tests/EditMode/EditModeTests.asmdef
{
"name": "EditModeTests",
"references": ["GameAssembly"],
"includePlatforms": ["Editor"],
"defineConstraints": ["UNITY_INCLUDE_TESTS"]
}
// Tests/PlayMode/PlayModeTests.asmdef
{
"name": "PlayModeTests",
"references": ["GameAssembly"],
"includePlatforms": [],
"defineConstraints": ["UNITY_INCLUDE_TESTS"]
}
```
## Edit Mode Tests
Edit Mode tests run in the Editor without entering Play Mode. Best for testing pure logic.
### Basic Test Structure
```csharp
using NUnit.Framework;
[TestFixture]
public class DamageCalculatorTests
{
private DamageCalculator _calculator;
[SetUp]
public void Setup()
{
_calculator = new DamageCalculator();
}
[Test]
public void Calculate_BaseDamage_ReturnsCorrectValue()
{
float result = _calculator.Calculate(100f, 1f);
Assert.AreEqual(100f, result);
}
[Test]
public void Calculate_CriticalHit_DoublesDamage()
{
float result = _calculator.Calculate(100f, multiplier: 2f);
Assert.AreEqual(200f, result);
}
[TestCase(100f, 0.5f, 50f)]
[TestCase(100f, 1.5f, 150f)]
[TestCase(50f, 2f, 100f)]
public void Calculate_Parameterized_ReturnsExpected(
float base_, float mult, float expected)
{
Assert.AreEqual(expected, _calculator.Calculate(base_, mult));
}
}
```
### Testing ScriptableObjects
```csharp
[Test]
public void WeaponStats_DPS_CalculatesCorrectly()
{
var weapon = ScriptableObject.CreateInstance<WeaponStats>();
weapon.baseDamage = 10f;
weapon.attacksPerSecond = 2f;
Assert.AreEqual(20f, weapon.DPS);
// Cleanup
Object.DestroyImmediate(weapon);
}
```
## Play Mode Tests
Play Mode tests run during gameplay simulation. Required for testing MonoBehaviours, physics, and runtime behavior.
### Basic Play Mode Test
```csharp
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
public class PlayerMovementTests
{
private GameObject _player;
private PlayerController _controller;
[SetUp]
public void Setup()
{
_player = new GameObject("Player");
_controller = _player.AddComponent<PlayerController>();
_player.AddComponent<Rigidbody>();
_player.AddComponent<CapsuleCollider>();
}
[TearDown]
public void TearDown()
{
Object.Destroy(_player);
}
[UnityTest]
public IEnumerator Move_WhenInputApplied_ChangesPosition()
{
Vector3 startPos = _player.transform.position;
_controller.SetInput(Vector2.right);
yield return new WaitForSeconds(0.5f);
Assert.Greater(_player.transform.position.x, startPos.x);
}
[UnityTest]
public IEnumerator Jump_WhenGrounded_BecomesAirborne()
{
// Setup ground
var ground = GameObject.CreatePrimitive(PrimitiveType.Plane);
_player.transform.position = Vector3.up;
yield return new WaitForFixedUpdate();
_controller.Jump();
yield return new WaitForSeconds(0.1f);
Assert.IsFalse(_controller.IsGrounded);
Object.Destroy(ground);
}
}
```
### Testing Coroutines
```csharp
[UnityTest]
public IEnumerator Attack_Cooldown_PreventsSpam()
{
_controller.Attack();
Assert.IsTrue(_controller.IsAttacking);
_controller.Attack(); // Should be blocked
Assert.AreEqual(1, _controller.AttackCount);
yield return new WaitForSeconds(_controller.AttackCooldown + 0.1f);
_controller.Attack();
Assert.AreEqual(2, _controller.AttackCount);
}
```
### Scene Testing
```csharp
using UnityEngine.SceneManagement;
[UnityTest]
public IEnumerator MainMenu_StartButton_LoadsGameScene()
{
SceneManager.LoadScene("MainMenu");
yield return null; // Wait for scene load
var startButton = GameObject.Find("StartButton")
.GetComponent<Button>();
startButton.onClick.Invoke();
yield return new WaitForSeconds(1f);
Assert.AreEqual("GameScene", SceneManager.GetActiveScene().name);
}
```
## Integration Test Patterns
### Prefab Testing
```csharp
[UnityTest]
public IEnumerator EnemyPrefab_Spawns_WithCorrectComponents()
{
var prefab = Resources.Load<GameObject>("Prefabs/Enemy");
var instance = Object.Instantiate(prefab);
yield return null;
Assert.IsNotNull(instance.GetComponent<EnemyAI>());
