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feat: security overhaul (proxy ssrf fix, streaming sanitization, docker optimization)
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# Game Test Framework Setup - Validation Checklist
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This checklist ensures the framework workflow completes successfully.
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---
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## Prerequisites
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- [ ] Game project exists with identifiable engine
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- [ ] Engine type detected (Unity, Unreal, or Godot)
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- [ ] No existing test framework conflicts
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- [ ] Write permissions to create directories
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---
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## Engine Detection
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- [ ] Engine type correctly identified
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- [ ] Engine version detected
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- [ ] Project structure understood
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---
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## Unity-Specific Checks
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- [ ] `Assets/Tests/` directory created
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- [ ] `EditMode/` subdirectory created with `.asmdef`
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- [ ] `PlayMode/` subdirectory created with `.asmdef`
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- [ ] Assembly definitions reference game assembly
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- [ ] `UNITY_INCLUDE_TESTS` constraint set
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- [ ] Sample Edit Mode test created
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- [ ] Sample Play Mode test created
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- [ ] Tests compile without errors
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---
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## Unreal-Specific Checks
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- [ ] `Source/<ProjectName>Tests/` directory created
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- [ ] `<ProjectName>Tests.Build.cs` created
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- [ ] Module references game module correctly
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- [ ] Sample automation test created
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- [ ] Test flags set correctly (`ProductFilter`)
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- [ ] Tests compile without errors
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---
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## Godot-Specific Checks
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- [ ] GUT plugin installed in `addons/gut/`
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- [ ] `tests/` directory created
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- [ ] `tests/unit/` subdirectory created
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- [ ] `tests/integration/` subdirectory created
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- [ ] `gut_config.json` created
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- [ ] Sample test extends `GutTest`
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- [ ] `before_each`/`after_each` patterns used
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- [ ] Tests run without errors
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---
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## Sample Tests
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- [ ] Sample tests follow engine conventions
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- [ ] Tests use Arrange-Act-Assert pattern
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- [ ] Tests include proper cleanup
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- [ ] Tests demonstrate framework capabilities
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- [ ] Tests are syntactically correct
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---
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## Documentation
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- [ ] `tests/README.md` created
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- [ ] Setup instructions included
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- [ ] Running tests section included
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- [ ] CI integration commands included
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- [ ] Best practices section included
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---
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## Quality Checks
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- [ ] No compilation/syntax errors
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- [ ] No placeholder text left
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- [ ] No hardcoded paths (use engine conventions)
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- [ ] Cleanup prevents orphan objects
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- [ ] Tests are deterministic
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---
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## Completion Criteria
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- [ ] Engine correctly detected
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- [ ] Directory structure created
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- [ ] Configuration files generated
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- [ ] Sample tests run successfully
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- [ ] Documentation complete
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---
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**Completed by:** {name}
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**Date:** {date}
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**Engine:** {Unity | Unreal | Godot}
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@@ -0,0 +1,348 @@
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<!-- Powered by BMAD-CORE™ -->
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# Game Test Framework Setup
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**Workflow ID**: `_bmad/bmgd/gametest/framework`
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**Version**: 1.0 (BMad v6)
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---
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## Overview
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Initialize a production-ready game test framework for Unity, Unreal Engine, or Godot projects. This workflow scaffolds the complete testing infrastructure including unit tests, integration tests, and play mode tests appropriate for the detected game engine.
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---
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## Preflight Requirements
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**Critical:** Verify these requirements before proceeding. If any fail, HALT and notify the user.
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- ✅ Game project exists with identifiable engine
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- ✅ No test framework already configured (check for existing test directories)
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- ✅ Project structure is accessible
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---
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## Step 1: Detect Game Engine
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### Actions
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1. **Identify Engine Type**
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Look for engine-specific files:
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- **Unity**: `Assets/`, `ProjectSettings/ProjectSettings.asset`, `*.unity` scene files
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- **Unreal**: `*.uproject`, `Source/`, `Config/DefaultEngine.ini`
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- **Godot**: `project.godot`, `*.tscn`, `*.gd` files
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2. **Verify Engine Version**
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- Unity: Check `ProjectSettings/ProjectVersion.txt`
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- Unreal: Check `*.uproject` file for `EngineAssociation`
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- Godot: Check `project.godot` for `config_version`
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3. **Check for Existing Test Framework**
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- Unity: Check for `Tests/` folder, `*.Tests.asmdef`
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- Unreal: Check for `Tests/` in Source, `*Tests.Build.cs`
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- Godot: Check for `tests/` folder, GUT plugin in `addons/gut/`
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**Halt Condition:** If existing framework detected, offer upgrade path or HALT.
