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

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Michael committed 2026-01-07 08:43:33 +01:00
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<!-- Powered by BMAD-CORE™ -->
# Game Test Automation
**Workflow ID**: `_bmad/bmgd/gametest/automate`
**Version**: 1.0 (BMad v6)
---
## Overview
Generate automated test code for game projects based on test design scenarios or by analyzing existing game code. Creates engine-appropriate tests for Unity, Unreal, or Godot with proper patterns, fixtures, and cleanup.
---
## Preflight Requirements
- ✅ Test framework already initialized (run `framework` workflow first)
- ✅ Test scenarios defined (from `test-design` or ad-hoc)
- ✅ Game code accessible for analysis
---
## Step 1: Analyze Codebase
### Actions
1. **Detect Game Engine**
- Check for engine-specific project files
- Load appropriate knowledge fragments
2. **Identify Testable Systems**
- Pure logic classes (calculators, managers)
- State machines (AI, gameplay)
- Data structures (inventory, save data)
3. **Locate Existing Tests**
- Find test directory structure
- Identify test patterns already in use
- Check for test helpers/fixtures
---
## Step 2: Generate Unit Tests
### Unity (C#)
**Knowledge Base Reference**: `knowledge/unity-testing.md`
```csharp
using NUnit.Framework;
[TestFixture]
public class {ClassName}Tests
{
private {ClassName} _sut; // System Under Test
[SetUp]
public void Setup()
{
_sut = new {ClassName}();
}
[Test]
public void {MethodName}_When{Condition}_Should{Expectation}()
{
// Arrange
{setup_code}
// Act
var result = _sut.{MethodName}({parameters});
// Assert
Assert.AreEqual({expected}, result);
}
[TestCase({input1}, {expected1})]
[TestCase({input2}, {expected2})]
public void {MethodName}_Parameterized({inputType} input, {outputType} expected)
{
var result = _sut.{MethodName}(input);
Assert.AreEqual(expected, result);
}
}
```
### Unreal (C++)
**Knowledge Base Reference**: `knowledge/unreal-testing.md`
```cpp
#include "Misc/AutomationTest.h"
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
F{ClassName}{MethodName}Test,
"{ProjectName}.{Category}.{TestName}",
EAutomationTestFlags::ApplicationContextMask |
EAutomationTestFlags::ProductFilter
)
bool F{ClassName}{MethodName}Test::RunTest(const FString& Parameters)
{
// Arrange
{setup_code}
// Act
auto Result = {ClassName}::{MethodName}({parameters});
// Assert
TestEqual("{assertion_message}", Result, {expected});
return true;
}
```
### Godot (GDScript)
**Knowledge Base Reference**: `knowledge/godot-testing.md`
```gdscript
extends GutTest
var _sut: {ClassName}
func before_each():
_sut = {ClassName}.new()
func after_each():
_sut.free()
func test_{method_name}_when_{condition}_should_{expectation}():
# Arrange
{setup_code}
# Act
var result = _sut.{method_name}({parameters})
# Assert
assert_eq(result, {expected}, "{assertion_message}")
func test_{method_name}_parameterized():
var test_cases = [
{{"input": {input1}, "expected": {expected1}}},
{{"input": {input2}, "expected": {expected2}}}
]
for tc in test_cases:
var result = _sut.{method_name}(tc.input)
assert_eq(result, tc.expected)
```
---
## Step 3: Generate Integration Tests
### Scene/Level Testing
**Unity Play Mode**:
```csharp
[UnityTest]
public IEnumerator {SceneName}_Loads_WithoutErrors()
{
SceneManager.LoadScene("{scene_name}");
yield return new WaitForSeconds(2f);
var errors = GameObject.FindObjectsOfType<ErrorHandler>()
.Where(e => e.HasErrors);
Assert.IsEmpty(errors, "Scene should load without errors");
}
```
**Unreal Functional Test**:
```cpp
void A{TestName}::StartTest()
{
Super::StartTest();
// Setup test scenario
{setup}
// Verify conditions
if ({condition})
{
FinishTest(EFunctionalTestResult::Succeeded, "{message}");
}
else
{
FinishTest(EFunctionalTestResult::Failed, "{failure_message}");
}
}
```
**Godot Integration**:
```gdscript
func test_{feature}_integration():
var scene = load("res://scenes/{scene}.tscn").instantiate()
add_child(scene)
# Wait for scene ready
await get_tree().process_frame
# Test interaction
{test_code}
# Cleanup
scene.queue_free()
```
---
## Step 4: Generate Smoke Tests
Create critical path tests that run on every build:
```
Smoke Test Criteria:
1. Game launches without crash
2. Main menu is navigable
3. New game starts successfully
4. Core gameplay loop executes
5. Save/load works
```
### Example Smoke Test
```csharp
// Unity
[UnityTest, Timeout(60000)]
public IEnumerator Smoke_NewGame_StartsSuccessfully()
{
// Load main menu
SceneManager.LoadScene("MainMenu");
yield return new WaitForSeconds(2f);
// Start new game
var newGameButton = GameObject.Find("NewGameButton");
newGameButton.GetComponent<Button>().onClick.Invoke();
yield return new WaitForSeconds(5f);
// Verify gameplay loaded
var player = GameObject.FindWithTag("Player");
Assert.IsNotNull(player, "Player should exist after new game");
}
```
---
## Step 5: Generate Test Report
After generating tests, create summary:
```markdown
## Automation Summary
**Engine**: {Unity | Unreal | Godot}
**Tests Generated**: {count}
### Test Distribution
| Type | Count | Coverage |
| ----------- | ----- | ------------- |
| Unit Tests | {n} | {systems} |
| Integration | {n} | {features} |
| Smoke Tests | {n} | Critical path |
### Files Created
- `tests/unit/{file1}.{ext}`
- `tests/unit/{file2}.{ext}`
- `tests/integration/{file3}.{ext}`
### Next Steps
1. Review generated tests
2. Fill in test-specific logic
3. Run tests to verify
4. Add to CI pipeline
```
---
## Test Patterns
### Common Patterns to Generate
1. **Calculator/Logic Tests** - Pure functions
2. **State Machine Tests** - State transitions
3. **Event Tests** - Signal/delegate firing
4. **Resource Tests** - ScriptableObject/Resource validation
5. **Serialization Tests** - Save/load round-trip
### Anti-Patterns to Avoid
- Testing engine functionality
- Hard-coded waits (use signals/events)
- Tests that depend on execution order
- Tests without cleanup
---
## Deliverables
1. **Unit Test Files** - Per-class test coverage
2. **Integration Test Files** - Feature-level tests
3. **Smoke Test Suite** - Critical path validation
4. **Automation Summary** - Coverage report
---
## Validation
Refer to `checklist.md` for validation criteria.