Assert.IsNotNull(instance.GetComponent<Health>());
Assert.IsNotNull(instance.GetComponent<NavMeshAgent>());
Object.Destroy(instance);
}
```
### Input System Testing
```csharp
using UnityEngine.InputSystem;
[UnityTest]
public IEnumerator InputAction_Fire_TriggersWeapon()
{
var keyboard = InputSystem.AddDevice<Keyboard>();
yield return null;
Press(keyboard.spaceKey);
yield return null;
Assert.IsTrue(_controller.IsFiring);
Release(keyboard.spaceKey);
yield return null;
Assert.IsFalse(_controller.IsFiring);
}
```
## Test Utilities
### Custom Assertions
```csharp
public static class GameAssert
{
public static void AreApproximatelyEqual(
Vector3 expected, Vector3 actual, float tolerance = 0.001f)
{
Assert.AreEqual(expected.x, actual.x, tolerance);
Assert.AreEqual(expected.y, actual.y, tolerance);
Assert.AreEqual(expected.z, actual.z, tolerance);
}
public static void IsWithinRange(float value, float min, float max)
{
Assert.GreaterOrEqual(value, min);
Assert.LessOrEqual(value, max);
}
}
```
### Test Fixtures
```csharp
public class TestScene : IDisposable
{
public GameObject Player { get; private set; }
public GameObject Ground { get; private set; }
public TestScene()
{
Ground = GameObject.CreatePrimitive(PrimitiveType.Plane);
Player = Object.Instantiate(Resources.Load<GameObject>("Player"));
Player.transform.position = Vector3.up;
}
public void Dispose()
{
Object.Destroy(Player);
Object.Destroy(Ground);
}
}
[UnityTest]
public IEnumerator Player_FallsToGround()
{
using var scene = new TestScene();
yield return new WaitForSeconds(1f);
Assert.Less(scene.Player.transform.position.y, 0.5f);
}
```
## CI Integration
### Command Line Execution
```bash
# Run Edit Mode tests
Unity -runTests -batchmode -projectPath . \
-testPlatform EditMode \
-testResults results.xml
# Run Play Mode tests
Unity -runTests -batchmode -projectPath . \
-testPlatform PlayMode \
-testResults results.xml
```
### GitHub Actions
```yaml
test:
runs-on: ubuntu-latest
steps:
- uses: game-ci/unity-test-runner@v4
with:
projectPath: .
testMode: all
artifactsPath: TestResults
```
## Best Practices
### DO
- Test pure logic in Edit Mode (faster execution)
- Use Play Mode only when needed (physics, coroutines, MonoBehaviour)
- Create test fixtures for common setups
- Clean up created GameObjects in TearDown
- Use `[Category]` attributes for test organization
- Run tests before every commit
### DON'T
- Don't test Unity's built-in functionality
- Don't rely on specific frame timing (use WaitForSeconds)
- Don't leave test objects in scenes
- Don't test private methods directly (test through public API)
- Don't create tests that depend on execution order
## Troubleshooting
### Common Issues
| Issue | Cause | Fix |
| ---------------------- | ------------------ | ------------------------------------------ |
| Tests not appearing | Missing asmdef | Create test assembly definition |
| NullReferenceException | Missing Setup | Ensure [SetUp] initializes all fields |
| Tests hang | Infinite coroutine | Add timeout or max iterations |
| Flaky physics tests | Timing dependent | Use WaitForFixedUpdate, increase tolerance |
@@ -0,0 +1,388 @@
# Unreal Engine Automation Testing Guide
## Overview
Unreal Engine provides a comprehensive automation system for testing games, including:
- **Automation Framework** - Low-level test infrastructure
- **Functional Tests** - In-game scenario testing
- **Gauntlet** - Extended testing and automation
## Automation Framework
### Test Types
| Type | Flag | Use Case |
| ------------- | --------------- | -------------------------- |
| Unit Tests | `SmokeFilter` | Fast, isolated logic tests |
| Feature Tests | `ProductFilter` | Feature validation |
| Stress Tests | `StressFilter` | Performance under load |
| Perf Tests | `PerfFilter` | Benchmark comparisons |
### Basic Test Structure
```cpp
// MyGameTests.cpp