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---
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## Step 2: Scaffold Framework
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### Unity Test Framework
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**Knowledge Base Reference**: `knowledge/unity-testing.md`
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1. **Create Directory Structure**
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```
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Assets/
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├── Tests/
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│ ├── EditMode/
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│ │ ├── EditModeTests.asmdef
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│ │ └── ExampleEditModeTest.cs
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│ └── PlayMode/
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│ ├── PlayModeTests.asmdef
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│ └── ExamplePlayModeTest.cs
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```
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2. **Generate Assembly Definitions**
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`EditModeTests.asmdef`:
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```json
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{
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"name": "EditModeTests",
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"references": ["<GameAssembly>"],
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"includePlatforms": ["Editor"],
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"defineConstraints": ["UNITY_INCLUDE_TESTS"],
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"optionalUnityReferences": ["TestAssemblies"]
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}
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```
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`PlayModeTests.asmdef`:
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```json
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{
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"name": "PlayModeTests",
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"references": ["<GameAssembly>"],
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"includePlatforms": [],
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"defineConstraints": ["UNITY_INCLUDE_TESTS"],
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"optionalUnityReferences": ["TestAssemblies"]
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}
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```
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3. **Generate Sample Tests**
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Edit Mode test example:
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```csharp
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using NUnit.Framework;
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[TestFixture]
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public class DamageCalculatorTests
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{
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[Test]
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public void Calculate_BaseDamage_ReturnsCorrectValue()
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{
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// Arrange
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var calculator = new DamageCalculator();
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// Act
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float result = calculator.Calculate(100f, 1f);
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// Assert
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Assert.AreEqual(100f, result);
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}
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}
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```
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Play Mode test example:
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```csharp
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using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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public class PlayerMovementTests
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{
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[UnityTest]
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public IEnumerator Player_WhenInputApplied_Moves()
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{
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// Arrange
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var playerGO = new GameObject("Player");
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var controller = playerGO.AddComponent<PlayerController>();
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// Act
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controller.SetMoveInput(Vector2.right);
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yield return new WaitForSeconds(0.5f);
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// Assert
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Assert.Greater(playerGO.transform.position.x, 0f);
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// Cleanup
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Object.Destroy(playerGO);
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}
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}
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```
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---
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### Unreal Engine Automation
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**Knowledge Base Reference**: `knowledge/unreal-testing.md`
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1. **Create Directory Structure**
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```
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Source/
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├── <ProjectName>/
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│ └── ...
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└── <ProjectName>Tests/
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├── <ProjectName>Tests.Build.cs
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└── Private/
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├── DamageCalculationTests.cpp
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└── PlayerCombatTests.cpp
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```
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2. **Generate Module Build File**
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`<ProjectName>Tests.Build.cs`:
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```csharp
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using UnrealBuildTool;
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public class <ProjectName>Tests : ModuleRules
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{
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public <ProjectName>Tests(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[] {
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"Core",
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"CoreUObject",
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"Engine",
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"<ProjectName>"
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});
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PrivateDependencyModuleNames.AddRange(new string[] {
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"AutomationController"
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});
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}
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}
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```
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3. **Generate Sample Tests**
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```cpp
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#include "Misc/AutomationTest.h"
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IMPLEMENT_SIMPLE_AUTOMATION_TEST(
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FDamageCalculationTest,
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"<ProjectName>.Combat.DamageCalculation",
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EAutomationTestFlags::ApplicationContextMask |
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EAutomationTestFlags::ProductFilter
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)
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bool FDamageCalculationTest::RunTest(const FString& Parameters)
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{
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// Arrange
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float BaseDamage = 100.f;
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float CritMultiplier = 2.f;
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// Act
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float Result = UDamageCalculator::Calculate(BaseDamage, CritMultiplier);
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// Assert
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TestEqual("Critical hit doubles damage", Result, 200.f);
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return true;
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}
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```
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---
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### Godot GUT Framework
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**Knowledge Base Reference**: `knowledge/godot-testing.md`
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1. **Create Directory Structure**
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```
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project/