#include "Misc/AutomationTest.h"
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
FDamageCalculationTest,
"MyGame.Combat.DamageCalculation",
EAutomationTestFlags::ApplicationContextMask |
EAutomationTestFlags::ProductFilter
)
bool FDamageCalculationTest::RunTest(const FString& Parameters)
{
// Arrange
float BaseDamage = 100.f;
float CritMultiplier = 2.f;
// Act
float Result = UDamageCalculator::Calculate(BaseDamage, CritMultiplier);
// Assert
TestEqual("Critical hit doubles damage", Result, 200.f);
return true;
}
```
### Complex Test with Setup/Teardown
```cpp
IMPLEMENT_COMPLEX_AUTOMATION_TEST(
FInventorySystemTest,
"MyGame.Systems.Inventory",
EAutomationTestFlags::ApplicationContextMask |
EAutomationTestFlags::ProductFilter
)
void FInventorySystemTest::GetTests(
TArray<FString>& OutBeautifiedNames,
TArray<FString>& OutTestCommands) const
{
OutBeautifiedNames.Add("AddItem");
OutTestCommands.Add("AddItem");
OutBeautifiedNames.Add("RemoveItem");
OutTestCommands.Add("RemoveItem");
OutBeautifiedNames.Add("StackItems");
OutTestCommands.Add("StackItems");
}
bool FInventorySystemTest::RunTest(const FString& Parameters)
{
// Setup
UInventoryComponent* Inventory = NewObject<UInventoryComponent>();
if (Parameters == "AddItem")
{
UItemData* Sword = NewObject<UItemData>();
Sword->ItemID = "sword_01";
bool bAdded = Inventory->AddItem(Sword);
TestTrue("Item added successfully", bAdded);
TestEqual("Inventory count", Inventory->GetItemCount(), 1);
}
else if (Parameters == "RemoveItem")
{
// ... test logic
}
else if (Parameters == "StackItems")
{
// ... test logic
}
return true;
}
```
### Latent Actions (Async Tests)
```cpp
DEFINE_LATENT_AUTOMATION_COMMAND_ONE_PARAMETER(
FWaitForActorSpawn,
FString, ActorName
);
bool FWaitForActorSpawn::Update()
{
UWorld* World = GEngine->GetWorldContexts()[0].World();
AActor* Actor = nullptr;
for (TActorIterator<AActor> It(World); It; ++It)
{
if (It->GetName() == ActorName)
{
Actor = *It;
break;
}
}
return Actor != nullptr; // Return true when complete
}
bool FSpawnTest::RunTest(const FString& Parameters)
{
// Spawn enemy
ADD_LATENT_AUTOMATION_COMMAND(FSpawnEnemy("Goblin"));
// Wait for spawn
ADD_LATENT_AUTOMATION_COMMAND(FWaitForActorSpawn("Goblin"));
// Verify
ADD_LATENT_AUTOMATION_COMMAND(FVerifyEnemyState("Goblin", "Idle"));
return true;
}
```
## Functional Tests
Functional tests run inside the game world and can test gameplay scenarios.
### Setup
1. Create a test map (`TestMap_Combat.umap`)
2. Add `AFunctionalTest` actors to the map
3. Configure test parameters in Details panel
### Blueprint Functional Test
```cpp
// In Blueprint:
// 1. Create child of AFunctionalTest
// 2. Override "Start Test" event
// 3. Call "Finish Test" when complete
```
### C++ Functional Test
```cpp
UCLASS()
class APlayerCombatTest : public AFunctionalTest
{
GENERATED_BODY()
public:
virtual void StartTest() override;
protected:
UPROPERTY(EditAnywhere)
TSubclassOf<AEnemy> EnemyClass;
UPROPERTY(EditAnywhere)
float ExpectedDamage = 50.f;
private:
void OnEnemyDamaged(float Damage);
};
void APlayerCombatTest::StartTest()
{
Super::StartTest();
// Spawn test enemy
AEnemy* Enemy = GetWorld()->SpawnActor<AEnemy>(EnemyClass);
Enemy->OnDamaged.AddDynamic(this, &APlayerCombatTest::OnEnemyDamaged);
// Get player and attack
APlayerCharacter* Player = Cast<APlayerCharacter>(
UGameplayStatics::GetPlayerCharacter(this, 0));
Player->Attack(Enemy);
}
void APlayerCombatTest::OnEnemyDamaged(float Damage)
{
if (FMath::IsNearlyEqual(Damage, ExpectedDamage, 0.1f))
{
FinishTest(EFunctionalTestResult::Succeeded, "Damage correct");
}
else
{
FinishTest(EFunctionalTestResult::Failed,
FString::Printf(TEXT("Expected %f, got %f"),
ExpectedDamage, Damage));
}
}
```
## Gauntlet Framework
Gauntlet extends automation for large-scale testing, performance benchmarking, and multi-client scenarios.
### Gauntlet Test Configuration
```cpp
// MyGameTest.cs (Gauntlet config)
namespace MyGame.Automation
{
public class PerformanceTestConfig : UnrealTestConfig
{
[AutoParam]
public string MapName = "TestMap_Performance";
[AutoParam]
public int Duration = 300; // 5 minutes
public override void ApplyToConfig(UnrealAppConfig Config)
{
base.ApplyToConfig(Config);
Config.AddCmdLineArg("-game");
Config.AddCmdLineArg($"-ExecCmds=open {MapName}");
}
}
}
```
### Running Gauntlet
```bash
# Run performance test
RunUAT.bat RunUnreal -project=MyGame -platform=Win64 \
-configuration=Development -build=local \
-test=MyGame.PerformanceTest -Duration=300
```
## Blueprint Testing
### Test Helpers in Blueprint
Create a Blueprint Function Library with test utilities:
```cpp
UCLASS()
class UTestHelpers : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Testing")
static void AssertTrue(bool Condition, const FString& Message);
UFUNCTION(BlueprintCallable, Category = "Testing")
static void AssertEqual(int32 A, int32 B, const FString& Message);
UFUNCTION(BlueprintCallable, Category = "Testing")
static AActor* SpawnTestActor(
UObject* WorldContext,
TSubclassOf<AActor> ActorClass,
FVector Location);
};
```
## Performance Testing
### Frame Time Measurement
```cpp
bool FFrameTimeTest::RunTest(const FString& Parameters)
{
TArray<float> FrameTimes;
float TotalTime = 0.f;
// Collect frame times
ADD_LATENT_AUTOMATION_COMMAND(FCollectFrameTimes(
FrameTimes, 1000 // frames
));
// Analyze
ADD_LATENT_AUTOMATION_COMMAND(FAnalyzeFrameTimes(
FrameTimes,
16.67f, // Target: 60fps
0.99f // 99th percentile threshold
));
return true;
}
```
### Memory Tracking
```cpp
bool FMemoryLeakTest::RunTest(const FString& Parameters)
{
SIZE_T BaselineMemory = FPlatformMemory::GetStats().UsedPhysical;
// Perform operations
for (int i = 0; i < 100; i++)
{
UObject* Obj = NewObject<UMyObject>();
// ... use object
Obj->MarkAsGarbage(); // UE5 API (was MarkPendingKill in UE4)
}
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS);
SIZE_T FinalMemory = FPlatformMemory::GetStats().UsedPhysical;
SIZE_T Leaked = FinalMemory - BaselineMemory;
TestTrue("No significant leak", Leaked < 1024 * 1024); // 1MB tolerance
return true;
}
```
## CI Integration
### Command Line
```bash
# Run all tests (UE5)
UnrealEditor.exe MyGame -ExecCmds="Automation RunTests Now" -unattended -nopause
# Run specific test
UnrealEditor.exe MyGame -ExecCmds="Automation RunTests MyGame.Combat" -unattended
# Run with report
UnrealEditor.exe MyGame \
-ExecCmds="Automation RunTests Now; Automation ReportResults" \
-ReportOutputPath=TestResults.xml
# Note: For UE4, use UE4Editor.exe instead of UnrealEditor.exe
```
### GitHub Actions
```yaml
test:
runs-on: [self-hosted, windows, unreal]
steps:
- name: Run Tests
run: |
# UE5: UnrealEditor-Cmd.exe, UE4: UE4Editor-Cmd.exe
& "$env:UE_ROOT/Engine/Binaries/Win64/UnrealEditor-Cmd.exe" `
"${{ github.workspace }}/MyGame.uproject" `
-ExecCmds="Automation RunTests Now" `
-unattended -nopause -nullrhi
```
## Best Practices
### DO
- Use `SmokeFilter` for fast CI tests
- Create dedicated test maps for functional tests
- Clean up spawned actors after tests
- Use latent commands for async operations
- Profile tests to keep CI fast
### DON'T
- Don't test engine functionality
- Don't rely on specific tick order
- Don't leave test actors in production maps
- Don't ignore test warnings
- Don't skip garbage collection in tests
## Troubleshooting
| Issue | Cause | Fix |
| -------------- | --------------- | ---------------------------- |
| Test not found | Wrong flags | Check `EAutomationTestFlags` |
| Crash in test | Missing world | Use proper test context |
| Flaky results | Timing issues | Use latent commands |
| Slow tests | Too many actors | Optimize test setup |