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├── addons/
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│ └── gut/ (plugin files)
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├── tests/
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│ ├── unit/
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│ │ └── test_damage_calculator.gd
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│ └── integration/
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│ └── test_player_combat.gd
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└── gut_config.json
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```
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2. **Generate GUT Configuration**
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`gut_config.json`:
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```json
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{
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"dirs": ["res://tests/"],
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"include_subdirs": true,
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"prefix": "test_",
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"suffix": ".gd",
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"should_exit": true,
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"should_exit_on_success": true,
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"log_level": 1,
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"junit_xml_file": "results.xml"
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}
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```
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3. **Generate Sample Tests**
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`tests/unit/test_damage_calculator.gd`:
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```gdscript
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extends GutTest
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var calculator: DamageCalculator
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func before_each():
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calculator = DamageCalculator.new()
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func after_each():
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calculator.free()
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func test_calculate_base_damage():
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var result = calculator.calculate(100.0, 1.0)
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assert_eq(result, 100.0, "Base damage should equal input")
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func test_calculate_critical_hit():
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var result = calculator.calculate(100.0, 2.0)
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assert_eq(result, 200.0, "Critical hit should double damage")
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```
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---
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## Step 3: Generate Documentation
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Create `tests/README.md` with:
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- Test framework overview for the detected engine
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- Directory structure explanation
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- Running tests locally
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- CI integration commands
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- Best practices for game testing
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- Links to knowledge base fragments
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---
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## Step 4: Deliverables
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### Primary Artifacts Created
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1. **Directory Structure** - Engine-appropriate test folders
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2. **Configuration Files** - Framework-specific config (asmdef, Build.cs, gut_config.json)
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3. **Sample Tests** - Working examples for unit and integration tests
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4. **Documentation** - `tests/README.md`
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---
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## Output Summary
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After completing this workflow, provide a summary:
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```markdown
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## Game Test Framework Scaffold Complete
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**Engine Detected**: {Unity | Unreal | Godot}
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**Framework**: {Unity Test Framework | Unreal Automation | GUT}
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**Artifacts Created**:
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- ✅ Test directory structure
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- ✅ Framework configuration
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- ✅ Sample unit tests
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- ✅ Sample integration/play mode tests
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- ✅ Documentation
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**Next Steps**:
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1. Review sample tests and adapt to your game
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2. Run initial tests to verify setup
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3. Use `test-design` workflow to plan comprehensive test coverage
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4. Use `automate` workflow to generate additional tests
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**Knowledge Base References Applied**:
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- {engine}-testing.md
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- qa-automation.md
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- test-priorities.md
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```
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---
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## Validation
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Refer to `checklist.md` for comprehensive validation criteria.
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@@ -0,0 +1,46 @@
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# Game QA workflow: framework
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name: gametest-framework
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description: "Initialize game test framework architecture for Unity, Unreal Engine, or Godot projects"
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author: "BMad"
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# Critical variables from config
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config_source: "{project-root}/_bmad/bmgd/config.yaml"
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output_folder: "{config_source}:output_folder"
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user_name: "{config_source}:user_name"
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communication_language: "{config_source}:communication_language"
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document_output_language: "{config_source}:document_output_language"
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date: system-generated
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# Workflow components
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installed_path: "{project-root}/_bmad/bmgd/workflows/gametest/test-framework"
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instructions: "{installed_path}/instructions.md"
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validation: "{installed_path}/checklist.md"
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# Variables and inputs
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variables:
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test_dir: "{project-root}/tests" # Root test directory
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game_engine: "auto" # auto, unity, unreal, godot
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test_framework: "auto" # auto, gut (godot), unity-test-framework, unreal-automation
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# Output configuration
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default_output_file: "{test_dir}/README.md"
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# Required tools
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required_tools:
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- read_file
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- write_file
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- create_directory
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- list_files
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- search_repo
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tags:
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- qa
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- setup
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- game-testing
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- framework
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- initialization
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execution_hints:
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interactive: false
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autonomous: true
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iterative: true
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Reference in new issue
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